Werewolf the Apocalypse information source

Rank 1 Metis Gifts

A list of all Rank 1 Metis breed Gifts for Werewolf: the Apocalypse, compiled from all source books, using the revised edition of books when available. For Metis Gifts of all ranks, see All Metis Gifts.

Sense Wyrm

Rank 1 Metis Gift / Rank 1 Theurge / Rank 1 Black Furies / Rank 1 Silent Strider / Rank 1 Silver Fang / Rank 1 Stargazer / Rank 1 Uktena / Rank 1 White Howler

The werewolf can sense manifestations of the Wyrm in the nearby area. This Gift involves a mystical sense, not a visual or olfactory image, 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 eated tainted food. This power requires active concentration. Any spirit of Gaia may teach this Gift.

System: The player rolls Perception + Occult. The difficulty depends on the concentration and strength of the Wyrm’s 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.

Source: Core book revised / 20th Anniversary


Primal Anger

Rank 1 Metis Gift / Rank 1 White Howler Gift

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 damage for purposes of recovery.

Source: Core book revised / Past Lives


Shed

Rank 1 Metis Gift

The Garou knows the trick of shedding and growing fur at an alarming rate. This Gift makes the Garou especially difficult to grapple 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.

Source: Player’s Guide Second Edition.


Create Element

Rank 1 Metis Gift

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 lbs, 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.

Source: Core book revised.


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