Werewolf the Apocalypse Rage Across St. Louis
The metis are the deformed and sterile offspring of two Garou. This deformity may be a physical deformity such as a withered limb, a mental deformity such as insanity or retardation, or a spiritual deformity such as always reflecting their Crinos form in mirrors. Metis where born in the Crinos form and that was their primary form. This caused a significant problem for the Garou Nation in upholding the Litany as slain Metis would leave Crinos corpses where deceased Homid and Lupus Garou would leave behind only human or wolf corpses, respectively, regardless of what form the Garou was in at the time of death.
Metis are generally looked down upon by most Garou as they are a result of two Garou breaking one of the tenants of the Litany: Garou Shall Not Mate With Garou. Some tribes kill their metis outright or treat them so cruelly they might wish for death. Other tribes require the parents to raise the cub as punishment for their sins, but do not officially punish the child itself. Unofficially, metis still have to work much harder than Homid or Lupus to gain respect.
Tribe views on Metis
The Fianna are known to be particularly unforgiving of metis, considering any physical deformity a sign of spiritual weakness and inferiority. They treat even homids and lupus with minor physical flaws as lesser creatures. The Red Talons frequently kill metis because they are unable to keep up with the pack, but bear them little personal malice if they are strong enough to survive.
The Children of Gaia, Bone Gnawers, and Glass Walkers tend to have the highest numbers of metis. The Children of Gaia and Bone Gnawers will accept metis cubs from other tribes and raise them as their own. So their reputation for producing an unusually high number of metis is not entirely deserved, since many are adopted. Accepting unwanted metis from other tribes has also helped bolster their ranks, so they are two of the largest tribes.
The Glass Walkers have occasionally been accused of advocating the production of metis so as to ensure a constant number of Garou, but this is likely a rumor. They have a higher than normal number because they keep virtually all of their metis, even ones that are so sickly they could never fight. These metis are sometimes augmented with technofetishes to make their life easier, but most merely find a place in the tribe dealing with humans or computers, activities that do not require sound bodies.
Advantages and disadvantages
Despite their deformities, metis do enjoy some advantages. Their natural form is crinos, so they are naturally better at combat than their brethren. They also have more Gnosis than Homid cubs, giving them a spiritual advantage. Lupus have more Gnosis, but are often baffled by the human world. The idea of walking upright and having use of hands can confuse and frighten Lupus cubs. Metis cubs can walk on two feet or four feet, so are used to perceiving the world from multiple perspectives.
Metis are also raised in Garou society, so frequently have a better grasp of rituals, the spirit world, and other aspect of Garou society that Homid and Lupus cubs don’t learn about until after First Change.
Not all metis are raised in Garou society, however. Because they are trapped in Crinos until First Change, they must be kept out of sight of humans. In an urban or suburban sept, this means they spend the majority of their childhood locked away from people and not even allowed outside. At small septs, they may well be the only metis, so will have no one to interact or play with, stunting their emotional growth. They may have extreme difficulty coping with groups of people once they undergo first change, and lack basic social skills for dealing with both humans and wolves.
Metis at larger septs are generally a bit ‘luckier’ since there may well be other metis cubs of similar age in residence that they can interact with. Larger septs are also more likely to have someone experienced with raising metis cubs, who may arrange for a visit to another sept with a metis pup to get a lone metis some much needed social interaction.
The other Fera treat their metis slightly better than the Garou, overall. Due to their lower numbers they need every cub they can get. Some Fera can not produce metis at all.
Nicknames: Mules, Bastards, Obscenities
Initial Gnosis: 3
- Create Element
- Primal Anger
- Rat Head
- Sense Wyrm
Deformities: Every metis character has at least one deformity, chosen during character creation. While some deformities may have minor benefits, the bad always outweighs the good. Storytellers should encourage players to choose defects that complement their character concept. Some possibilities for metis deformities include:
You have no melanin in your body, in any form. Your skin is faintly pink, and it burns easily. Your hair is stark white (not silver) and your eyes are pinkish to blood red. Take a +2 difficulty penalty on all Perception rolls if you’re trying to operate in bright light without your protective clothing or sunglasses.
Whether you have two eyes in the right place that don’t work, or no eyes at all, you are totally blind. You fail any rolls involving vision automatically. At the Storyteller’s discretion, though, you may take occasional bonuses with other sense groups.
- Fits of Madness
Mental illness plagues you on a periodic basis. Whatever your malaise, you tend to fall to pieces when you get stressed. The Storyteller may call on you to make a Willpower roll (difficulty 8) whenever situations get tough. Scoring fewer than three successes means that you become non-functional for a period of time, losing your lucidity
You have no hair or fur in any of your forms. Take a +1 difficulty penalty to all Social rolls. You might be able to avoid this penalty among humans when you’re in Homid form, although some people may be put off by your complete lack of hair even then — you don’t have body hair where it’d be expected, not even eyebrows.
You have a pair of horns in every form. They may be like those of a ram or goat, or like a small pair of antelopelike antlers. You might even have a single short horn like a unicorn’s. Whatever the form, you suffer a +1 difficulty penalty to all Social rolls, and you are likely to be even more heavily scorned by your fellow Garou. (Horns are a mark of prey, not of a predator, after all.) If you actually try to attack with your horns (which may do Strength +1 bashing damage at best), you will likely lose some amount of Glory Renown for fighting like a prey animal instead of a Garou. Passing as a human is particularly difficult for you.
You were born with a front-to-back or side-to-side curve of your spine that’s worsened as you’ve aged. It gives you a negative social stigma (+1 difficulty penalty to Social rolls), and it also impedes your movement, adding a +1 difficulty penalty to all Dexterity-based rolls.
- No Sense of Smell
Your sense of smell is nonexistent, even in Lupus form. You fail all Perception rolls involving smell automatically, and you suffer a +2 difficulty penalty to track prey using your Primal-Urge.
- No Tail
Not having a tail creates serious communication problems with others of your kind. You take a +1 difficulty penalty in all social situations while in Lupus, Hispo or Crinos forms. In addition, your sense of balance suffers. You take a +1 difficulty penalty to Dexterity rolls as well while wearing those forms.
When you’re under the gun, you lose control of your body. When you botch an important roll, make a Willpower check (difficulty 8). Scoring less than three successes makes you writhe uncontrollably until the Storyteller tells you to make another roll. You can take no actions while experiencing a seizure.
- Tough Hide
Your skin is tough as old leather, and considerably less attractive. You have no coat to speak of, merely a few patches of fur here and there across your wrinkled, dry hide. Your Appearance can never be greater than 1, and unbearable itching and hot spots are constant aggravations. On the positive side, you get an extra die on soak rolls, but it’s only a small advantage to weigh against your smelly, scratchy hide.
- Wasting Disease
Your constitution is notably weak. You cough and wheeze, and have extreme difficulty with the long-term hunts and endurance runs where humans, wolves, and Garou normally excel. Take a +2 difficulty penalty on all Stamina rolls, including soak rolls.
- Weak Immune System
Werewolves are normally very resistant, even immune, to ordinary disease. You lack that level of supernatural constitution, and in fact are more vulnerable to ailments than most humans are. Because of your condition, you have no Bruised health level. When marking damage, begin at the Hurt level.
- Withered Limb
You have four limbs, but the muscles of one are atrophied, leaving it withered or paralyzed. Depending on your form, you can’t walk well, and you run more slowly than other werewolves. You incur a +2 difficulty penalty on all Dexterity rolls when trying to use this limb.