Werewolf the Apocalypse information source

Rank 3 Metis Gifts

A list of all Rank 3 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.

Shell

Rank 3 Metis Gift / Rank 3 Croatan Gift

Consider the state of a 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 achieve 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 penalty on all initiative rolls.

Updated System from 20th Anniversary Edition: The player rolls Willpower (difficulty of the character’s own Rage). Success insulates the metis for a scene behind a mystical and psychological barrier, immunizing him against mind-altering magic of all kinds for the rest of the scene. However, he cannot gain any successes on Empathy, Primal-Urge or Rage rolls, nor can he spend Rage points.

Source: Players’ Guide to Garou (revised) / 20th Anniversary Edition


Mental Speech

Rank 3 Metis Gift / Rank 3 Philodox Gift

This Gift grants metnal communication, even over vast distances. The user must either knownthe target personally (although he does not have to be friends with tat 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.

Source: Core book revised / 20th Anniversary Edition


Frozen Form

Rank 3 Metis Gift

Homids and lupus have no idea what it’s 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 other 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.

Source: Guardians of the Caerns


Chameleon

Rank 3 Metis Gift

Like the Gift’s reptilian namesake, the Garou can blend with her natural surroundings. Unlike the lizard, the werewolf shifts fluidly with changing backgrounds, thus allowing the Garou to move about and even attack. A chameleon- or octopus-spirit teaches this Gift.

System: The player spends one Gnosis point to activate the Gift. Anyone trying to see the werewolf, even in open ground, must make a Perception roll (difficulty of the Garou’s Wits + Stealth) to detect her. Once the Garou attacks, the difficulty drops by 3. The Gift affects only sight; it does not mask the Garou’s sound or scent.

Source: 20th Anniversary Edition


Eyes of the Cat

Rank 3 Metis Gift

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.

Source: Core book revised.


Splintered Claw

Rank 3 Metis Gift

This painful Gift causes the metis’ claws to splinter as they pierce 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. 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 nonaggravated wound. The werewolf cannot soak this wound but can heal it as normal. Until the Garou heals the wound, he has no claws.

Source: Player’s Guide Second Edition.


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