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BREED: METIS GIFTS

RESOURCES: Player's Guide to Garou, by White Wolf, pgs. 58-60; Werewolf: The Apocalypse 20th Anniversary Edition

Born to two werewolves who broke the Litany for love or lust, you were a child that shouldn’t have been — but one raised among the Garou anyway. While Gaia and the spirits hold nothing against you for the situation of your birth and consider you a full Garou, your tribemates look down upon you and your deformity.


Metis and Other Garou

You endured a hard, thankless life, stemming both from the deformity that is your birthright and your place at the bottom of the social ladder. Many other Garou pointed to your deformity as a sign that you, like all other Metis, are a living affront to Gaia — others said it’s a likely side effect of the over-concentration of already powerful werewolf blood. Whatever the case, you’ve survived from a hard birth, through years of living only in your Crinos body (the natural form of a Metis), to finally undergo your First Change. 

Whether your parents raised you — as an outcast among the Sept — or long-suffering but devoted Kinfolk did, you’re now ready to take your place in the Sept. Unlike homids, you have a lot of knowledge about werewolf society already — the nobility, the brutality, the wisdom, the spite. 


Metis Abilities

Metis characters have no restrictions on Abilities. Like homids, they have early experience with abstract thought, and are often introduced to technology, education, and other human creations early on as part of being raised at the Sept. But like their wolf relatives, the Metis also have a strong connection to their animal nature. They have the strengths of both sides to some degree.


Nicknames: Mules, Bastards, Obscenities

Beginning Gifts:


Metis Deformities

All Metis bear the mark of deformity. There is no upside to this and must be accepted that your life (at least in the beginning) is merely to serve as a warning to other Garou. To attempt to hide your deformity is considered dishonorable; to wear it openly is to attract the contempt of many other werewolves. 

Another flaw of this breed is that all Metis are naturally sterile; none are born who can sire or bear children. It’s faintly ironic that Garou/Garou pairings are the only matings that invariably produce werewolf offspring — and yet these offspring are deformed and sterile. 

While Garou/Garou breeding is prohibited, the only way to continue the Garou is by breeding with Kinfolk, Apex Kinfolk or humans. Unfortunately, this has a low success rate of creating Garou. 

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. Players should choose defects that complement their character concept. These deformities are present in some way in all your forms. Some possibilities for Metis deformities include:

  • Albino
  • Blind (One or Both Eyes)
  • Brindle Coat (a color mutation reminiscent of the domestic dog)
  • Chimerism
  • Club Foot
  • Cleft Pallet
  • Dwarfism
  • Fits of Madness: Select a mental illness that periodically plaques you in certain situations.
  • Hairless
  • Heterochromia (two different color eyes)
  • Horns 
  • Hunchback
  • No Sense of Smell
  • No Tail or Stubby/Bobbed Tail
  • One or No Exterior Ears
  • Patches of different colors or Piebald on the coat
  • Seizures
  • Speech Impediment (Difficulty speaking in Human Form and cannot Howl in Wolf Form.)
  • Three or six fingers or toes on all limbs
  • Vitiligo
  • Withered Limb

As a player, though, consider how the deformity impacts the character’s life and how in turn he/she/they responds to the deformity. Some characters might try to ignore the blemish, wearing concealing makeup or prosthetics; others might choose to enhance it in some gruesome way, making sure their identity is overtly and grotesquely apparent to others. Also, think about when or if the character ever wants to conceal the deformity. It’s a mark against their honor to try and cover up the shame, but what if there’re extenuating circumstances? Would it be worth it? What might happen if her true form was discovered? Deliberating some of these points can add considerable depth to the character, letting her stand apart from other Metis in the group. [For some new possible Metis disfigurements, see page 168 in the Players Guide to Garou.]


Why Play a Metis?

What’s the draw of playing one of these werewolves anyway? First of all, there’s the knowledge that comes with being a Metis. While generally raised apart from the homid and lupus cubs of a Sept, Metis are still much more in the know than the typical homid or lupus werewolf before First Change and the Rite of Passage.

Playing a Metis is about embracing the hardships and difficulties of being begrudgingly included in Garou society. If you're easily offended or have problems with the rest of the Sept treating you like a pariah, you may wish to consider a character that was not a creation of the taboo coupling of his/her/their parents.

From the moment of conception, the life of a Metis is one filled with hardships. The Metis is clearly a werewolf, but one forced to stay always at the margins of Garou culture. The Metis child’s birth is agonizing for the mother on spiritual, physical and emotional planes. And if the child survives long enough for his/her/their First Change, life improves only marginally. A homid or lupus werewolf will seldom accept a Metis as an equal, no matter what  deeds and heroism the Metis performed. So why bother? 

Even at the fringes of Garou society, Metis are able to acquire a good chunk of information; they’re unwanted children, but they’re still included in family life, albeit grudgingly. They know, for example, about the tribes, the Litany, moots, the Triat, the day-to-day running of a Sept and the intricacies of rank and challenge. Maybe Metis don’t have all the details down pat, but the vocabulary and basic concepts are there. They might not be active participants in sept life, but they do see its realities. Compare this to an unwitting homid teenager who knows nothing about werewolves except from television and movies, and the advantages are evident. Also, for an experienced player who is “in the know” about many aspects of the Werewolf setting, playing a Metis helps alleviate the “play dumb” syndrome. In other words, since the character has some knowledge, the player doesn’t have to pretend he doesn’t know what a moot is.

Second, playing a Metis can be a great challenge. Maybe you’ve always stuck with more stereotypical characters, such as the fierce Get Ahroun or the techno-geek Glass Walker Ragabash. Now, maybe you want to try something new, a situation where your character’s place in the pack isn’t so clear-cut or respected. Working out where your character belongs, fighting for approval and showing your convictions as a true warrior of Gaia can offer ample roleplaying opportunities as well as the chance to explore the depths of what it means to be Metis in werewolf society.

Finally, consider the spiritual connection Metis have to Gaia and the Umbra, which Gnosis represents. While lesser than the lupus’, it’s much greater than the homid’s. Metis have innate hunches about matters of the Umbra and other spiritual affairs. In fact, some of the canniest Theurges are Metis, able to parlay with spirits and follow prophetic dreams with great acumen. So, should new players be discouraged from playing Metis? Not necessarily. If a newbie has considered the role his Metis character will play in the city-sim and is eager to explore some of the difficulties Metis face, that is certainly a choice the Player can make. 


Metis Characters

Assuming both parents come from the same tribe, a Metis can have just as fine a pedigree as any other werewolf; even the “nobles” among the werewolves can have an oops. A well-bred Metis may face less prejudice to his face. Of course, that doesn’t mean there won’t be subtle cuts here and there, as well as a lot of sneers behind his back. And even Pure Breed doesn’t guarantee full acceptance within a pack; the Metis will have to earn that place, just like everyone else. No doubt the other characters will be a little guarded in their acknowledgement of the Metis as well.


Tribal Outlooks

Typically, tribes take one of three perspectives on Metis (though keep in mind there are always exceptions to these generalizations). Some openly despise these misfits and make no excuses; the Fianna, Red Talons, Silver Fangs and Wendigo fall into this category. The only reason they allow Metis to live usually involves some important prophecy or a pulling of rank by a werewolf who doesn’t want the offspring (and possibly the parents) to die. 

Sometimes they give the young Metis to other, less skeptical tribes to raise as their own. Others, such as the Black Furies, Get of Fenris and Uktena, give grudging acceptance, but really dislike what the Metis represent. They may not speak openly about the prejudice, but it’s there. 

Finally, some tribes don’t care one way or the other, if the Metis serves well and loyally, like any other pack member. Bone Gnawers, Children of Gaia, Glass Walkers, Shadow Lords and Silent Striders often take this perspective. They’re the ones who usually take unwanted Metis and put them to work. For all intents and purposes, even if the Metis is born to another tribe, she takes on the totem, Gifts and all other features of her adoptive tribe.


Metis and Garou Rank

A Metis character goes up in level with the earning of Experience Points, just like all other characters. However with the Garou, Experience Point Levels are tied to one of the six Garou Ranks. While a Metis Garou will earn Rank and gain access to that Rank's particular Gifts, the Metis will not be fully recognized by his/her/their Rank. A Metis will never be considered an Elder and certainly there has never been, and probably never will be, a Metis who is considered Legendary.


A Few Questions Regarding Metis

• When does a Metis undergo First Change?
This varies somewhat, for unknown reasons. Some Metis can take their other forms in early childhood, around age four or five. Others must remain in their breed form until ages nine or 10. Some werewolves believe that Metis born of two lupus undergo the Change earlier than the offspring of two homids, but no one’s made a scientific study of this.

• Can Metis have sex, even though they are sterile? 
   What about two Metis having sex? 
   What about mating?
Yes, Metis can have sex; the parts, as it were, work just fine. It’s just that no conception can take place. Still, most werewolves are going to frown on Metis engaging in coitus even with non-Kin humans or wolves who could potentially have legitimate matings with homid or lupus Garou (remember, not all werewolves are born from Garou and Kin; sometimes, normal humans or wolves can have werewolf offspring). 

As far as honorably mating with a Kinfolk, that’s another big problem. With the numbers of werewolves dwindling, most tribes want their Kin to mate with Garou or at least other Kin. There is a certain pressure to reproduce and swell the numbers of Gaia’s warriors. Metis who fall in love with Kin and desire to be honorably mated are going to have a difficult time; this scenario has all the makings of a most tragic love story and great fodder for the chronicle. And the werewolves aren’t going to approve of Metis pairing up with each other, either; even though there’s no possibility of offspring, the Litany still says Garou shouldn’t mate with Garou. 

• Do females bearing Metis really give birth in Crinos?
Yes, by sheer necessity. Trying to give birth in any other form would probably kill both the mother and the child because of the size and shape of the Metis baby in proportion to the mother’s body (neither wolf nor human pelvic bones are up to the task). That’s always an option if the character wants to die, of course, but it’s both uncertain and extraordinarily painful.

• How much are Metis really accepted?
It varies by Tribe and Sept. Some are fairly openminded towards Metis. They take a pragmatic approach, believing that any werewolf is useful to Gaia’s work. Other tribes are far more grudging, or particularly harsh and unforgiving. Some characters may find themselves born to one tribe yet reared with another, in which case their “adopted” tribe’s totem and all other accoutrements become theirs despite the difference in blood. 

Of course, the Metis’ own actions are going to determine his place in the pack. Is he a team player? Does he persevere despite the odds? Eventually, he’s going to earn some acceptance, even if it’s a bit resentful. If another player is willing, perhaps her lupus or homid character could become a supporter of the metis and ease his way into the more central aspects of pack and sept life. The difficulties of life surrounding the metis should be used to enhance and complicate the roleplaying experience whenever possible.



METIS GIFTS

◎◎◎◎◎: RANK 1 METIS - Shell (Buff)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Willpower
  • Duration: Scene
  • Resist: n/a
  • Permanent Affects: None

Description:
From birth a Metis is an outcast and is painfully aware of his low status among his kind. Trapped within an imperfect body that can react violently with the slightest push, it is understandable why a Metis would wish to master this skill to create an impenetrable wall around their volatile emotions. 

System: 
The Player spends two points of Energy/Gnosis and makes a successful roll. While active, the Metis cannot use or gain Rage. Nor will mind altering gifts or spells effect him. He also cannot attempt any rolls related to or modified by Primal Urge. The Metis using Shell suffers a -5 on all initiative rolls, but is virtually invulnerable to mental or emotional attacks. Lasts for one scene. This skill is taught by a Crab Spirit.


◎◎◎◎◎: RANK 1 METIS - Jump the Line (Mental Skill)

  • Base Roll: 80
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Physical Skill
  • Duration: Scene
  • Resist: n/a
  • Permanent Affects: 
    • +5 Athletics/Reflexes 
  • Temporary Affects:
    • +10 Athletics/Reflexes

Description:
The Garou can use the smallest of Ley Lines to support any physical action, such as climbing and jumping. Using the Ley Line to physically support their bodies temporarily, the Garou can climb a sheer surface by grabbing the lines, use the lines to jump across a chasm, or walk on walls. This Gift is taught by a Wyldling Spirit.

System: 
The Player spends two points of Gnosis and makes a successful roll. The Character can now climb or walk on sheer walls and surfaces as if there are handholds or stairs on it. The Character can walk across chasm as if there is a thin board across the expanse. This lasts for the duration of one scene.


◎◎◎◎◎: RANK 1 METIS - Sense Prey (Mental Skill)

  • Base Roll: 60
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Physical Attack, Athletics/Reflexes
  • Duration: Scene
  • Resist: n/a
  • Permanent Affects: 
    • +5 Physical Attack 

Description:
Werewolves used this ancient Gift during hard winters to feed their packs. The Gift lets Garou locate enough prey to feed a pack. In the urban environment, this Gift guides the Garou to prey within the city, usually in parks, sewers, animal shelters and even zoos. The Gift will tell the werewolf the location of large numbers of prey within 50 miles in the wilds, and within the limits of a city and its suburbs. Humans do not register as prey animals, although some say that the Red Talons know a variant of this Gift that can find them. A wolf-spirit teaches this Gift.

System: 
The Player spends 2 points of Energy/Gnosis and makes a successful roll.  Success indicates the location of enough prey to feed a large pack. In the case of multiple sources, the Gift guides the werewolf to the nearest source (although not necessarily the easiest or safest). 


◎◎◎◎◎: RANK 1 METIS - Predator's Arsenal (Mental Skill)

  • Base Roll: 60
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Physical Attack
  • Duration: Scene
  • Resist: n/a
  • Permanent Affects: 
    • +5 Physical Attack 

Description:
One of the most unnerving aspects of the Homid shape is its lack of proper weapons. This Gift remedies that problem (while still retaining much of the Homid shape’s ability to blend in with the human world), granting the Garou battle-ready claws and teeth in Homid form. It is taught by a wolf-spirit.

System: 
The Player spends 2 points of Energy/Gnosis and makes a successful roll. The Lupus Garou now has the teeth and claws of a wolf as weapons for the duration of the scene, or until the Garou dismisses them.

The werewolf concentrates for a turn to gain access to bite and claw attacks in Homid form for the rest of the scene, or until she dismisses the transformation. The Werewolf can attempt to conceal these natural weapons by simply keeping his/her/their mouth closed, wearing long sleeves, or keeping hands in pockets. The Lupus Garou in Human form can even speak normally without giving himself away, as long as he’s careful not to open his mouth too wide or smile so that her teeth show, although the speaking voice sounds rough and a bit distorted.



◎◎◎◎◎: RANK 2 METIS - Sense Wyld (Buff)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Physical Attack
  • Duration: Scene
  • Resist: n/a
  • Permanent Affects: None
  • Temporary Affects:
    • +5 Awareness

Description:
The Garou may sense Wyld energies or spirits in the nearby area. Any Gaian spirit can teach this Gift.

System: 
The Player spends 1 point of Energy/Gnosis and makes a successful roll. The Player's Character then receives a temp bonus for the duration of the scene of +5 Awareness. 


◎◎◎: RANK 2 METIS - Hide The Line (Mental Skill)

  • Base Roll: 80
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Awareness, Occult
  • Duration: Scene
  • Resist: n/a
  • Permanent Affects: None
  • Temporary Affects:
    • +5 Awareness

Description:
The Garou is able to see and use even the smallest of Ley Lines. If successful in finding an available Ley Line, the Garou can hide behind it, seemingly disappearing from physical space. This is merely a small pocket created by the presence of the Ley Line and not a part of the Umbra. Think of it as opening a door and hiding in a small closet. The Garou can only use this himself and cannot hide additional people as the space is stretched to its limit with the Garou's body. 

They can also use the Ley Lines to "Move About." Meaning, they can translocate a part of their body, such as slipping their arm behind the Ley Line and making it come out near a light switch, but this is only effective for line of sight and can also be used as a form or attack.

System: 
The Garou spends 2 points of Energy/Gnosis and makes a successful roll. For the duration of the scene, the Character may use a ley line to hid their full body, or any extremity. If the roll fails, there is no adequate Ley Line for the Garou to access. 

If the roll is botched (rolling a natural 1-10), the Garou is stuck in the Ley Line and struggles for 3 turns before extricating his/her/their body from the Ley Line.


◎◎◎: RANK 2 METIS - Form Mastery (Mental Skill)

  • Base Roll: 0
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Passive
  • Duration: n/a
  • Resist: n/a
  • Permanent Affects: 
    • +1 Physical Skill

Description:
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: 
This Passive ability allows the Player to spend 4 Rage Points and transform instantly to any of their forms. This Gift’s effects are permanent, requiring no roll or use of Energy/Gnosis points. As long as the Garou has 4 Rage Points available to spend, he/she/they can instantly shift to any of their forms. This action takes one action.



◎◎◎: RANK 3 METIS - Shed (Buff)

  • Base Roll: 80
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Primal Urge
  • Duration: Scene
  • Resist: n/a
  • Permanent Affects: 
    • +5 Mental Attack
    • +5 Physical Defense
    • +5 Athletics/Reflexes

Description:
While in any form but Homid, Metis can rapidly shed and regrow their own fur, making it nearly impossible for someone to hold or grapple them. This skill also allows them to squeeze through very tight spaces. While rather disgusting to look at, this supernatural shedding and regrowing of their fur makes a Metis a very slippery opponent to grab. This only works on forms with fur and is taught by a Lizard or Snake spirit.

System:
The Player spends 2 points of Energy/Gnosis and makes a successful roll. For the duration of the scene, anytime the Character must roll to escape a grapple hold, break any hold, or slip out of any bond, the Metis has a +15 mod for success.


◎◎◎: RANK 3 METIS - Umbral Body (Buff)

  • Base Roll: 80
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Primal Urge, Mental Skill
  • Duration: Scene
  • Resist: n/a
  • Permanent Affects: None
  • Temporary Affects:
    • +10 Physical Defense

Description:
The Metis body, while often times exhibiting deformities or even characteristics of other animals not related to either wolf or man, is a strange and unnatural physique not intended by Gaia. Though outcast and often hated for their physical imperfections, the Metis has channeled this into a powerful strength. Perhaps it is this presumed weakness that allows their bodies to withstand the immense stress of this Gift. This Gift is taught by a Pattern Spider.

System: 
The Garou spends two points of Energy/Gnosis and makes a successful roll. For the duration of the scene, the Metis can partially slip into the Umbra at will while retaining their presence in the Physical World. This makes the Metis very difficult to hit in combat, giving them a Temporary +10 Physical Defense and the ability to reroll any failed defense roll. This gift lasts for the length of the scene.


◎◎◎: RANK 3 METIS - Mental Speech (Mental Skill)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Mental Skill
  • Duration: Scene
  • Resist: n/a
  • Permanent Affects: 
    • +5 Mental Skill
  • Temporary Affects: None

Description:
This Gift allows the Garou to mentally communicate, even over vast distances. The Garou must either know the target personally, or have something personal that belongs to the target, such as a lock of hair, a necklace or ring, etc. An Owl Spirit teaches this Gift.

System:
The Player spends 2 points of Energy/Gnosis and makes a successful roll. The Character may hold a mental conversation with a target up to 50 miles away. This is not a mindreading Gift. Treat it as if you were speaking over the phone to someone, but in this case the conversation is non verbal and takes place in the thoughts of both people. During roleplay, communicate using IMs (Instant Message).



: RANK 5 METIS - Alter Weather (Mental Skill)

  • Base Roll: 80
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult, Mental Skill
  • Duration: Scene
  • Resist: n/a
  • Permanent Affects: None
  • Temporary Affects: None

Description:
The Garou can cause a slight shift in the weather, amplifying it or diminishing it to a certain degree. For example, the Garou can make a light shower turn into a heavy shower, a day that is cloudy and cold to emit a light snow, or create fluffy white clouds on a beautiful blue-sky day.

System: 
The Character spends 2 points of Energy/Gnosis and makes a successful roll. The Character can slightly change the weather one way or the other. Light rain ruining your picnic? This skill can switch it off, or make it rain much harder.



: RANK 6 METIS - Apollo's Spear (Attack)

  • Base Roll: 80
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult, Primal Urge
  • Duration: Scene
  • Resist: n/a
  • Permanent Affects: 
    • +5 Mental Attack
    • +5 Mental Skill
  • Temporary Affects: None

Description:
The Garou may cause his spear (or other weapon) to glow with what appears to be the bright pure light of the sun. While this alone will not cause damage to the undead, it will most definitely trigger their Rötschreck. This gift is taught by Helios or a Sun Spirit.

System: 
The Player spends 2 points of Energy/Gnosis and makes a successful roll. Undead must roll vs Rötschreck at a penalty of  -5 Mod. The undead must continue to make a Rötschreck roll at an additional/stackable -5 Mod penalty for every consecutive turn that the Garou executes this Gift.

Apollo's Spear only lasts for one turn, after which it must be recast or the Undead may return, using one turn to reenter the fight.

For Example: At the beginning of the Garou's turn, he makes a successful roll for Apollo's Spear. At that time, all Undead must immediately make a successful Rötschreck Roll at -5 Mod penalty. On the Garou's next turn, he chooses to use Apollo's Spear a second time (if he has the required Gnosis Point). Successfully making his second roll on his second turn, all Undead must make another Rötschreck Roll, but this time at a -10 penalty. Each time the Garou successfully makes this roll, it adds a stackable -5 to the Targets' Mod.

Any undead who fails their Rötschreck roll must immediately run from the area. If for some reason they cannot  leave the area, they will run to the farthest corner, curl up into a ball and attempt to hide from the blazing light for as long as Apollo's Spear is active. 

Should the Garou fail in his roll, the spear is immediately extinguished and all undead may return to the area. If the Garou manages to successfully use the gift on another nonconsecutive turn, the Rötschreck penalty goes back to -5. Only consecutive successful rolls have a stacking effect on the Rötschreck penalty. 

A more mundane use of this skill is a torch/flashlight. Apollo's Spear being used as a standard non-sun intensity light source lasts for 5 turns, after which it will be extinguished and need to be relit using additional Gnosis and a successful roll. 

This gift takes one turn each time it is performed and the Rötschreck penalty roll of -5 is stackable. Apollo's Spear can be performed for as many turns as the Garou has Gnosis to perform it. 


: RANK 6 METIS - Gift of Fertility (Attack)

  • Base Roll: 90
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult
  • Duration: n/a
  • Resist: n/a
  • Permanent Affects: None
  • Temporary Affects: None

Description:
This gift is taught by an avatar of Gaia herself and grants those suffering from infertility, who are truly worthy, the gift of having children. This includes all those who are fortunate to acquire this gift, even Metis. Upon obtaining this great Gift, it is always active and makes the user fertile. It also doubles the chances of any child born being Garou. (1 in 5 instead of 1 in 10. This change effects all the offspring and descendants of the gifted, ensuring the survivability of their line. 

System:
The Player spends 2 points of Energy/Gnosis and makes a successful roll. (See Note Below.) The only caveat to this gift is that the Character must have all the essential parts intact for this to work. It cannot be used to make a male pregnant, nor can it be used to make a female capable of inseminating another female.

NOTE: THIS IS A RARE GIFT AND MUST BE APPROVED BY AN ADMIN BEFORE IT CAN BE PURCHASED WITH XP. ONCE ADMIN APPROVAL IS GIVEN, THE GIFTED'S TRIBE MUST PERFORM A RITE OF FAVOR, IMPLORING GAIA TO ACTIVATED THE GIFT. 

AT LEAST 5 OTHER TRIBAL MEMBERS MUST PARTICIPATE IN ORDER TO GARNER GAIA'S FAVOR. AFTER WHICH, THE GIFTED MUST ROLL TO DETERMINE IF GAIA HEARD THEIR PRAYERS AND GRANTED FERTILITY. THIS CAN ONLY BE PERFORMED ONCE AN OOC MONTH.