Metis

Metis are the outcasts of Garou society. Unlike the other breeds, though, they are born into and raises within werewolf society — but by no means as an equal.

Rank One

Create Element
Create a small amount of one of the four basic elements (earth, wind, water, fire). So, you can replenish an air supply in an airtight container, fill a bathtub, start a fire… Et cetera. Taught by an elemental.
System: Spend 1 Gnosis, roll Gnosis DC 6. 1 cubic foot of desired element created per success to a maximum weight of 100 lbs. This element exhausts itself naturally (is breathed up, evaporates, burns out, etc).

Primal Anger
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.

Sense Wyrm
Sense manifestations of the Wyrm in the nearby area. This is a mystical sense, not one of the five senses, and requires active concentration. Taught by any spirit servant of Gaia.
System: Perception + Occult DC variable. Vampires are sensed if they have Humanity lower than 7.

Rank Two

Burrow
Burrow a tunnel into the earth that is mostly permanent, and others can follow through, although it is a tight, one-person-at-a-time diameter. No veing larger than the Garou that started it can pass through it.
System: The Garou must be in Crinos, Hispo or Lupus form to use this Gift. The tunnel is not particularly structurally sound and is doomed to eventually collapse. Taught by a Mole spirit.

Curse of Hatred
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: 1 Gnosis point, roll Manipulation + Expression (DC 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.

Rank Three

Eyes of the Cat
See clearly in pitch darkness, while the eyes glow a lambent green. Taught by a cat spirit.
System: State that the gift is in effect, no cost or spends. Now the Garou suffers no difficulty or Dice Pool penalties from seeing in darkness.

Mental Speech
Mentally communicate with another being. Does not allow mind reading, only message sending. Intimidation and other social feats are plausible through use of this gift. The Garou must know the person or have something that belongs to that person. Taught by a Bird spirit or any intellect-related spirit.
System: Cha + Empathy DC 8, trasnmit a max of 10 miles per success.

Rank Four

Gift of the Porcupine
Allows a Garou's fur to become like quills. Garou must actually have fur at the time (be in Crinos/Hispo/Lupus).
System: Spend a gnosis. Anyone whom the Garou body slams, grapples, or immobilizes takes aggro damage at a STR + 1 roll. Anyone who hits teh Garou with bare flesh and scores fiewer than five succs takes damage based on the attacker's Strength, although the Garou still takes damage. Lasts for one scene or until Garou deactivates it.

Wither Limb
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.

Rank Five

Madness
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, inducting 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
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. 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.