|Create Element||Primal Anger|
|Rank 1||Rank 2||Rank 3||Rank 4||Rank 5|
Create Element (Metis Rank 1)
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 airtight 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 100lbs. 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).
Primal Anger (Metis Rank 1)
The metis learns to focus the anger within her heart and use it to increase her Rage. The anger takes a physical toll on the werewolf, and it is up to her to unleash it on her enemies. The spirits of ancient metis teach this Gift. Few members of other breeds have suffered enough shame and suffering to learn this Gift.
System: A character with this Gift may sacrifice a single health level, once per scene, and gain two extra points of Rage in exchange (even if doing so takes her above her permanent Rage rating). The health level is treated as aggravated.
Taught by: ancestor
SenseWyrm (Metis Rank 1)
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 formor 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.
Shed (Metis Rank 1)
The Garou knows the trick of shedding and growing fur at an alarming rate. This gift makes the Garou especially hard to grapples successfully; opponents find themselves holding tufts of fur instead of their target. The Garou can also slide through tight spaces using his shedding fur as natural lubrication. A Lizard-spirit or Snake-spirit teaches this Gift.
System: The Garou may use his slick outer coating to avoid being grappled. With a successful
Dexterity + Primal Urge roll (difficulty 7), he can free himself from any successful grappling attack. The fur also reduces by two the werewolf's difficulty whenever he squeezes through tight spaces or slips restraints, such as handcuffs.
Burrow (Metis Rank 2)
The Garou can burrow a tunnel into the earth. The tunnel is relatively permanent, and other 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 turn can be burrowed for each success.
Curse of Hatred (Metis Rank 2)
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 Willpower). If the Garou succeeds, her opponent lose two Willpower points and two Rage points. This may only be used on an opponent once per scene.
Grovel (Metis Rank 2)
By calling upon the behaviour ingrained into Garou by the Litany, the possessor of this Gift can all but force an attacker to accept their surrender. This does not mean the attacker will leave the Gift user alone. They may continue to watch you and may verbally berate you, but they will not harm your as long as you do not initiate any attack. This Gift lasts for a scene and is taught by any Canine spirit.
System: By spending an Gnosis point and rolling Charisma + Performance (difficulty 6, resisted by the other's Rage), the character may effectively surrender. In certain situations, the use of this Gift may induce an Honor loss or an increase in Social difficulties for a time.
Haunting Stare (Metis Rank 2)
The Garou summons her hereditary instability and focuses it into her stare. Going into the eyes of the metis leaves the victim choking with horror. An Ancestor-spirit teaches this Gift.
System: The user must spend a turn in concentration to focus her will, but the Gift takes effect
immediately. Upon making eye contact, the victim must successfully roll her Willpower (difficulty 8) or be unable to act during her next turn. The difficulty to use Haunting Stare increases by one against Garou who are insane (including Silver Fangs).
Taught by: Ancestor-spirit
Book: Wild West Companion
Wriggle (Metis Rank 2)
Metis sometimes have to hide in all the wrong places at the wrong times. With this Gift, they can take best advantage of their surroundings to get away and take a breather. The spirit of a Cockroach teaches this gift.
System: Spend a Gnosis point and the Gift takes effect immediately. For the rest of the scene, no matter what her form, the metis can squeeze into a space no less than half the size of her body. Storytellers should make judgments on space limitations.
Taught by: Cockroach
Awaken Beast (Metis Rank 3)
This is the old ability out of legends and folklore; the power to change someone else into a werewolf by biting him. If the Gift is successfully used on a victim, their Beast awakens and they begin to Frenzy. The effect lasts for a single scene, although a human bit with this Gift may develop permanent derangements.
System: After a successful bite attack, the metis' player may spend a Gnosis point and roll Manipulation + Primal Urge (difficulty 6) against a resisted roll of the target's Willpower (difficulty 7) - B'et'e may add their Primal Urge score to the Willpower pool. If the attack is successful, the victim
begins to Frenzy and will come to believe they are a werewolf.
Chameleon (Metis Rank 3)
Like the Gift's reptilian namesake, the Garou can blend with her natural surroundings. Unlike the
lizard, however, the Gift user shifts fluidly with changing backgrounds, thus allowing the Garou to move about and even attack. A Chameleon-spirit teaches this Gift.
System: The player spends one Gnosis point to activate the Gift. Anyone trying to see the Garuo, even in open ground, must make Perception rolls (difficulty equals the Garou's Wits + Stelath). Failure indicates that the Garou remains undetected. Once the Garou attackes, the difficulty drops by three. Note that the Gift affects only visual senses, and it provides no camouflage for sound or scent.
Taught by: Chameleon-Spirit
Book: Wild West Companion
Eyes of the Cat (Metis Rank 3)
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.
Frozen Form (Metis Rank 3)
Homids and lupus have no idea what its like to grow up as a metis, never changing from Crinos form for years upon years. This Gift, taught by any aerial spirit, lets a metis give others a taste of what spending extended time in Crinos is really like.
System: Spend a Willpower point and roll Stamina + Primal Urge, difficulty 6. For each success, the target must spend one full day in Crinos, consecutively if more than one success is rolled. This Gift works only on other Garou, including Black Spiral Dancers.
Taught by: Aerial spirits.
Mental Speech (Metis Rank 3)
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.
Shell (Metis Rank 3)
Consider the state of the Metis cub. He is outcast from birth, knows this from the moment he can talk, and is trapped within a body that reacts powerfully to his slightest emotional twinge. Once you appreciate this state, it becomes easy to understand how this Gift was first learned. Shell places an emotional and instinctual barrier around the metis. A turtle spirit teaches this Gift.
System: While active, the metis cannot use Rage nor acheive any successes on Rage rolls, nor will mind-altering Gifts or magic affect him. However, he can also not attempt any rolls using Empathy or Primal Urge, and suffers a -1 dice penalty on all initiative rolls.
Taught by: Turtle
Splintered Claw (Metis Rank 3)
This painful Gift causes the metis' claws to splinter as they piece flesh. Tiny bits of claw imbed
themselves deep in the victim's body, thus causing tremendous irritation. Healing such a wound without first removing the splinters is both painful and stupid. Unfortunately the Gift's user loses her claws until she spends a round regenerating new ones. A Tree-spirit teaches this Gift (especially one with thorns or spiky seedpods). Glass Walkers or Bone Gnawers can learn this Gift from spirits living in houses or other wooden constructs.
System: After a successful attack that causes at least one Health Level of damage, the Garou may spend a Rage point to activate the Gift. Any damage that the target does not soak cannot be healed until he removes the bits of claw. As with all other werewolf claw attacks, the wounds are aggravated. The attacking Garou receives one automatic, non-aggravated wound. The werewolf cannot soak this wound, but can heal it as normal. Until the Garou heals the wound, he has no claws.
Badger's Heart (Metis Rank 4)
Metis often possess angry hearts, and in their own way, they have a keen understanding of Rage, no matter what their auspice. This Gift allows them to affect the Rage of other werewolves, causing their enemies to expend more of it than necessary. A Badger spirit teaches this Gift.
System: Spend a Gnosis point and roll Willpower, difficulty 7. Three successes are necessary, but if the roll is made, the target expends twice as many Rage points as he normally would. For example, if Merryk Winterchase successfully uses this Gift on Mari Cabrah while they're in combat, each time she spent one Rage point, she would actually use two, without gaining any benefit of the second Rage point. This Gift lasts an entire day.
Taught by: Badger spirits
Gift of the Porcupine (Metis Rank 4)
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 + 1). 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 (Metis Rank 4)
The Garou can cause a target's limb to wither, making it useless. Which limb is withered is the Garou's choice, but is 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).
Madness (Metis Rank 5)
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 (Metis Rank 5)
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).
Twist of Fate (Metis Rank 5)
Some Stargazer metis have used this Gift to deliver a fatal blow to unsuspecting enemies, even
knowing that the cost will be their own lives. After a Garou has been dealt her own deathblow, if she invokes this Gift, she may strike her enemy once more ere she dies. It's bittersweet but often leads to an enemy falling dead alongside the metis warrior. This Gift is taught by a Cobra spirit.
System: The player need only spend one Rage point to get that final shot; no wound penalties apply. The attack doesn't automatically land, although the metis may spend Willpower to add to the attack roll's successes (even though she's already spent Rage in the turn). The metis' damage pool is increased by ten dice - a metis' parting shot channels a lifetime of Rage, and is almost always lethal.
Taught by: Cobra spirits
Umbral Body (Metis Rank 5)
The metis body is strange. Born in a form not intended by Gaia or nature, deformed and occasionally showing signs of animals entirely unrelated to man or wolf, it is little wonder the breed has been outcast and hated. But some metis have used this body to their advantage, and it is perhaps this strangeness that allow their body to withstand the pressures this Gift inflicts. With this Gift, the metis can partially reach into the Umbra, sending certain body parts into the Umbra while maintaining others in the physical world. Doing so makes the metis difficult to hit in combat, to say the least. A Pattern spider teaches this Gift.
System: The metis rolls Gnosis (difficulty of the local Gauntlet) and if the roll succeeeds spends 1 Gnosis. For the rest of the scene, the metis receives one extra automatic success on all Dodge rolls.
Taught by: Pattern spider
From: Damien (Metis Rank 5)
System: The metis rolls Gnosis (difficulty of the local Gauntlet) and if the roll succeeeds spends 1 Gnosis. For the rest of the scene, the metis receives one automatic success to avoid any blow
directed at themselves, whether with weapons, claws or missles. In addition, if they choose to
spend an action avoiding a blow, they automatically succeed without the need to roll.