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World of Darkness RP based on Werewolf the Apocalypse
 
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Posts : 162
Join date : 2010-07-04

Character sheet
Appearance: 5: Outstanding
Rank: 5: Elder
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PostSubject: Metis Gifts   Sun Jul 04, 2010 9:39 pm

Metis are the outcasts of Garou society. Unlike homid and lupus Garou, however, they are born into werewolf society and raised within it, reminded constantly of their inadequacies. The abuse heaped on a metis usually creates a deeply repressed inner
fury, but it also leads them to a deeper connection with the spirit world, possibly as a means of escape from the horror of their lives.

• Create Element (Level One) — The metis has the power to create a small amount of one of the four basic elements—fire, air, earth or water. In this way, she can replenish the air supply in an airtight room, make a rock to throw at someone, create a fire without matches or wood, or even fill a bathtub without any faucet or pipes. The metis cannot create specialized forms of any element. Precious metals (especially silver), lethal gases and acid are beyond his reach. This Gift creates only natural air, earth, fire and water. Elementals teach this Gift.

System: The werewolf s player spends one Gnosis point
and rolls Gnosis. Each success allows the character to create
approximately one cubic foot of the desired element, to a
maximum weight of 100 Ibs, anywhere he can see within 60
feet. The element remains in existence until used up (breathed
in the case of air or burned up in the case of fire without any fuel
to keep it going). The flames created with this Gift are genuinely
hot, but they are no substitute for a flame-thrower. They
inflict one health level of damage per success, to a maximum of
three health levels of damage.


• Primal Anger (Level One) — 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 extrapoints of Rage
in exchange (even if doing so takes her above her permanent
Rage rating). The health level is treated as aggravated damage
for purposes of recovery.

• Sense Wyrm (Level One) — The werewolf can sense manifestations of the Wyrm in the nearby area. This Gift involves a mystical sense, not a visual or olfactory tillage, although werewolves using the Gift sometimes say things like, "This place stinks of the Wyrm" (with a few more colorful adjectives). Garou should remember that the Wyrm's taint can cling to relatively blameless souls. Werewolves may sense an innocent person who happens to work in a Wyrm-controlled factory or who has eaten tainted food. This power requires active concentration. Any spirit of Gaia may teach this Gift.

System: The player rolls Perception + Occult. The diffifculty
depends on the concentration and strength of the Wyrm
influence. Sensing a single fomor in the next room would be
difficulty 6, while detecting the stench of a Bane that was in the
room an hour ago would be difficulty 8. Vampires register as
Wyrm-tainted, save those with Humanity Traits of 7 or higher.


• Burrow (Level Two) —Those who learn this Gift gain the ability to burrow through the earth. They make a real tunnel, and
others can follow them through it. The digger creates a burrow just large enough for her to go through. Others may follow, but they are limited by the size of the hole. The werewolf must be in Crinos, Hispo or Lupus form to use this Gift as she needs her claws for digging (although even metis without claws can use this Gift). The tunnel is not structurally sound, and it will collapse over time. Mole kindly teaches this Gift to all metis who seek him.

System: The player rolls Strength + Athletics against a
difficulty depending on the substance to be excavated (4 for loose
mud, 9 for solid rock). Some alloyed metals (such as titanium steel)
and other reinforced structures will not yield to the werewolf no
matter how hard she digs. The character can burrow one yard per
turn for each success. After the initial roll, the character does not
need to roll again to continue at the same speed.


• Curse of Hatred (Level Two) — The metis may verbalize the hatred in her heart, disheartening opponents with the intensity of her emotion. A spirit of hate teaches this Gift.

System: The player spends one Gnosis point and rolls
Manipulation + Expres​sion(difficulty of the opponent's Willpower).
If she succeeds, her opponent loses two Willpower
points and two Rage points. This Gift may be used on an
opponent only once per scene.


• Eyes of the Cat (Level Three) —The werewolf may see clearly in pitch darkness. His eyes glow a lambent green while this power is in effect. Any cat-spirit can teach this Gift, although werewolves who make enemies of the Bastet will have trouble finding teachers.


System: The character must state when the Gift is in
effect, but it requires no roll or expenditure. The character
suffers no difficulty or dice-pool penalties from darkness.


• Mental Speech (Level Three) — This Gift grants mental communication, even over vast distances. The user
must either know the target personally (although he does not have to be friends with that person) or have something that belongs to that person, such as a lock of his hair. Bird spirits and spirits of intellect teach this Gift. Owl is a particularly sought after teacher, and those who learn from him claim to have enhanced abilities at night.

System: The player rolls Charisma + Empathy (difficulty
8 ) and expends a Willpower point; the effects last for a scene.
His character may hold a mental conversation with a target at
a maximum distance of 10 miles per success. It does not allow
mind reading, but the werewolf may use social Abilities, such
as Intimidation.


• Gift of the Porcupine (Level Four) — When using this Gift, the werewolf undergoes a startling transformation. Her fur becomes elongated, bristly and sharp like the quills of a porcupine. This change makes her an even more fearsome killing
machine. A werewolf must be in Crinos, Hispo or Lupus form to use this Gift. Porcupine teaches this Gift, and he has a great
fondness for metis.


System: The character spends a Gnosis point to sharpen
his fur. Anyone whom the metis tackles, grapples or immobilizes
takes aggravated damage from his newfound quills (Strength
+1). Furthermore, anyone who strikes him with bare flesh (and
scoring fewer than five successes on the attack roll) takes
damage based on the attacker's own Strength, although the
metis still takes normal damage. This Gift lasts for one scene or
until the werewolf wills his fur to return to normal.


• Wither Limb (Level Four) — With a snarl and an angry gaze, the werewolf forces a target's arm or leg to twist, desiccate and wither, making it useless. Creatures with regenerative abilities will restore the limb to full function after one scene; otherwise, the effects are permanent. Snake-spirits, spider spirits and other venomous spirits teach this Gift. Some
werewolves even invoke spirits of disease to learn this Gift.

System: The player spends a Gnosis point and rolls
Willpower (difficulty of the victim's Stamina + 4). The
victim adds two to the difficulties of all Dexterity rolls. If his
leg is affected, he can move at only half of his normal speed.

• Madness (Level Five) —The metis struggles his whole life to find a place, a purpose and a sense of stability in his horrifyingexistence. With this Gift, he can force others to face their inner demons, inducing insanity and madness. The nature of the derangement varies among individuals, but it will always be severe, making it impossible for the victim to function normally. Lunes,along with spirits of trickery and madness teach this Gift.

System: The player spends a Gnosis point and rolls
Manipulation + Intimidation (difficulty of the victim's Willpower).
The insanity lasts a number of days equal to the
successes rolled on the attempt. During this time, the metis can
increase or decrease the effects of the madness, granting the
victim lucidity and then driving him into psychosis. Even after
the Gift has ended, the repercussions from the bout with
madness often haunt the target for the rest of his life.


• Totem Gift (Level Five) — Due to the metis' strong tieswith Garou society, she can plead directly with her tribal totem,gaining some of its power. The effects of this Gift depend on thenature of the tribal totem power. 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. The potential of this Gift depends only on the
favor of the totem, and it may cross over into the miraculous. Only the tribal totem teaches this Gift.

System: The player spends one Gnosis point and rolls
Charisma + Rituals (difficulty 7). The greater the number of
successes, the more dramatic the effects. One success might cause
a minor distraction, whereas 10 successes is the dramatic equivalent
of summoning a localized twister to destroy the metis' foes.
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