Nocturne V.2
A World of Darkness Sim
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Color Key:
RAGE GIFTS (Glory)
NON POWERED GIFTS (Honor)
GNOSIS GIFTS (Wisdom)​
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RANK 1
Primal Anger
Rank 1 Metis 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:
Free Action
A character with this Gift may sacrifice 1 HP to lose 1 rage. The lost health point is treated as aggravated damage for purposes of recovery.
Sense Trinity
Rank 1 Lupus / Metis / Homid Gift
The Garou may sensewhat is the dominant spirit influence in the person, animal, spirit, and ther sentient beings alike. Any Gaian spirit can teach this Gift.
System:
Normal Action
Roll Perception + Intelligence, Difficulty 14
Allows to see if someone Wyld, Weaver, or Wyrm aligned or most heavily influenced at the time.
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:
Quick Action
Spend 1 Gnosis
Roll Gnosis, Difficulty 12
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 20 meters.
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. Victim may try to dodge the attack by rolling Dexterity + Athletics, needing to beat garou's initial roll.
They inflict 1 lethal damage per success.
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Splintered Claw
Rank 1 Ahroun / Metis Gift
Some Garou take the bee as a role model for their cause. The bee is so devoted to her queen that she attacks her enemies with no care to the inevitable fact that she will die in the attack. For those Garou who feel similarly, bee-spirits may teach them how to turn their claws into stingers that stick in their opponents. Such poison as they excrete won’t kill their opponents but neither will it kill the werewolf in question.
System:
Normal Action
Gain 1 Rage
Damage done by this attack may not be healed until an action is taken to remove the Splintered Claw (Roll Strength + Athletics, Difficulty 18 to remove).
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RANK 2
Form Mastery
Rank 2 Metis / Black Furies / Fianna Gift
This Gift empowers the Wyld spark that resides in all Garou, granting the character greater control over her shapeshifting abilities. A wolf-spirit teaches this Gift.
System:
PASSIVE
When shapeshifting , all difficulties are reduced by 2.
Curse of Hatred
Rank 2 Metis / Silent Strider
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:
Resisted Action
Spend 1 Gnosis.
Roll Resolve + Composure vs Resolve + Composure
Duration: 1 day
Gives penalty of -1 per success (max -3) to all Resolve rolls.
Wriggle
Rank 2 Metis Gift
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:
Free Action
Spend 1 Gnosis
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.
Burrow
Rank 2 Metis Gift
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:
Normal Action
Takes 1 turn to sink
Garou must be on a natural surface: rocks, raw earth, grass, etc. This power does not work on concrete, asphalt, or other artificial surfaces. It takes a turn for the garou to sink into the earth, leaving carried objects behind atop the soil. While in the earth the vampire is aware of their surroundings and may move 10 meters per turn to emerge else where, except during day-sleep.
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The merging may be contested by Strength + Brawl vs Strength + Brawl roll.
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RANK 3
Shell
Rank 3 Metis 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:
Roll Resolve + Composure, Difficulty your frenzy check
Duration: A Scene
As long as Garou does not have any Rage accumulated they may roll this to becomes immune to any mind altering effects (Like dominate but not Presence). The trade off however is that garou may not gain Rage or roll it. Garou also may not use any rolls involving Primal-Urge or Empathy.
Mental Speech
Rank 3 Metis / Philodox Gift
This Gift grants metnal communication, even over vast distances. The user must either known the 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:
Resisted Action
Roll Resolve + Composure vs Resolve + Composure
For each success you may communicate for 1 turn if other person is unwilling. Every message can only hold 1 sentence. (1-2 lines max).
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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:
Resisted Action
Roll Stamina + Primal Urge vs Stamina + Athletics
For each success, the target must spend one full day in Crinos.
This Gift works only on other Garou, including Black Spiral Dancers.
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:
Free Action
Spend 1 Gnosis
This gives +3 to Stealth rolls.
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:
Free Action
Allows to see through darkness without penalties, even supernatural darkness.
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RANK 4
Badger’s Heart
Rank 4 Metis Gift
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:
Resisted Action
Spend 1 Gnosis
Roll Resolve + Composure vs Resolve + Composure
Duration: A Scene
The target gain twice as many Rage points as he normally would.
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Tenacious Fury
Rank 4 Metis Gift
Survival at any cost and victory at any price; these are the tenets that keep the Garou fighting in the face of overwhelming adversity, and the metis understands them well. He can pour his Rage into the single-minded pursuit of his goal, keeping himself going when many others would have fallen. Spirits of fury or servants of Boar teach this Gift.
System:
Normal Action
Roll Rage, Difficulty 16
After being reduced to 0 HP garou may roll their rage and stay active for number of turns equal to successes scored.
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Gnaw
Rank 4 Ahroun / Get of Fenris / Red Talon / Lupus / Metis Gift
The werewolf’s jaws strengthen to the point that she can chew through just about anything, given enough time. In addition, her jaws do more damage in combat, and only death will break her grip if she clamps her teeth into an opponent. Wolf-spirit teaches this Gift.
System:
Normal Action
Gain 1 Rage
Make a Bite Attack
Adds +1 damage on the attack if it lands. Upon dealing 4+ damage garou also disables limbs (-3 penalty to physical rolls). This gift also may be used to chew through objects, even steel bars.
Gift of the Porcupine
Rank 4 Metis Gift
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:
Free Action
Spend 1 Gnosis
Duration One Scene
Anyone whom the metis tackles, grapples or immobilizes takes aggravated damage from his new found quills, the damage is equap to their usual attack. Furthermore, anyone attacking the garou takes 1 damage if they score 1-2 successes, and 2 damage if they botch the attack. This Gift lasts for one scene or until the werewolf wills his fur to return to normal.
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Wither Limb
Rank 4 Metis Gift
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:
Normal Action
Spend 1 Gnosis
Roll: Strength + Brawl vs Dexterity + Athletics
Upon grapple the victim suffers 2 aggravated damage per success and cripples whatever limb they touch.
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Crippling a single leg, hand, or an eye gives -3 to all physical rolls (per limb)
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RANK 5
Protean Form
Rank 5 Metis Gift
Born misshapen, the metis takes her deformity and makes it a source of power. She can twist her flesh in any number of ways, sprouting a number of unnatural features, from extra limbs to additional mouths to grasping tentacles. A Chimerling teaches this Gift.
System:
Normal Action
Roll Stamina + Primal Urge, Difficulty 16
These modifications must logically bestow one of the following benefits:
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+2 to attack rolls (claws, tentacles, beaks)
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+2 defense rolls (wings, shell)
Totem Gift
Rank 5 Metis Gift
Due to the metis’ strong ties with Garou society, she can plead directly with her tribal totem, gaining some of its power. The effects of this Gift depend on the nature of the tribal totem power. Rat (totem of the Bone Gnawers) might send swarms of rats to attack the Garous’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:
Normal Action
Spend 2 Gnosis
Roll Intuition + Occult, Difficulty 14
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. ((Storyteller is required to interpret the roll. No exceptions, may not be used in the absence of a Storyteller))
Umbral Body
Rank 5 Metis Gift
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 allows 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:
Normal Action
Spend 1 Gnosis
Roll Gnosis, Difficulty 16
Duration 1 Scene
​If the roll succeed For the rest of the scene, the metis receives +2 to any Dexterity roll.
Madness
Rank 5 Metis Gift
The metis struggles his whole life to find a place, a purpose and a sense of stability in his horrifying existence. With this Gift, he can force others to face their inner demons, including 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:
Resisted Action
Spend 1 Gnosis
Roll Resolve + Composure vs Resolve + Composure
Duration: 1 day per success
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.
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