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(Die Seite wurde neu angelegt: „ =Rang 1 = Create Element (Metis Rank 1) The Garou can create a small amount of one of the four basic elements - fire, air, earth or water. In this way, a Garou can replenish the air supply in an airtight room, make a rock to throw at someone, create a fire without matches or wood, or fill a bathtub without any faucet or pipes. Precious metals (especially silver) cannot be created, nor can lethal gases or acid. This Gift is taught by an elemental.…“) |
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Create Element (Metis Rank 1) | Create Element == | ||
(Metis Rank 1) | |||
The Garou can create a small amount of one of the four basic elements - fire, air, earth or water. In this way, a Garou can replenish the air supply in an airtight room, make a rock to throw at someone, create a fire without matches or wood, or fill a bathtub without any faucet or pipes. Precious metals (especially silver) cannot be created, nor can lethal gases or acid. This Gift is taught by an elemental. | The Garou can create a small amount of one of the four basic elements - fire, air, earth or water. In this way, a Garou can replenish the air supply in an airtight room, make a rock to throw at someone, create a fire without matches or wood, or fill a bathtub without any faucet or pipes. Precious metals (especially silver) cannot be created, nor can lethal gases or acid. This Gift is taught by an elemental. | ||
System: The Garou spends one Gnosis point and rolls Gnosis (difficulty 6). One cubic foot of the desired element is created per success, to a maximum weight of 100lbs. The element is now permanent until used up (breathed in the case of air or burned up in the case of fire without any fuel to keep it going). | System: The Garou spends one Gnosis point and rolls Gnosis (difficulty 6). One cubic foot of the desired element is created per success, to a maximum weight of 100lbs. The element is now permanent until used up (breathed in the case of air or burned up in the case of fire without any fuel to keep it going). | ||
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Taught by: Elemental | Taught by: Elemental | ||
Primal Anger (Metis Rank 1) | == Primal Anger == | ||
(Metis Rank 1) | |||
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. | 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. | ||
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Taught by: Ancestor spirit | Taught by: Ancestor spirit | ||
Rat Head (Metis Rank 1) | == Rat Head == | ||
(Metis Rank 1) | |||
Metis are born into a world where they metaphorically don't belong; it seemed only natural to rat-spirits to teach them to get into such places in the literal sense as well. This Gift renders the metis's bone structure collapsible, allowing her to squeeze through any gap she can fit her head into. | Metis are born into a world where they metaphorically don't belong; it seemed only natural to rat-spirits to teach them to get into such places in the literal sense as well. This Gift renders the metis's bone structure collapsible, allowing her to squeeze through any gap she can fit her head into. | ||
System: The player spends one Gnosis and rolls Dexterity + Athletics (difficulty 7). For the rest of the scene, the metis may squirm through any gap she can fit her face | System: The player spends one Gnosis and rolls Dexterity + Athletics (difficulty 7). For the rest of the scene, the metis may squirm through any gap she can fit her face | ||
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Book: WW20 | Book: WW20 | ||
Sense Wyrm (Metis Rank 1) | == Sense Wyrm == | ||
(Metis Rank 1) | |||
The Garou can sense manifestations of the Wyrm in the nearby area. This Gift involves a mystical sense, not a visual or olfactory image, although Garou using this Gift are likely to say, "This place stinks of the Wyrm." This power requires active concentration. This Gift is taught by any spirit servant of Gaia. | The Garou can sense manifestations of the Wyrm in the nearby area. This Gift involves a mystical sense, not a visual or olfactory image, although Garou using this Gift are likely to say, "This place stinks of the Wyrm." This power requires active concentration. This Gift is taught by any spirit servant of Gaia. | ||
System: The Garou rolls Perception + Occult. The difficulty for this Gift is based on the concentration and strength of the Wyrm's influence (sensing a single formor in a room would have a difficulty of 6). Vampires can be sensed using this Gift, but only those with Humanity scores lower than 7. | System: The Garou rolls Perception + Occult. The difficulty for this Gift is based on the concentration and strength of the Wyrm's influence (sensing a single formor in a room would have a difficulty of 6). Vampires can be sensed using this Gift, but only those with Humanity scores lower than 7. | ||
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System: The player rolls Perception + Lore (replacement for Technology Knowledge) | System: The player rolls Perception + Lore (replacement for Technology Knowledge) | ||
Shed (Metis Rank 1) | == Shed == | ||
(Metis Rank 1) | |||
The Garou knows the trick of shedding and growing fur at an alarming rate. This gift makes the Garou especially hard to grapples 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. | The Garou knows the trick of shedding and growing fur at an alarming rate. This gift makes the Garou especially hard to grapples 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. | 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. | ||
=Rang 2 = | =Rang 2 = | ||
== Burrow == | |||
(Metis Rank 2) | |||
The Garou can burrow a tunnel into the earth. The tunnel is relatively permanent, and other can follow the Garou through it, although it is tight and only one person at a time can go through. However, no being larger than the Garou can travel the tunnel. The Garou must be in Crinos, Hispo or Lupus form to use this Gift, but the tunnel will only be as large as the form he assumed while burrowing it (only Lupus- or smaller-sized beings can travel a tunnel burrowed by a Garou in Lupus form). The tunnel is not structurally sound and will collapse over time. This Gift is taught by a Mole-spirit. | The Garou can burrow a tunnel into the earth. The tunnel is relatively permanent, and other can follow the Garou through it, although it is tight and only one person at a time can go through. However, no being larger than the Garou can travel the tunnel. The Garou must be in Crinos, Hispo or Lupus form to use this Gift, but the tunnel will only be as large as the form he assumed while burrowing it (only Lupus- or smaller-sized beings can travel a tunnel burrowed by a Garou in Lupus form). The tunnel is not structurally sound and will collapse over time. This Gift is taught by a Mole-spirit. | ||
System: The Garou rolls Strength + Athletics against a difficulty depending on the substance to be excavated (4 for loose mud, 9 for solid rock). One yard per turn can be burrowed for each success. | System: The Garou rolls Strength + Athletics against a difficulty depending on the substance to be excavated (4 for loose mud, 9 for solid rock). One yard per turn can be burrowed for each success. | ||
Curse of Hatred (Metis Rank 2) | == Curse of Hatred == | ||
(Metis Rank 2) | |||
The Garou may verbalize the hatred in her heart, disheartening opponents with the intensity of her emotion. This Gift is taught by a spirit of Hate. | The Garou may verbalize the hatred in her heart, disheartening opponents with the intensity of her emotion. This Gift is taught by a spirit of Hate. | ||
System: The Garou spends one Gnosis point and rolls Manipulation + Expression (difficulty of the opponent's Willpower). If the Garou succeeds, her opponent lose two Willpower points and two Rage points. This may only be used on an opponent once per scene. | System: The Garou spends one Gnosis point and rolls Manipulation + Expression (difficulty of the opponent's Willpower). If the Garou succeeds, her opponent lose two Willpower points and two Rage points. This may only be used on an opponent once per scene. | ||
Form Mastery (Metis Rank 2) | == Form Mastery == | ||
(Metis Rank 2) | |||
This Gift empower the Wyld spark that resides in all Garou, granting the character greater control over her shapeshifting abilities. A wolf-spirit teaches this Gift. | This Gift empower the Wyld spark that resides in all Garou, granting the character greater control over her shapeshifting abilities. A wolf-spirit teaches this Gift. | ||
System: When shapeshifting (see p. 285), all difficulties are reduced by 1, and the player no longer needs to roll a single success just to initiate the transformation (thus, shifting from Homid to Glabro would be difficulty 5 and | System: When shapeshifting (see p. 285), all difficulties are reduced by 1, and the player no longer needs to roll a single success just to initiate the transformation (thus, shifting from Homid to Glabro would be difficulty 5 and | ||
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Book: WW20 | Book: WW20 | ||
Grovel (Metis Rank 2) | == Grovel == | ||
(Metis Rank 2) | |||
By calling upon the behaviour ingrained into Garou by the Litany, the possessor of this Gift can all but force an attacker to accept their surrender. This does not mean the attacker will leave the Gift user alone. They may continue to watch you and may verbally berate you, but they will not harm your as long as you do not initiate any attack. This Gift lasts for a scene and is taught by any Canine spirit. | By calling upon the behaviour ingrained into Garou by the Litany, the possessor of this Gift can all but force an attacker to accept their surrender. This does not mean the attacker will leave the Gift user alone. They may continue to watch you and may verbally berate you, but they will not harm your as long as you do not initiate any attack. This Gift lasts for a scene and is taught by any Canine spirit. | ||
System: By spending an Gnosis point and rolling Charisma + Performance (difficulty 6, resisted by the other's Rage), the character may effectively surrender. In certain situations, the use of this Gift may induce an Honor loss or an increase in Social difficulties for a time. | System: By spending an Gnosis point and rolling Charisma + Performance (difficulty 6, resisted by the other's Rage), the character may effectively surrender. In certain situations, the use of this Gift may induce an Honor loss or an increase in Social difficulties for a time. | ||
Haunting Stare (Metis Rank 2) | |||
== Haunting Stare == | |||
(Metis Rank 2) | |||
The Garou summons her hereditary instability and focuses it into her stare. Going into the eyes of the metis leaves the victim choking with horror. An Ancestor-spirit teaches this Gift. | The Garou summons her hereditary instability and focuses it into her stare. Going into the eyes of the metis leaves the victim choking with horror. An Ancestor-spirit teaches this Gift. | ||
System: The user must spend a turn in concentration to focus her will, but the Gift takes effect immediately. Upon making eye contact, the victim must successfully roll her Willpower (difficulty 8) or be unable to act during her next turn. The difficulty to use Haunting Stare increases by one against Garou who are insane (including Silver Fangs). | System: The user must spend a turn in concentration to focus her will, but the Gift takes effect immediately. Upon making eye contact, the victim must successfully roll her Willpower (difficulty 8) or be unable to act during her next turn. The difficulty to use Haunting Stare increases by one against Garou who are insane (including Silver Fangs). | ||
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Book: Wild West Companion | Book: Wild West Companion | ||
Sense Silver (Metis Rank 2) | == Sense Silver == | ||
(Metis Rank 2) | |||
Ahroun are the Garou least concerned by humnans, but even the greatest can be brought low by silver weapons. Thus, the Ahroun have learned to sense when they need to be more cautious. This Gift is taught by a Lune. | Ahroun are the Garou least concerned by humnans, but even the greatest can be brought low by silver weapons. Thus, the Ahroun have learned to sense when they need to be more cautious. This Gift is taught by a Lune. | ||
System: The Garou rolls Perception + Primal Urge (difficulty 7). If successful, she can detect the presence of silver. Three successes allow her to pinpoint the silver's location. | System: The Garou rolls Perception + Primal Urge (difficulty 7). If successful, she can detect the presence of silver. Three successes allow her to pinpoint the silver's location. | ||
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Book: WW20 | Book: WW20 | ||
Wriggle (Metis Rank 2) | == Wriggle == | ||
(Metis Rank 2) | |||
Metis sometimes have to hide in all the wrong places at the wrong times. With this Gift, they can take best advantage of their surroudings to get away and take a breather. The spirit of a Cockroach teaches this 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 surroudings to get away and take a breather. The spirit of a Cockroach teaches this gift. | ||
System: Spend a Gnosis point and 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 judgements on space limitations. | System: Spend a Gnosis point and 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 judgements on space limitations. | ||
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=Rang 3 = | =Rang 3 = | ||
Awaken Beast (Metis Rank 3) | == Awaken Beast == | ||
(Metis Rank 3) | |||
This is the old ability out of legends and folklore; the power to change someone else into a werewolf by biting him. If the Gift is successfully used on a victim, their Beast awakens and they begin to Frenzy. The effect lasts for a single scene, although a human bit with this Gift may develop permanent derangements. | This is the old ability out of legends and folklore; the power to change someone else into a werewolf by biting him. If the Gift is successfully used on a victim, their Beast awakens and they begin to Frenzy. The effect lasts for a single scene, although a human bit with this Gift may develop permanent derangements. | ||
System: After a successful bite attack, the metis' player may spend a Gnosis point and roll Manipulation + Primal Urge (difficulty 6) against a resisted roll of the target's Willpower (difficulty 7) - B'et'e may add their Primal Urge score to the Willpower pool. If the attack is successful, the victim begins to Frenzy and will come to believe they are a werewolf. | System: After a successful bite attack, the metis' player may spend a Gnosis point and roll Manipulation + Primal Urge (difficulty 6) against a resisted roll of the target's Willpower (difficulty 7) - B'et'e may add their Primal Urge score to the Willpower pool. If the attack is successful, the victim begins to Frenzy and will come to believe they are a werewolf. | ||
Chameleon (Metis Rank 3) | == Chameleon == | ||
(Metis Rank 3) | |||
Like the Gift's reptilian namesake, the Garou can blend with her natural surroundings. Unlike the lizard, however, the Gift user shifts fluidly with changing backgrounds, thus allowing the Garou to move about and even attack. A Chameleon-spirit teaches this Gift. | Like the Gift's reptilian namesake, the Garou can blend with her natural surroundings. Unlike the lizard, however, the Gift user shifts fluidly with changing backgrounds, thus allowing the Garou to move about and even attack. A Chameleon-spirit teaches this Gift. | ||
System: The player spends one Gnosis point to activate the Gift. Anyone trying to see the Garuo, even in open ground, must make Perception rolls (difficulty equals the Garou's Wits + Stelath). Failure indicates that the Garou remains undetected. Once the Garou attackes, the difficulty drops by three. Note that the Gift affects only visual senses, and it provides no camouflage for sound or scent. | System: The player spends one Gnosis point to activate the Gift. Anyone trying to see the Garuo, even in open ground, must make Perception rolls (difficulty equals the Garou's Wits + Stelath). Failure indicates that the Garou remains undetected. Once the Garou attackes, the difficulty drops by three. Note that the Gift affects only visual senses, and it provides no camouflage for sound or scent. | ||
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Book: Wild West Companion | Book: Wild West Companion | ||
Eyes of the Cat (Metis Rank 3) | == Eyes of the Cat == | ||
(Metis Rank 3) | |||
The Garou may see clearly in pitch darkness. The Garou's eyes will glow a lambent green while this power is in effect. This Gift is taught by a Cat-spirit. | The Garou may see clearly in pitch darkness. The Garou's eyes will glow a lambent green while this power is in effect. This Gift is taught by a Cat-spirit. | ||
System: The Garou must state when this Gift is in effect, but there is no roll or cost expenditure. The Garou suffers no difficulty or Dice Pool penalties from darkness. | System: The Garou must state when this Gift is in effect, but there is no roll or cost expenditure. The Garou suffers no difficulty or Dice Pool penalties from darkness. | ||
Frozen Form (Metis Rank 3) | == Frozen Form == | ||
(Metis Rank 3) | |||
Homids and lupus have no idea what its 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 others a taste of what spending extended time in Crinos is really like. | Homids and lupus have no idea what its 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 others 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. | 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. | ||
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Book: GotC | Book: GotC | ||
Mental Speech (Metis Rank 3) | == Mental Speech == | ||
(Metis Rank 3) | |||
The Garou may mentally communicate with another being over great distances. This does not allow mind-reading, but does allow the Garou to use Social Abilities, such as Intimidation, from a distance. The Garou must know the person with whom he is attempting to communicate (although he does not have to be friends with that person). If he does not know the person, he must have something that belongs to that person, such as a lock of his hair. This Gift is taught by a Bird-spirit or any spirit affiliated with intellect. | The Garou may mentally communicate with another being over great distances. This does not allow mind-reading, but does allow the Garou to use Social Abilities, such as Intimidation, from a distance. The Garou must know the person with whom he is attempting to communicate (although he does not have to be friends with that person). If he does not know the person, he must have something that belongs to that person, such as a lock of his hair. This Gift is taught by a Bird-spirit or any spirit affiliated with intellect. | ||
System: The Garou rolls Charisma + Empathy (difficulty 8). The Garou may transmit a maximum distance of 10 miles per success. | System: The Garou rolls Charisma + Empathy (difficulty 8). The Garou may transmit a maximum distance of 10 miles per success. | ||
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Taught by: Bird spirit; Intellect spirit | Taught by: Bird spirit; Intellect spirit | ||
Shell (Metis Rank 3) | == Shell == | ||
(Metis Rank 3) | |||
Consider the state of the 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. | Consider the state of the 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. | ||
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Book: PG3e | Book: PG3e | ||
Splintered Claw (Metis Rank 3) | == Splintered Claw == | ||
(Metis Rank 3) | |||
This painful Gift causes the metis' claws to splinter as they piece 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 (especially one with thorns or spiky seedpods). Glass Walkers or Bone Gnawers can learn this Gift from spirits living in houses or other wooden constructs. | This painful Gift causes the metis' claws to splinter as they piece 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 (especially one with thorns or spiky seedpods). 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. | 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. | ||
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=Rang 4 = | =Rang 4 = | ||
Badger's Heart (Metis Rank 4) | == Badger's Heart == | ||
(Metis Rank 4) | |||
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. | 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: Spend a Gnosis point and roll Willpower, difficulty 7. Three successes are necessary, but if the roll is made, the target expends twice as many Rage points as he normally would. For example, if Merryk Winterchase successfully uses this Gift on Mari Cabrah while they're in combat, each time she spent one Rage point, she would actually use two, without gaining any benefit of the second Rage point. This Gift lasts an entire day. | System: Spend a Gnosis point and roll Willpower, difficulty 7. Three successes are necessary, but if the roll is made, the target expends twice as many Rage points as he normally would. For example, if Merryk Winterchase successfully uses this Gift on Mari Cabrah while they're in combat, each time she spent one Rage point, she would actually use two, without gaining any benefit of the second Rage point. This Gift lasts an entire day. | ||
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Book: GotC | Book: GotC | ||
Gift of the Porcupine (Metis Rank 4) | == Gift of the Porcupine == | ||
(Metis Rank 4) | |||
This Gift allows a Garou's fur to become bristly and sharp like the quills of a porcupine. The Garou must be in Crinos, Hispo or Lupus form. This Gift is, of course, taught by a Porcupine-spirit. | This Gift allows a Garou's fur to become bristly and sharp like the quills of a porcupine. The Garou must be in Crinos, Hispo or Lupus form. This Gift is, of course, taught by a Porcupine-spirit. | ||
System: The Garou spends a Gnosis point to sharpen his fur. Anyone whom the Garou body slams, grapples or immobilizes takes aggravated damage from the Garou's sharp fur (Strength + 1). Furthermore, anyone who hits the Garou with bare flesh and scores fewer than five successes takes damage based on the attacker's Strength, although the Garou still takes normal damage. This Gift lasts for one scene or until the Garou deactivates it. | System: The Garou spends a Gnosis point to sharpen his fur. Anyone whom the Garou body slams, grapples or immobilizes takes aggravated damage from the Garou's sharp fur (Strength + 1). Furthermore, anyone who hits the Garou with bare flesh and scores fewer than five successes takes damage based on the attacker's Strength, although the Garou still takes normal damage. This Gift lasts for one scene or until the Garou deactivates it. | ||
Lash of Rage (Metis Rank 4) | == Lash of Rage == | ||
(Metis Rank 4) | |||
The metis harnesses all of the shame, hate, and fury coiled in his heart and lashes out with it, destroying another. Bones snap, organs rupture, and cavities fill with blood as the metis's Rage tears the target apart. A spirit of fury teaches this Gift. | The metis harnesses all of the shame, hate, and fury coiled in his heart and lashes out with it, destroying another. Bones snap, organs rupture, and cavities fill with blood as the metis's Rage tears the target apart. A spirit of fury teaches this Gift. | ||
System: The player spends one Rage point and rolls his Rage rating. A target within 100 yards (91 m) takes one level of unsoakable aggravated damage for each success. This Gift can be used safely only once per scene. Any additional uses inflict the Gift's full damage on both the metis and his target. | System: The player spends one Rage point and rolls his Rage rating. A target within 100 yards (91 m) takes one level of unsoakable aggravated damage for each success. This Gift can be used safely only once per scene. Any additional uses inflict the Gift's full damage on both the metis and his target. | ||
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Book: WW20 | Book: WW20 | ||
Rattler's bite (Metis Rank 4) | == Rattler's bite == | ||
(Metis Rank 4) | |||
The metis' canines lengthen, and she can inject a deadly poison with her bite. | The metis' canines lengthen, and she can inject a deadly poison with her bite. | ||
Spider- and snake-spirits teach this Gift. | Spider- and snake-spirits teach this Gift. | ||
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Book: WW20 | Book: WW20 | ||
Wither Limb (Metis Rank 4) | == Wither Limb == | ||
(Metis Rank 4) | |||
The Garou can cause a target's limb to wither, making it useless. Which limb is withered is the Garou's choice, but is must be an arm or leg. If the victim is a creature with regenerative properties, such as a Garou or vampire, the limb will regenerate whole after one scene. This Gift is taught by a venomous animal spirit or a spirit of Disease. | The Garou can cause a target's limb to wither, making it useless. Which limb is withered is the Garou's choice, but is must be an arm or leg. If the victim is a creature with regenerative properties, such as a Garou or vampire, the limb will regenerate whole after one scene. This Gift is taught by a venomous animal spirit or a spirit of Disease. | ||
System: The Garou spends a Gnosis point and rolls Willpower (difficulty of the victim's Stamina + 4). | System: The Garou spends a Gnosis point and rolls Willpower (difficulty of the victim's Stamina + 4). | ||
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=Rang 5 = | =Rang 5 = | ||
Madness (Metis Rank 5) | == Madness == | ||
(Metis Rank 5) | |||
The Garou can induce madness in others. The madness will take a form decided by the Storyteller, but should be severe. This Gift is taught either by a Lune or by a spirit of Madness or Trickery. | The Garou can induce madness in others. The madness will take a form decided by the Storyteller, but should be severe. This Gift is taught either by a Lune or by a spirit of Madness or Trickery. | ||
System: The Garou spends a Gnosis point and rolls Manipulation + Intimidation (difficulty of the victim's Willpower). The number of successes determines the number of days that the insanity lasts. | System: The Garou spends a Gnosis point and rolls Manipulation + Intimidation (difficulty of the victim's Willpower). The number of successes determines the number of days that the insanity lasts. | ||
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Taught by: Lune; Trickster spirit; Madness spirit | Taught by: Lune; Trickster spirit; Madness spirit | ||
Protean form (Metis Rank 5) | == Protean form == | ||
(Metis Rank 5) | |||
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. | 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: The character's ability to partially transform (see p. 286) is permanently modified, allowing her to make almost any grotesque modifications the player can imagine. These modifications must logically bestow one of the following benefits: +2 dice on a certain category of attack rolls (extra clawed limbs for claw attacks, tentacles for clinches, etc), +2 damage on a certain category of attack rolls (a chest-mounted squid beak for extra damage on clinches, arms coated in shark teeth for boosted claw attacks, etc.), or +5 yards per turn of movement (extra legs, vestigial wings, etc.). | System: The character's ability to partially transform (see p. 286) is permanently modified, allowing her to make almost any grotesque modifications the player can imagine. These modifications must logically bestow one of the following benefits: +2 dice on a certain category of attack rolls (extra clawed limbs for claw attacks, tentacles for clinches, etc), +2 damage on a certain category of attack rolls (a chest-mounted squid beak for extra damage on clinches, arms coated in shark teeth for boosted claw attacks, etc.), or +5 yards per turn of movement (extra legs, vestigial wings, etc.). |
Version vom 11. Juni 2024, 23:34 Uhr
Rang 1
== Create Element ==
(Metis Rank 1) The Garou can create a small amount of one of the four basic elements - fire, air, earth or water. In this way, a Garou can replenish the air supply in an airtight room, make a rock to throw at someone, create a fire without matches or wood, or fill a bathtub without any faucet or pipes. Precious metals (especially silver) cannot be created, nor can lethal gases or acid. This Gift is taught by an elemental. System: The Garou spends one Gnosis point and rolls Gnosis (difficulty 6). One cubic foot of the desired element is created per success, to a maximum weight of 100lbs. The element is now permanent until used up (breathed in the case of air or burned up in the case of fire without any fuel to keep it going). Alternative Versions
From: WW20 (Metis Rank 1) System: The player spends one Gnosis point and roll Gnosis. Each success allows the character to create roughly one cubic foot (.3 cubic meter) of the desired element to a maximum weight of 100 lbs (45 kg), anywhere she can see within 60 feet (18 m). 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 by this Gift inflict one health level of damage per success, to a maximum of three level of damage. Taught by: Elemental From: Damien (Metis Rank 1) System: Earth and water can only be created on a surface - a sudden burst of water cannot be created in mid-air for instance, but it could be conjured from the character's hands. Air and fire can be created any point the character can see, though a Perception + Alertness roll may be needed to be precisely judge where to create the elemental source. Taught by: Elemental
Primal Anger
(Metis Rank 1) 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. Taught by: ancestor Book: WW3e Alternative Versions
From: WW20 (Metis Rank 1) The metis gives of herself to feed the Rage in her heart, burning away her very blood and muscle in the process. The spirits of ancient metis teach this Gift; few members of other breeds have endured enough shame and suffering to learn it. System: The character may inflict a single level of aggravated damage on herself once per scene, and gain three points of Rage in exchange (even if doing so takes her beyond her permanent Rage rating). Taught by: Ancestor spirit
Rat Head
(Metis Rank 1) Metis are born into a world where they metaphorically don't belong; it seemed only natural to rat-spirits to teach them to get into such places in the literal sense as well. This Gift renders the metis's bone structure collapsible, allowing her to squeeze through any gap she can fit her head into. System: The player spends one Gnosis and rolls Dexterity + Athletics (difficulty 7). For the rest of the scene, the metis may squirm through any gap she can fit her face into, moving at her walking speed to do so. Taught by: Rat spirit Book: WW20
Sense Wyrm
(Metis Rank 1) The Garou can sense manifestations of the Wyrm in the nearby area. This Gift involves a mystical sense, not a visual or olfactory image, although Garou using this Gift are likely to say, "This place stinks of the Wyrm." This power requires active concentration. This Gift is taught by any spirit servant of Gaia. System: The Garou rolls Perception + Occult. The difficulty for this Gift is based on the concentration and strength of the Wyrm's influence (sensing a single formor in a room would have a difficulty of 6). Vampires can be sensed using this Gift, but only those with Humanity scores lower than 7. Alternative Versions
From: WW20 (Metis Rank 1) The werewolf can sense nearby manifestations of the Wyrm. This Gift involves a mystical sense, not a visual or olfactory im- age, although Garou often describe the Wyrm's spiritual emanations as a stench. This Gift doesn't necessarily sense dedication to the Wyrm, merely contact with its spiritual essence, which can cling to even blameless souls. Sense Wyrm requires active concentration; the spiritual sense it provides doesn't function passively. The Gift may be taught by any Gaian spirit. 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 dif- ficulty 7. Vampires register as Wyrm-tainted, save those with Humanity ratings of 7 or higher. Taught by: Gaian spirit From: Damien (Metis Rank 1) System: The player rolls Perception + Lore (replacement for Technology Knowledge)
Shed
(Metis Rank 1) The Garou knows the trick of shedding and growing fur at an alarming rate. This gift makes the Garou especially hard to grapples 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.
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Burrow
(Metis Rank 2)
The Garou can burrow a tunnel into the earth. The tunnel is relatively permanent, and other can follow the Garou through it, although it is tight and only one person at a time can go through. However, no being larger than the Garou can travel the tunnel. The Garou must be in Crinos, Hispo or Lupus form to use this Gift, but the tunnel will only be as large as the form he assumed while burrowing it (only Lupus- or smaller-sized beings can travel a tunnel burrowed by a Garou in Lupus form). The tunnel is not structurally sound and will collapse over time. This Gift is taught by a Mole-spirit. System: The Garou rolls Strength + Athletics against a difficulty depending on the substance to be excavated (4 for loose mud, 9 for solid rock). One yard per turn can be burrowed for each success.
Curse of Hatred
(Metis Rank 2) The Garou may verbalize the hatred in her heart, disheartening opponents with the intensity of her emotion. This Gift is taught by a spirit of Hate. System: The Garou spends one Gnosis point and rolls Manipulation + Expression (difficulty of the opponent's Willpower). If the Garou succeeds, her opponent lose two Willpower points and two Rage points. This may only be used on an opponent once per scene.
Form Mastery
(Metis Rank 2)
This Gift empower the Wyld spark that resides in all Garou, granting the character greater control over her shapeshifting abilities. A wolf-spirit teaches this Gift. System: When shapeshifting (see p. 285), all difficulties are reduced by 1, and the player no longer needs to roll a single success just to initiate the transformation (thus, shifting from Homid to Glabro would be difficulty 5 and require only one success). Additionally, when enacting partial transformations (see p. 286), the player need no longer spend a Willpower point, and the difficulty of the roll is 7. This Gift's effects are permanent. Taught by: Wolf spirit Book: WW20
Grovel
(Metis Rank 2) By calling upon the behaviour ingrained into Garou by the Litany, the possessor of this Gift can all but force an attacker to accept their surrender. This does not mean the attacker will leave the Gift user alone. They may continue to watch you and may verbally berate you, but they will not harm your as long as you do not initiate any attack. This Gift lasts for a scene and is taught by any Canine spirit. System: By spending an Gnosis point and rolling Charisma + Performance (difficulty 6, resisted by the other's Rage), the character may effectively surrender. In certain situations, the use of this Gift may induce an Honor loss or an increase in Social difficulties for a time.
Haunting Stare
(Metis Rank 2) The Garou summons her hereditary instability and focuses it into her stare. Going into the eyes of the metis leaves the victim choking with horror. An Ancestor-spirit teaches this Gift. System: The user must spend a turn in concentration to focus her will, but the Gift takes effect immediately. Upon making eye contact, the victim must successfully roll her Willpower (difficulty 8) or be unable to act during her next turn. The difficulty to use Haunting Stare increases by one against Garou who are insane (including Silver Fangs). Taught by: Ancestor-spirit Book: Wild West Companion
Sense Silver
(Metis Rank 2)
Ahroun are the Garou least concerned by humnans, but even the greatest can be brought low by silver weapons. Thus, the Ahroun have learned to sense when they need to be more cautious. This Gift is taught by a Lune. System: The Garou rolls Perception + Primal Urge (difficulty 7). If successful, she can detect the presence of silver. Three successes allow her to pinpoint the silver's location. Taught by: Lune Book: WW20
Wriggle
(Metis Rank 2) Metis sometimes have to hide in all the wrong places at the wrong times. With this Gift, they can take best advantage of their surroudings to get away and take a breather. The spirit of a Cockroach teaches this gift. System: Spend a Gnosis point and 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 judgements on space limitations. Taught by: Cockroach Book: GotC
Rang 3
Awaken Beast
(Metis Rank 3) This is the old ability out of legends and folklore; the power to change someone else into a werewolf by biting him. If the Gift is successfully used on a victim, their Beast awakens and they begin to Frenzy. The effect lasts for a single scene, although a human bit with this Gift may develop permanent derangements. System: After a successful bite attack, the metis' player may spend a Gnosis point and roll Manipulation + Primal Urge (difficulty 6) against a resisted roll of the target's Willpower (difficulty 7) - B'et'e may add their Primal Urge score to the Willpower pool. If the attack is successful, the victim begins to Frenzy and will come to believe they are a werewolf.
Chameleon
(Metis Rank 3) Like the Gift's reptilian namesake, the Garou can blend with her natural surroundings. Unlike the lizard, however, the Gift user shifts fluidly with changing backgrounds, thus allowing the Garou to move about and even attack. A Chameleon-spirit teaches this Gift. System: The player spends one Gnosis point to activate the Gift. Anyone trying to see the Garuo, even in open ground, must make Perception rolls (difficulty equals the Garou's Wits + Stelath). Failure indicates that the Garou remains undetected. Once the Garou attackes, the difficulty drops by three. Note that the Gift affects only visual senses, and it provides no camouflage for sound or scent. Taught by: Chameleon-Spirit Book: Wild West Companion
Eyes of the Cat
(Metis Rank 3) The Garou may see clearly in pitch darkness. The Garou's eyes will glow a lambent green while this power is in effect. This Gift is taught by a Cat-spirit. System: The Garou must state when this Gift is in effect, but there is no roll or cost expenditure. The Garou suffers no difficulty or Dice Pool penalties from darkness.
Frozen Form
(Metis Rank 3)
Homids and lupus have no idea what its 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 others 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. Taught by: Aerial spirits. Book: GotC
Mental Speech
(Metis Rank 3)
The Garou may mentally communicate with another being over great distances. This does not allow mind-reading, but does allow the Garou to use Social Abilities, such as Intimidation, from a distance. The Garou must know the person with whom he is attempting to communicate (although he does not have to be friends with that person). If he does not know the person, he must have something that belongs to that person, such as a lock of his hair. This Gift is taught by a Bird-spirit or any spirit affiliated with intellect. System: The Garou rolls Charisma + Empathy (difficulty 8). The Garou may transmit a maximum distance of 10 miles per success. Alternative Versions
From: WW20 (Metis Rank 3) System: The Garou rolls Charisma + Empathy (difficulty 8) and spends a Willpower point; the effects last a scene. The Garou may transmit a maximum distance of 10 miles per success. Taught by: Bird spirit; Intellect spirit
Shell
(Metis Rank 3) Consider the state of the 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 acheive 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 dice penalty on all initiative rolls. Taught by: Turtle Book: PG3e
Splintered Claw
(Metis Rank 3) This painful Gift causes the metis' claws to splinter as they piece 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 (especially one with thorns or spiky seedpods). 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.
Rang 4
Badger's Heart
(Metis Rank 4) 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: Spend a Gnosis point and roll Willpower, difficulty 7. Three successes are necessary, but if the roll is made, the target expends twice as many Rage points as he normally would. For example, if Merryk Winterchase successfully uses this Gift on Mari Cabrah while they're in combat, each time she spent one Rage point, she would actually use two, without gaining any benefit of the second Rage point. This Gift lasts an entire day. Taught by: Badger spirits Book: GotC
Gift of the Porcupine
(Metis Rank 4) This Gift allows a Garou's fur to become bristly and sharp like the quills of a porcupine. The Garou must be in Crinos, Hispo or Lupus form. This Gift is, of course, taught by a Porcupine-spirit. System: The Garou spends a Gnosis point to sharpen his fur. Anyone whom the Garou body slams, grapples or immobilizes takes aggravated damage from the Garou's sharp fur (Strength + 1). Furthermore, anyone who hits the Garou with bare flesh and scores fewer than five successes takes damage based on the attacker's Strength, although the Garou still takes normal damage. This Gift lasts for one scene or until the Garou deactivates it.
Lash of Rage
(Metis Rank 4)
The metis harnesses all of the shame, hate, and fury coiled in his heart and lashes out with it, destroying another. Bones snap, organs rupture, and cavities fill with blood as the metis's Rage tears the target apart. A spirit of fury teaches this Gift. System: The player spends one Rage point and rolls his Rage rating. A target within 100 yards (91 m) takes one level of unsoakable aggravated damage for each success. This Gift can be used safely only once per scene. Any additional uses inflict the Gift's full damage on both the metis and his target. Taught by: Fury spirit Book: WW20
Rattler's bite
(Metis Rank 4) The metis' canines lengthen, and she can inject a deadly poison with her bite. Spider- and snake-spirits teach this Gift.
System: The player spends a Rage point when attempting to bite an opponent. If the bite is successful, any remaining damage after soak is doubled. Taught by: Snake spirit; Spider spirit Book: WW20
Wither Limb
(Metis Rank 4) The Garou can cause a target's limb to wither, making it useless. Which limb is withered is the Garou's choice, but is must be an arm or leg. If the victim is a creature with regenerative properties, such as a Garou or vampire, the limb will regenerate whole after one scene. This Gift is taught by a venomous animal spirit or a spirit of Disease. System: The Garou spends a Gnosis point and rolls Willpower (difficulty of the victim's Stamina + 4).
Rang 5
Madness
(Metis Rank 5) The Garou can induce madness in others. The madness will take a form decided by the Storyteller, but should be severe. This Gift is taught either by a Lune or by a spirit of Madness or Trickery. System: The Garou spends a Gnosis point and rolls Manipulation + Intimidation (difficulty of the victim's Willpower). The number of successes determines the number of days that the insanity lasts. Alternative Versions
From: WW20 (Metis Rank 5) Metis struggle throughout their lives to find a place of dignity and respect amidst a minefield of horror and abuse. This Gift allows her to unleash her inner demons upon others, inflicting insanity and madness. The nature of the derangement inflicted varies from individual to individual, but is always severe, making it impossible for the victim to function normally. Lunes and spirits of trickery and madness teach this Gift. System: The player spends a Gnosis point and rolls Manipulation + Intimidation (difficulty equal to the victim's Willpower). The target immediately begins to suffer from a Derangement (see p. 485). The insanity lasts a number of days equal to the successes rolled. During this time, the metis can increase or decrease the severity of the madness, granting the victim lucidity and then driving him into psychosis. Even after the Gift has ended, the repercussions may haunt the victim for the rest of his life. Taught by: Lune; Trickster spirit; Madness spirit
Protean form
(Metis Rank 5) 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: The character's ability to partially transform (see p. 286) is permanently modified, allowing her to make almost any grotesque modifications the player can imagine. These modifications must logically bestow one of the following benefits: +2 dice on a certain category of attack rolls (extra clawed limbs for claw attacks, tentacles for clinches, etc), +2 damage on a certain category of attack rolls (a chest-mounted squid beak for extra damage on clinches, arms coated in shark teeth for boosted claw attacks, etc.), or +5 yards per turn of movement (extra legs, vestigial wings, etc.). Taught by: Chimerling Book: WW20
Totem Gift (Metis Rank 5)
The Garou is in touch with the totem of her tribe and can actually plead with the totem, gaining some of its power. The effects of this power are up to the Storyteller, but should be in keeping with the totem; thus Chimera (totem of the Stargazers) might grant the Garou increased insight or the ability to shapeshift into anything desired, while 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. This gift is taught by the Garou's tribal totem. System: The Garou spends one Gnosis point and rolls Charisma + Rituals (difficulty 9). Alternative Versions
From: WW20 (Metis Rank 5) System: The Garou spends one Gnosis point and rolls Charisma + Rituals (difficulty 7). The greater the number of successes, the more dramatic the aid provided. One success might cause a minor distraction, whereas 10 successes could produce volcanic eruptions or county-smashing tornadoes. Taught by: Tribe totem
Twist of Fate (Metis Rank 5)
Some Stargazer metis have used this Gift to deliver a fatal blow to unsuspecting enemies, even knowing that the cost will be their own lives. After a Garou has been dealt her own deathblow, if she invokes this Gift, she may strike her enemy once more ere she dies. It's bittersweet but often leads to an enemy falling dead alongside the metis warrior. This Gift is taught by a Cobra spirit. System: The player need only spend one Rage point to get that final shot; no wound penalties apply. The attack doesn't automatically land, although the metis may spend Willpower to add to the attack roll's successes (even though she's already spent Rage in the turn). The metis' damage pool is increased by ten dice - a metis' parting shot channels a lifetime of Rage, and is almost always lethal. Taught by: Cobra spirits Book: GotC
Umbral Body (Metis Rank 5)
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 allow 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: The metis rolls Gnosis (difficulty of the local Gauntlet) and if the roll succeeeds spends 1 Gnosis. For the rest of the scene, the metis receives one extra automatic success on all Dodge rolls. Taught by: Pattern spider Book: PG3e