MET Khan
Breed
Initial Gnosis:
Homid: 2
Metis: 4
Feline: 6
*Khan start with 5 Rage and
2 Willpower.
Pryio (Auspice)
Pryio, like auspice, is when
the Khan was born. Unlike werewolves, the werecats are based off
of the time of day in which they were born. This determines much
of how the Khan will act and helps guide him through the
challenges of life.
Daylight: Friendly and direct.
Many are diplomats, warriors, and protectors.
Twilight: Often skilled in
magic, they have great skill for mysteries. Romatics, artists,
and thrill-seekers.
Night: Mostly withdrawn and
secretive, they are loners. They are most often hunters,
assassins, and dark mystics.
Form Stats
Sokto: More wildlike, muscular form.
Bonus Physical Traits - Ferocious, Agile, Resilient, Stalwart
Negative Social Traits - Bestial, Tactless
Claws inflict Aggravated damage.
Crinos: Half-man, half-tiger war form
Bonus Physical Traits - Ferocious x2, Brutal, Agile
x2, Resilient x2, Relentless Negative Social Traits - Bestial x2,
Tactless
Teeth and Claws inflict Aggravated damage.
Incites lessened Delerium.
Chatro: Sabertooth tiger form.
Bonus Physical Traits - Ferocious x2, Brutal x2, Agile x2,
Resilient x2, Relentless Negative Social Traits - Bestial x2,
Tactless
Teeth inflict Aggravated damage. Simple test to inflict an
additional Health Level of damage when biting.
Incites full Delerium.
Feline: Standard tiger form.
Bonus Physical Traits - Ferocious, Brutal, Agile, Tireless
Negative Social Traits - Bestial
Tribal Advantage
Ferocity
The Khan have a reputation for being superb
fighters, and this fact is not far from the truth. Whatever a
Khan does, he does full tilt. Whether fighting, romancing, or
hunting, he does it to the best of his ability. When engaged in
combat, the sheer power of a weretiger is nearly unstoppable. To
reflect this, the Khan gain a free retest when in combat once per
session. This retest may even be used to retest against powers
such as the vampiric power of Potence: Might.
Tribal Disadvantage
Yava
All werecats have three tribal secrets that
they must never reveal. Any of these three may be true, or none
at all, but whatever the case, the Khan must live by them. The
Yava is not known outside of the tribe, but should someone on the
outside learn it, it would almost surely be the end of the tribe.
The secrets cannot be forced out of them in any way, not even
magical. They must be freely given.
1. The Khan are often called
the tribe of the sun. When it sleeps, so do they. During an
eclipse, the Khan will sleep for a full day, then awake with a
terrible hunger.
2. The Khan cannot resist the
meat of an innocent child, though it violates their laws to eat
it.
3. A weretiger cannot resist a
direct challenge. To refuse costs him his Rage for a fortnight.
Gifts
Basic
Razor Claws
As the Ahroun Gift.
Sense the Truth
As the Philodox Gift: Truth of Gaia.
Rhinos Favor
By calling on the spirit of the rhino, the tiger may temporarily
grow a horn on his forehead. It makes the user of this gift quite
disturbing to look at, but it allows him to ram an opponent quite
hard This gift is taught by a rhino, ram, or goat spirit.
System: The Khan spends a Gnosis to grow the horn form his head.
This gives him the ability to heat-butt enemies for aggravated
damage. It also adds the Physical Trait: Tough and the Negative
Social Trait: Repugnant. As tigers skulls are not built for
ramming, if he fails and attack, he will take an automatic Health
Level of bashing damage.
Skin of Jade
Focusing his energy inward, a Khan can will his skin as hard as
rock. This gift is taught by a spirit of the rock.
System: By spending a Willpower Trait, the tiger adds two Health
Levels to himself. This effect lasts a scene. Any damage done to
these Health Levels just dissipates at the end of the duration.
Heart of Fury
As the Ahroun Gift.
Ricepaper Walk
By attuning his inner energie, a Khan may move across even the
most delicate surface without disturbing it. This gift is usable
in all forms, even Crinos! It will last as long as the weretiger
concentrates, but ends as soon as his attention is shifted
elsewhere.
System: The Khan spends a Physical Trait and must keep a moving
pace to keep this gift active. Any distractions will cause the
person to make a static Mental Challenge to stay focused. The
larger the noise, the higher the difficulty becomes. He cannot
carry any living weight, but can haul a significant amount of
inanimate weight.
Sense of the Prey
As the Ragabash Gift.
Intermediate
Makers Charm
As the Intermediate Homid Gift: Craft of the Maker.
Paws of the Raging Spirit
Tiger
By channeling chi power, the Bastet sheathes her hands in
crackling spirit energy. She can then tear through adversaries in
the spirit world without actually having to step sideways, so
long as she can see them. No spirit will teach this gift, for
good reason, so she will have to learn it from another Khan.
System: Spending a Gnosis Trait and concentrating, the Khans
paws begin to smolder in a blue-white light. The Khan my now make
attacks on those who are in the spirit realm. The color burns
from blue to green to yellow to red. When it reaches a pinkish
hue, the power fades. This takes six turns from start to finish.
Asuras Bane
As the Intermediate Bubasti Gift: Banish Cahlashs Brood,
except it turns the tigers fur white, instead of black.
Unlike the shadowcats, the Khan call upon Rahjah to banish the
Wyrm.
Devour the Unclean
As the Theurge Gift: Spirit Drain. This Gift can only be used on
Banes, but the energy gained from doing so is purified somewhat
by this power. A Tiger-spirit teaches this Gift.
Punishment of the Moon
As the Ahroun Gift: Silver Claws.
Dragonroar
Gouting forth like a thunderclap, the Khan spits forth a ball of
intense fire at his enemies. This burning phlegm continues to
blaze until it, or its target, is consumed. A fire spirit
teaches this gift.
System: By expending a Gnosis Trait, the weretiger blasts out a
fireball worth half the number of his permanent Gnosis (rounded
down) of aggravated damage. The Khan then makes a mass Physical
Challenge against everyone in the 10 blast area. Victims
that cannot escape the area (trapped, not fast enough, stunned,
ect
) and burned automatically. Flammable materials will
ignite immediately. On the next turn, everything is in the area
will take the damage again, at one less damage level than the
previous round. This continues until the fire runs out of damage
to deal.
Advanced
Call to Battle
As the Ahroun Gift: Strength of Will.
Thousand-Thunder Strike
By slamming her paws together and invoking one of Rahjahs
manifestations, a Khan can cause a massive shockwave that will
destroy buildings and disrupt evil spirits. The King of Cats
teaches this Gift to esteemed Khan.
System: The tiger spends two Gnosis Traits, invokes one of the
names of Rahjah, and smacks her paws together. The shockwave
inflicts 3 points of Power damage on Asura and other Banes on
either side of the gauntlet they are on. This wave of force
shakes and rattles structures within a 200 foot radius. Everyone
in the area must make a Physical Challenge against the Khan or be
knocked to the ground. The actual damage to buildings and other
things is left up to the Storyteller, but regardless, it is an
impressive amount of destruction.
Backgrounds
Bastet backgrounds can be
found in MET Journal #1.