| Metis Your parents are both Garou, but you are malformed and sterile. You
understand Garou culture more deeply than other breeds do, for you were raised by your
tribe. (Nickname: mule)
Initial Gnosis: 3
Beginning Gifts: Create Element, Sense Wyrm
Metis
Rank One
Create Element - The Garou can create a small amount of one of the four basic elements --
fire, air, earth or water. In this way, a Garou can replenish the air supply in an air
tight room, make a rock to throw at someone, create a fire without matches or wood, or
fill a bathtub without any faucet or pipes. Precious metals (especially silver) cannot be
created, nor can lethal gases or acid. This Gift is taught by an elemental.
System: The Garou spends one Gnosis point and rolls Gnosis (difficulty 6). One cubic foot
of the desired element is created per success, to a maximum weight of 100 Ibs. The element
is now permanent until used up (breathed in the case of air or burned up in the case of
fire without any fuel to keep it going).
Sense Wyrm - The Garou can sense manifestations of the Wyrm in the nearby area. This Gift
involves a mystical sense, not a visual or olfactory image, although Garou using this Gift
are likely to say, "This place stinks of the Wyrm." This power requires active
concentration. This Gift is taught by any spirit servant of Gaia.
System: The Garou rolls Perception + Occult. The difficulty for this Gift is based on the
concentration and strength of the Wyrm's influence (sensing a single fomor in a room would
have a difficulty of 6 ). Vampires can be sensed using this Gift, but only those with
Humanity scores lower than 7.
Rank Two
Burrow - The Garou can burrow a tunnel into the earth. The tunnel is relatively permanent,
and others can follow the Garou through it, although it is tight and only one person at a
time can go through. However, no being larger than the Garou can travel the tunnel. The
Garou must be in Crinos, Hispo or Lupus form to use this Gift, but the tunnel will only be
as large as the form he assumed while burrowing it (only Lupus- or smaller-sized beings
can travel a tunnel burrowed by a Garou in Lupus form). The tunnel is not structurally
sound and will collapse over time. This Gift is taught by a Mole-spirit.
System: The Garou rolls Strength + Athletics against a difficulty depending on the
substance to be excavated (4 for loose mud, 9 for solid rock). One yard per rum can be
burrowed for each success.
Curse of Hatred - The Garou may verbalize the hatred in her heart, disheartening opponents
with the intensity of her emotion. This gift is taught by a spirit of Hate.
System: The Garou spends one Gnosis point and rolls Manipulation + Expression (difficulty
of the opponent's Will power). If the Garou succeeds, her opponent loses two Willpower
points and two Rage points. This may only be used on an opponent once per scene.
Rank 3
Eyes of the Cat - The Garou may see clearly in pitch darkness. The Garou's eyes will glow
a lambent green while this power is in effect. This Gift is taught by a Cat-spirit.
System: The Garou must state when this Gift is in effect, but there is no roll or cost
expenditure. The Garou suffers no difficulty or Dice Pool penalties from darkness.
Mental Speech - The Garou may mentally communicate with another being over great
distances. This does not allow mind-reading, but does allow the: Garou to use Social
Abilities, such as Intimidation, from a distance. The Garou must know the person with whom
he is attempting to communicate (although he does not have to be friends with that
person). If he does not know the person, he must have something that belongs to that
person, such as a lock of his hair. This gift is taught by a Bird-spirit or any spirit
affiliated with intellect.
System: The Garou rolls Charisma + Empathy (difficulty 8). The Garou may transmit a
maximum distance of 10 miles per success.
Rank Four
Gift of the Porcupine - This Gift allows a Garou's fur to become bristly and sharp like
the quills of a porcupine. The Garou must be in Crinos, Hispo or Lupus form. This Gift is,
of course, taught by a Porcupine-spirit.
System: The Garou spends a Gnosis point to sharpen his fur. Anyone whom the Garou body
slams, grapples or immobilizes takes aggravated damage from the Garou's sharp fur
(Strength + I). Furthermore, anyone who hits the Garou with bare flesh and scores fewer
than five successes takes damage based on the attacker's Strength, although the Garou
still takes normal damage. This Gift lasts for one scene or until the Garou deactivates
it.
Wither Limb - The Garou can cause a target's limb to wither, making it useless. Which limb
is withered is the Garou's choice, but it must be an arm or leg. If the victim is a
creature with regenerative properties, such as a Garou or vampire, the limb will
regenerate whole after one scene. This Gift is taught by a venomous animal spirit or a
spirit of Disease.
System: The Garou spends a Gnosis point and rolls Willpower (difficulty of the victim's
Stamina + 4).
Rank Five
Madness - The Garou can induce madness in others. The madness will take a form decided by
the Storyteller, but should be severe. This Gift is taught either by a Lune or by a spirit
of Madness or Trickery.
System: The Garou spends a Gnosis point and rolls Manipulation + Intimidation (difficulty
of the victim's Willpower) . The number of successes determines the number of days that
the insanity lasts.
Totem Gift - The Garou is in touch with the totem of her tribe and can actually plead with
the totem, gaining some of its power. The effects of this power are up to the Storyteller,
but should be in keeping with the totem; thus, Chimera (totem of the Stargazers) might
grant the Garou increased insight or the ability to shapeshift into anything desired,
while Rat (totem of the Bone Gnawers) might send swarms of rats to attack the Garou's
enemies, and Grandfather Thunder (totem of the Shadow Lords) might smite the Garou's
enemies with a blast of thunder and lightning. This Gift is taught by the Garou's tribal
totem.
System: The Garou spends one Gnosis point and rolls Charisma + Rituals (difficulty 9).
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