Uktena Tribe Gifts

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"Whoever fights montsers should see to it that in the process he does not become a monster. And when you look long into the abyss, the abyss also looks into you."
- Friedrich Nietzche, Beyond Good and Evil

Spirits.png


Tribal Gifts

Level 1

  • Implacable Grip
  • Sense Magic
  • Spirit Speech
  • Shroud
  • Strut

Level 2

  • Another’s Moccasins
  • Blending
  • Coils of the Serpent
  • Indian Giver
  • Medicine Dreams
  • Overlook
  • Reveal the Hidden
  • Spirit of the Bird
  • Spirit of the Fish
  • Uktena’s Freezing Stare

Level 3

  • Banish Totem
  • Death Trance
  • Invisibility
  • Scrying
  • Secrets
  • Sing Down the Rain
  • Umbral Sight
  • Wisdom of the Ancient Ways

Level 4

  • Call Elemental
  • Curse of Corruption
  • Guardian’s Fortitude
  • Hand of the Earth Lords
  • Lay of the Land
  • Pointing the Bone
  • Sideways Attack
  • Spirit’s Horse

Level 5

  • Fabric of the Mind
  • Fetish Doll
  • Uktena’s Glare



Level One

Implacable Grip

Source: WW3862 - Tribebook: Uktena (Revised Edition) p. 65

Description: A leader must keep a tight grip on his power, and this Gift allows the Garou to do so literally. The Garou’s hands or jaws tighten in a mighty death-grip, making it nearly impossible to escape. A falcon-spirit teaches this Gift.

System: The player spends one point of Rage. For the remainder of the scene, the Garou’s grip with either hands or jaws (or both at the cost of two Rage) is much stronger. In game terms, the Garou’s Strength is considered three points higher for purposes of grappling or maneuvers such as the jaw lock. The Garou may not use this extra Strength to inflict damage.




Sense Magic

Source: WW3801 - Werewolf: the Apocalypse Revised p. 152

Description: The Uktena can discern magical energies, whether they emanate from Garou Gifts, vampiric wizardry or even human magic. A spirit servant of Uktena teaches this Gift.

System: The player rolls Perception + Enigmas. The difficulty is based on the strength and subtlety of the magic. The Uktena cannot tell the exact nature of the magic, although vague clues such as “Gaian” or “blood magic” might be granted with sufficient successes. The radius is 10 feet per success.




Shroud

Source: WW3801 - Werewolf: the Apocalypse Revised p. 152

Description: The Garou can create a field of inky blackness through which only she can see. A night-spirit teaches this Gift.

System: The player spends on Gnosis point and rolls Gnosis (difficulty varies: 3 for twilight, 6 for indoors, 9 for bright sunlight). Each success blacks out a 10' by 10' by 10' area. The Garou can choose any area within his line of sight. The metis Gift: Eyes of the Cat can see through the conjured darkness.




Spirit Speech
Also a Level 1 Theurge Gift

Source: WW3801 - Werewolf: the Apocalypse Revised p. 138, 152

Description: This Gift allows the Garou to communicate with encountered spirits. The Garou is thus able to address them whether they wish to be adddressed or not. Of course, nothing (usually) prevents the spirit from ignoring the Theurge or leaving. Any spirit can teach this Gift.

System: Once learned, this Gift allows the Garou to understand the communication of spirits intuitively. Particularly alien spirits may be difficult — or, in the case of many Banes, outright painful — to understand.




Strut
THIS GIFT IS NOT YET APPROVED FOR USE ON CITY OF HOPE. OPEN A +REQUEST IF YOU WISH TO LEARN IT

Source: WW3862 - Tribebook: Uktena (Revised Edition) p. 64

Description: This Gift, taught by a crane- or turkey-spirit, allows a Garou to appear physically grander and more impressive than he truly is.

System: By taking a turn to strike a pose (puff up the chest, brandish a weapon while sounding a war-whoop, and so on) while the player makes a Manipulation + Intimidation roll (difficulty 6), the werewolf appears to be bigger, better and more impressive. This can be used to throw an advancing Black Spiral Dancer off his stride or convince the biker he should find another chick to flirt with. The effects last for a scene, or until the Garou’s impressive appearance is in some way belied (like getting knocked on his tail for instance).



Level Two

Another’s Moccasins
THIS GIFT IS NOT YET APPROVED FOR USE ON CITY OF HOPE. OPEN A +REQUEST IF YOU WISH TO LEARN IT

Source: WW3862 - Tribebook: Uktena (Revised Edition) p. 66

Description: The human cultures of Uktena Kinfolk are too-frequently ignored or derided by the mainstream; their wolf Kin are persecuted as a matter of course. This Gift opens the eyes of the ignorant to life on the other side, showing them a new and (for a while, at least) fascinating perspective. By speaking briefly with the subject about the culture of species in question, the Garou can instill curiosity or appreciation for the culture — or if particularly successful, an obsession with learning about and aiding the Kinfolk’s people. The Earth Guides in particular use this Gift to nudge adversaries (usually in government or the media) into the role of allies. An ancestor-spirit teaches this Gift.

System: The character must have the subject’s undivided attention and engage in a brief conversation about the culture in question (for instance, the Navajo or wolves). The player rolls Manipulation + Subterfuge (difficulty is 9 minus the subject’s Intelligence). For one success, the subject may pick up a Hillerman novel, or admit to himself that wolves were important to the balance of nature, at least before humans changed things. For five successes, he might well involve himself in humanitarian efforts on the reservation, or spend his vacation trekking to Alaska in the hopes of having a Farley Mowat experience with a wolf pack. The Gift’s effects last about a week per success, but with luck a natural interest develops as the subject delves into his study of the culture.




Blending

THIS GIFT IS NOT YET APPROVED FOR USE ON CITY OF HOPE. OPEN A +REQUEST IF YOU WISH TO LEARN IT

Source: WW3862 - Tribebook: Uktena (Revised Edition) p. 65

Description: Intruder legends tell of the uncanny ability of native peoples to hide in plain sight, even only yards away. This Gift allows the user to blend into the landscape simply by crouching and keeping still. It isn’t invisibility; rather, the Garou draws the landscape into himself to appear to the unwary as a natural part of the terrain. This Gift is especially common among caern guardians. Any stealthy spirit, such as chameleon, teaches this Gift.

System: The Garou stands among terrain features (trees, thickets, etc) or simply hunkers down and wills herself to be one with the environment. A searcher must make a Perception + Alertness roll (difficulty 9) to recognize the Garou as something more interesting than a stump, and the expenditure of a Gnosis point negates three successes (this includes scent as well as sight). If the searcher is looking directly away, the Garou may move slowly in any direction, but even the slowest movements while in the searcher’s field of view reveals her instantly.




Coils of the Serpent

Source: WW3862 - Tribebook: Uktena (Revised Edition) p. 66

Description: Using this Gift, an Uktena can call forth dark tentacles of mist or fog that wrap around enemies and hold them in a viselike grip. Each coil is four feet long and possesses the same Physical characteristics as the werewolf who summons the coils. Any snake-spirit can teach this Gift.

System: The player rolls Dexterity + Occult, difficulty 7. Each success causes a single coil to come forth from the surrounding air. The coils focus on a single target, unless the player makes attack rolls against multiple targets, with the normal penalties to the rolls for multiple actions. The coils only bind; they can’t inflict damage. To break free, the victim must make a Strength roll, difficulty 7. If his successes exceed the number of coils, he’s free. If not, he’s still a prisoner. The tentacles last until the end of the scene or until the summoner decides to send them away.




Indian Giver
THIS GIFT IS NOT YET APPROVED FOR USE ON CITY OF HOPE. OPEN A +REQUEST IF YOU WISH TO LEARN IT

Source: WW3862 - Tribebook: Uktena (Revised Edition) p. 67

Description: Sometimes, one must give information to get information. Perhaps an explanation is necessary to get the curious to go away. However, Uktena are notoriously tightfisted with secrets. With this Gift, the Uktena can share a bit of knowledge that later vanishes from the subject’s memory. An ancestor-spirit teaches this Gift. Both Raiders and Pathdancers commonly learn this Gift, through it can be found throughout the tribe.

System: When telling the choice bit of lore, the player rolls Wits + Subterfuge (difficulty is the opponent’s Wits + Subterfuge). The number of successes, shown below, determines the effects of the Gift. The Uktena decides beforehand how long the knowledge remains clear, but never longer than 24 hours.

Success Effect
Botch Secret retained with unusual clarity
One Secret becomes elusive and garbled
Two Secret is maddeningly beyond reach
Three Subject forgets he was told the secret
Four Subject’s own part in discussion is vague
Five Subject forgets the conversation took place




Medicine Dreams
THIS GIFT IS NOT YET APPROVED FOR USE ON CITY OF HOPE. OPEN A +REQUEST IF YOU WISH TO LEARN IT

Source: WW3806 - Players Guide to Garou p. 195

Description: When the humans began hunting animals, the animals retaliated by sending disease amongst the humans to kill them. Once they saw that their diseases killed good people as well as bad, they relented and herb-spirits came to medicine men in dreams to tell them how to heal the sick. Wise Uktena still know that medicine comes from these spirits in dreams, and this Gift allows them to call forth the herbs for wisdom. It is taught by the spirit of an aloe plant.

System: This Gift is used when an Uktena is attempting to heal someone seriously ill. Before the Uktena goes to sleep, the player spends one point of Gnosis and rolls Charisma + Occult, difficulty 8. If the roll is successful, then the Uktena will awaken with new insights in how to heal the sick person. Each success on the Occult roll adds one dice to any Medicine rolls for that day. Should this grant the Uktena more than ten dice on his Medicine dice pool, he may even attempt to cure incurable illnesses such as terminal cancer or HIV/AIDS. To do so, six or more successes are needed on appropriate Medicine rolls.




Overlook

Source: WW3862 - Tribebook: Uktena (Revised Edition) p. 65

Description: It can be quite useful to be ignored at times. You can overhear what was not meant for your ears, or see armed guards look right past you. As long as the Uktena keeps a low profile, a supervisor will assume he’s just another tech, or the cowboys will see only “some tame Injun asleep by the hitchin’ post.” Some Ragabash call this the “Tonto goes to town” Gift; members of the Scouts also favor it. A cuckoo-spirit teaches this Gift.

System: The character does his best to look nonchalant or otherwise occupied doing something low-key. The player rolls Manipulation + Subterfuge (difficulty varies depending on how well he blends in to start with: 6 if the Garou is dressed in the same manner and going through the same motions as the techies around him: up to 9 if he’s stark naked and carrying a bloody axe). To see the Garou as more than mere window-dressing, watchers must get more successes on Perception + Alertness than the player originally rolled. Should he draw attention to himself, by acting out of character or speaking loudly for example, the player must reroll with a penalty of +2 difficulty in order to maintain the effect.




Reveal the Hidden
THIS GIFT IS NOT YET APPROVED FOR USE ON CITY OF HOPE. OPEN A +REQUEST IF YOU WISH TO LEARN IT

Source: WW3862 - Tribebook: Uktena (Revised Edition) p. 66

Description: This Gift allows an Uktena to find non-supernatural items that may be eluding his search. This is a perfect tool to locate hidden passageways, concealed tomes of lore or a normal foe that may be successfully hiding from the werewolves. A Crow spirit teaches the Gift. Scouts (and their darker campmates, the Raiders) consider this Gift practically a requisite.

System: The werewolf spends a turn to look around carefully, the player makes a Perception + Subterfuge roll. One success at difficulty 7 is all that is needed to spot the hidden object. However, a sentient creature that is hiding may counter with a Wits + Stealth roll; if his successes exceed that of the werewolf player’s roll, the Gift doesn’t work.




Spirit of the Bird

Source: WW3801 - Werewolf: the Apocalypse Revised p. 152

Description: Few enemies would expect a werewolf to attack from above, which is precisely why the Uktena developed the means to do so. The Garou may hover, fly or float. Any bird spirit can teach this Gift.

System: The player spends one Gnosis point. The Garou can fly at 20 mph and hover as she desires. The difficulties of all combat maneuvers increase by one. This Gift lasts for one hour.




Spirit of the Fish

Source: WW3801 - Werewolf: the Apocalypse Revised p. 152

Description: The werewolf blessed with this Gift can breathe underwater and swim as fast as he can run in Hispo form. Unsurprisingly, a fish-spirit teaches this Gift.

System: The player spends one Gnosis and rolls Stamina + Animal Ken (difficulty 7). The effects last for one hour per success.




Uktena's Freezing Stare

Source: WW3862 - Tribebook: Uktena (Revised Edition) p. 67

Description: The Uktena can use this Gift to mesmerize an opponent by making direct eye contact. If the Gift is successful, the target freezes dead in his tracks. A spirit of Uktena teaches the Gift.

System: First, the Uktena must make direct eye contact with an opponent; the player then rolls Manipulation + Intimidation to activate the Gift, with the difficulty equal to the target’s Willpower. The paralysis lasts one scene or until the opponent is physically or mentally attacked in some fashion.



Level Three

Banish Totem

Source: WW3801 - Werewolf: the Apocalypse Revised p. 153

Description: By speaking words of forbiddance, the Uktena can bar pack or personal totems from giving their children aid. Doing so also disrupts the spiritual rapport between packmates, making it difficult for them to execute pack tactics or act in concert. An ancestor-spirit teaches this Gift.

System: The Uktena must concentrate for a full turn, and he must know which totem his victims follow. The player spends one Gnosis point and one Willpower point, and he rolls Gnosis at a difficulty of the pack’s combined Totem scores (maximum of 10). If successful, the pack members lose all Traits associated with their totem, and they cannot use pack tactics or act in concert for the remainder of the scene. If the Uktena is rendered unconscious or killed, the Gift is cancelled.




Death Trance
THIS GIFT IS NOT YET APPROVED FOR USE ON CITY OF HOPE. OPEN A +REQUEST IF YOU WISH TO LEARN IT

Source: WW3862 - Tribebook: Uktena (Revised Edition) p. 67

Description: Sometimes, death is the only way out. But that doesn’t mean you want to stay that way. With this Gift, the Uktena may appear dead, following the expected progression (lividity, rigor, etc.) well enough to fool a forensics team. While “dead,” the Uktena is in a muted state, unable to move; his senses are still active but dulled and dreamlike. The danger is reviving, as the effort required to return to the living increases with time, and eventually the character is no longer feigning. An opossum-spirit teaches this Gift.

System: It takes a Gnosis point, a Wits + Occult roll (difficulty 6) and three turns to “die.” Once in a state of “death,” the body cools and exhibits all the normal signs of death at the proper rate of progression for environmental conditions (Players would do well to look through a forensics manual for hints). To realize something isn’t right, observers must make a Perception + Investigation roll (difficulty 7) and achieve at least the same number of successes the “dead” werewolf achieved. A view from the Penumbra shows the spirit still resides in the body, but appears to be in some kind of Slumber. During this death trance, the Uktena need not breathe, but fire and such can still hurt him badly. Physical wounds do not bleed until the trance is lifted, but neither do they heal.

The character may hear, smell, and see (assuming his eyes are open) while in the death trance, but all rolls to perceive anything are at +2 difficulty.

The Death Trance Gift lasts as long as the Uktena wishes. However, to wake at any time during the first day requires a successful Willpower roll difficulty 4 (to fully revive requires three turns, plus one turn per day spent in a death state). Every day after that the difficulty increases by 1. If the Garou fails to wake in time, he must wait a day before trying again (although the Storyteller may make allowances, such as friends trying to wake him, or he finds himself on a pyre). After a number of days equal to the character’s permanent Gnosis rating, his spirit slips loose from the husk and the character dies. As it is, some Uktena have eventually figured out they were being buried, but weren’t able to care enough to do anything about it for a long time.




Invisibility

Source: WW3801 - Werewolf: the Apocalypse Revised p. 153

Description: The Garou can vanish from sight. When this Gift is in use, the Garou must concentrate on staying invisible. He cannot move faster than half normal walking speed, and he cannot draw attention to himself. A spirit servant of Uktena teaches this Gift.

System: The player spends one Gnosis point and rolls Intelligence + Occult (difficulty varies: 4 if already concealed, 6 if in open, 9 if in plain site). Anyone looking for the Garou must score more successes on a Perception + Alertness roll (difficulty 8) than the player did on the initial roll.




Scrying

Source: WW3108 - Werewolf Players Guide (2nd Edition) p. 43

Description: By staring into a mirror or other reflective surface, the Uktena can witness distant events or spy on rivals. She can follow a comrade’s progress into a dangerous ambush or sneak a peek into the Tremere chantry house. Other supernaturals, especially ones with similar abilities, may have defenses against this Gift, which is taught by a fly-spirit.

System: After spending one Gnosis point, the player must roll Perception + Occult (difficulty 7). The difficulty increases to 10 if the Garou does not posses an item owned by the target or something taken from the chosen area. The Uktena can see everything as if she were the proverbial fly on the wall.




Secrets

Source: WW3108 - Werewolf Players Guide (2nd Edition) p. 44

Description: Uktena are said to possess more hidden knowledge than any other tribe. This Gift may be one reason it is so. With Secrets, an Uktena can have one specific question answered simply by touching somebody who knows the answer. The answer to any question — such as “Where is the vampire’s lair?” — leaps into the Garou’s mind if, in fact, the target knows the answer in the first place. A dream-spirit can teach this Gift after being caught.

System: After formulating a mental question, the Garou must touch the target. She must also roll Perception + Enigmas (difficulty 8) and spend one Gnosis point. The deeper the secret, the more successes are required. Learning a target’s favorite color requires only one success, whereas uncovering his secret lair might be four or more. If the target is aware of the mental intrusion, she may resist with a Willpower roll (difficulty 9).




Sing Down the Rain

Source: WW3862 - Tribebook: Uktena (Revised Edition) p. 68

Description: This Gift is used to bring rain from the heavens, either to nourish crops and cleanse the land, or to cause damage through mudslides and flooding. This Gift is common among Ghost Dancers. A frog-spirit teaches the Gift.

System: The Garou sings or howls a ritual chant; the player spends a Gnosis point and rolls Wits + Occult (difficulty is ordinarily 7; 8 in a cloudless desert, 6 in a temperate rainforest). One or two successes brings down a misty drizzle after a short delay, but three successes causes a heavy rain to fall almost immediately. Four or more successes means the rain comes in heavy torrents. The effects ordinarily last one scene, but the player may spend Gnosis to continue the effects. Depending on the Storyteller, the terrain and the user’s intent, the effects may cause flooding, mudslides or even wash away pollutants.




Umbral Sight
Also a Level 3 Theurge Gift

Source: WW3108 - Werewolf Players Guide (2nd Edition) p. 36, 44

Description: Although all Garou can Peek from the Penumbra into the Realm, the Theurge is capable of shifting his sight into the Penumbra from the physical world. This Gift is taught by an owl-spirit.

System: The player spends a Gnosis point and rolls Perception + Alertness (difficulty of the area’s Gauntlet). In all other ways, this Gift works exactly like Peeking. The ability lasts for the rest of the scene or until the character moves to an area with a higher Gauntlet. Note that while focused on the Umbra, the character cannot see in the physical realm.




Wisdom of the Ancient Ways
Also a Level 3 Philodox Gift / Level 3 Wendigo Gift

Source: WW3801 - Werewolf: the Apocalypse Revised p. 140, 154 / WW3862 - Tribebook: Uktena (Revised Edition) p. 68

Description: All werewolves have an innate connection to their ancestors, a form of racial unconscious accessible through intense meditation. The Philodox can tap into these deep memories to remember ancient facts and lore. An ancestor-spirit teaches this Gift.

System: The character must meditate for a short time, concentrating on the past. The player then rolls Gnosis (difficulty 9, -1 for each point of Ancestors the Garou possesses). The number of successes determines how detailed and exact the answer he receives will be.




Level Four

Call Elemental

Source: WW3801 - Werewolf: the Apocalypse Revised p. 153

Description: The Garou is able to call one of the four classic elementals to his aid (earth, air, fire or water). An elemental teaches this Gift.

System: The player spends one Gnosis point and rolls Gnosis (difficulty of the area’s Gauntlet). She must then roll Manipulation + Occult (difficulty 7) to make the elemental look favorably upon the Garou. The elemental vanishes at the end of the scene.




Guardian’s Fortitude
THIS GIFT IS NOT YET APPROVED FOR USE ON CITY OF HOPE. OPEN A +REQUEST IF YOU WISH TO LEARN IT

Source: WW3862 - Tribebook: Uktena (Revised Edition) p. 69

Description: In desperate times the Uktena must call upon their endurance reserves to be vigilant, whether it is a Theurge locked in a multi-day rite, a Bane-Tender waiting vainly for reinforcements, or a lone warrior holding a mountain pass with no hope of retreat. This Gift gives them the strength to stave off the needs of the body in order to focus on the daunting task at hand. Those needs are not erased but merely deferred, however, so this ancestor-spirit-taught Gift is used only at great need. Many Bane-Tenders learn this Gift.

System: To use the Gift the player spends a Gnosis point and succeeds in a Willpower roll (difficulty 6); the Gift lasts one day per success. During this time, the Garou can stay sharp without needing food, water, or sleep. If necessary, the Gift can be extended by spending one Willpower for every additional twelve hours. Once the Gift ends, the accused effects of hunger, muscle fatigue and lack of sleep all rush back. The exact effects are up to the Storyteller, but after several days of intense activity and the resulting sleep-deprivation psychosis the least one could expect is an immediate roll to Frenzy followed by Willpower rolls to do anything except eat, drink and sleep.




Hand of the Earth Lords

Source: WW3801 - Werewolf: the Apocalypse Revised p. 153

Description: By drawing on the land’s energies, the Uktena can move any one object weighing up to 1000 pounds telekinetically. An air elemental and an earth elemental must teach this Gift in concert.

System: The player spends one Gnosis point and rolls Dexterity + Occult (difficulty 7). The Uktena must maintain concentration in order to move the object, which travels at roughly 20 mph. The effect lasts for one turn per success.




Lay of the Land
Also known as Attunement for Bone Gnawers, Glass Walkers, Silent Striders
THIS GIFT IS NOT YET APPROVED FOR USE ON CITY OF HOPE. OPEN A +REQUEST IF YOU WISH TO LEARN IT

Source: WW3862 - Tribebook: Uktena (Revised Edition) p. 68

Description: The Garou may commune with the spirits of a city or town and gain information about the area from them, including rough population, enclaves of Garou or other being and secret tunnels. This Gift does not function in the wilderness, since the Bone Gnawers have lost the knack for conversing with such spirits easily. A rat-spirit teaches this Gift.

Uktena: any animal spirit teaches this Gift. Works in rural or wilderness rather than urban areas, and the required roll is Perception + Survival.

System: The player spends one Gnosis and rolls Perception + Streetwise. The amount and accuracy of the information depends on the number of successes rolled. On a botch, playful spirits lie (which can be fatal, depending on the nature of misinformation).




Pointing the Bone

Source: WW3108 - Werewolf Players Guide (2nd Edition) p. 44

Description: The Garou can inflict ranged damage by simply pointing a bone at an opponent. After gathering the bone from some corpse herself, the Uktena can change it into a devastating weapon. A vulture-spirit can teach this Gift in exchange for a few scraps.

System: The player rolls Perception + Athletics (difficulty 7) and spends one Gnosis point. The number of successes equals the number of aggravated Health Levels the attack causes to the target (this damage can be soaked as normal). The bone shatters after one use, but any properly harvested bone will suffice.




Sideways Attack

Source: WW3108 - Werewolf Players Guide (2nd Edition) p. 44

Description: The Uktena, ever delving into spirit matters, have learned the secrets of attacking Banes in the spirit world without ever leaving the physical realm. The Uktena’s arms seem to blur and vanish as she strikes into the Penumbra. This Gift is taught by a spirit servant of Uktena.

System: The werewolf must first use the Gift: Umbral Sight to locate her target. She may then spend a Gnosis point to attack anything she sees in the Penumbra, including spirits that are not materialized. She rolls her normal attack maneuver (Dexterity + Brawl for a Rake attack). The difficulty is two higher than normal.




Spirit’s Horse
THIS GIFT IS NOT YET APPROVED FOR USE ON CITY OF HOPE. OPEN A +REQUEST IF YOU WISH TO LEARN IT

Source: WW3862 - Tribebook: Uktena (Revised Edition) p. 68

Description: A potent Gift, Spirit’s Horse allows an Uktena to turn his body into a temporary home for an ancestor-spirit or other important creature from the time of legends. The Gift provides more than the memories and abilities associated with the Ancestors Background because for a brief time, the Uktena actually becomes the spirit who inhabits his body. The intent of the Gift is to honor an ancestor by allowing her to physically take part in a ceremony or moot, meet her descendents and share in the joys of the physical world. The Rite of Invitation to the Ancestors is often used in conjunction with this Gift, and these events almost never take place outside a tribal moot or council. An ancestor-spirit teaches the Gift.

System: This is a Gift with both incredible risks and marvelous benefits. To begin the process, the player rolls Charisma + Occult, difficulty 8; however, the Storyteller may choose to lower the difficulty by one if the summoner has some sort of special rapport with the spirit to be summoned. Perhaps the Uktena is a direct descendant or has somehow done honor to the spirit beforehand. In any case, the Ancestors Background isn’t required to use the Gift. One or two successes means the spirit comes into the werewolf’s body, but for a brief time (one scene). Three or four successes means the spirit remains for several scenes. Five successes means the bond is so complete, the spirit may stay until requested to depart. No successes indicates the spirit doesn’t’ come, but a botch means that either the spirit refuses to leave or that the spirit inhabiting the body is not the one summoned; she must be pacified before leaving.

The player must make a Willpower roll, difficulty 7, for the Uktena to remain aware of what’s going on around him, though he can’t interact with the spirit. Simple failure means that he is effectively “unconscious” while the ancestor-spirit is present. For all intents and purposes, the character is the ancestor, enabling the long-dead spirit to talk, dance and otherwise interact with werewolves in teh present. The player may make a final Willpower roll at difficulty 7 before teh spirit departs to remember what happened while serving as a host for the ancestor-spirit.




Level Five

Fabric of the Mind
Also a Level 5 Galliard Gift

Source: WW3801 - Werewolf: the Apocalypse Revised p. 141, 153

Description: The highest-ranked Galliards can bring the products of their imagination to very solid live, crafting creatures from the spiritual essence of dreams. Chimerlings teach this Gift.

System: The player makes an extended roll of Intelligence + Performance (difficulty 8). She can create any form of life she can imagine, assigning it one dot of Traits for each success gained on the roll. The werewolf can take as long as she wants to form the creature, accumulating successes from turn to turn, but once she stops, the dream being takes form and requires the expenditure of Gnosis to keep it manifested. The cost is one Gnosis per scene if the dream being remains relatively inactive (such as doing minor chores or watching a location), or one point per turn if the being engages in combat or similarly strenuous activity. The werewolf must be careful, because if she botches at any point, the dream being escapes her control. It will remain in the physical world for as long as it sees fit.




Fetish Doll
Also a Level 5 Silent Strider (Camp: Bitter Hex) Gift

Source: WW3801 - Werewolf: the Apocalypse Revised p. 153 / WW3859 - Tribebook: Silent Striders (revised) p. 76

Description: Sympathetic magic is the oldest form of sorcery, and it is still effective. Although many cultures find this sort of magic repellent, the Uktena believe that the ends well justify the means. The Garou can harm his victim from afar using a specially created doll. He must have a piece of his victim or an object belonging to him, and he must then construct the doll. An ancestor-spirit teaches this Gift.

System: The doll takes one week to construct and enchant. The player rolls Perception + Crafts (difficulty 8) to construct the doll. When the doll is complete, the player may roll Intelligence + Medicine (difficulty of the victim’s Willpower). Each success inflicts one level of aggravated damage on the victim, which eh may soak if he is capable of doing so. The doll is only capable of transferring 10 levels of damage. After 10 successes, the doll is too mutilated to be of further use. A botched roll destroys the doll without inflicting any damage.




Uktena’s Glare
THIS GIFT IS NOT YET APPROVED FOR USE ON CITY OF HOPE. OPEN A +REQUEST IF YOU WISH TO LEARN IT

Source: WW3862 - Tribebook: Uktena (Revised Edition) p. 69

Description: Just as the anger within Great Uktena burns those who dare to face him, so can the follower of Uktena sear foes with his own Rage. To one who is worthy, Uktena may teach this Gift.

System: The Garou concentrates for a full turn, focusing on the anger that burns within. Meeting the gaze of a single foe, he must spend a Rage point and make a roll as if to frenzy. If successful, the Uktena does not frenzy but inflicts one level of aggravated damage per success just from his heated gaze. The difficulty to use this Gift increases by one with each subsequent attempt during the same scene.




Planetary Gifts

Hakahe, The Ebon Whisperer, Celestine of Vulcan
Favored Tribe: Uktena
Favored Auspice: Theurge
Also known as: Hephaestus, Khnemu, Goibnu, Volundr, Tehuti
Source: WW3110 - Rage Across the Heavens, p. 69

Level 1

  • Uncloak the Hidden

Level 2

  • Shadow of the Ebon Whisperer

Level 3

  • Hidden Heart

Level 4

  • Whisper in the Dark

Level 5

  • Ebon Binding


Gifts listed in Red are NOT YET APPROVED FOR USE ON CITY OF HOPE.



Level One

Uncloak the Hidden
THIS GIFT IS NOT YET APPROVED FOR USE ON CITY OF HOPE. OPEN A +REQUEST IF YOU WISH TO LEARN IT

Source: WW3110 - Rage Across the Heavens, p. 117

Description: By concentrating on a person, object or area, the Garou can determine whether or not her target is hiding anything. The Garou can spot disguises, concealed weapons and wires; determine if a room contains trapdoors, hidden cameras, microphones and wire taps; or if someone lurks in a hidden passage. The Gift does not, however, allow the Garou to seek beneath the disguise, determine the nature of a concealed weapon or tell what lies within a hidden wall safe – this trick reveals only that a deception is present. The Garou must concentrate on the target in order to invoke this Gift.

System: The player rolls Perception + Investigation (difficulty 8). Extra successes might reveal more facts about the subject, if multiple secrets exist to be sought out. The Storyteller should inform the player of her characters’ knowledge in general terms (“That man has some sort of disguise”; “The floor contains a hollow beneath the floorboards”).



Level Two

Shadow of the Ebon Whisperer
THIS GIFT IS NOT YET APPROVED FOR USE ON CITY OF HOPE. OPEN A +REQUEST IF YOU WISH TO LEARN IT

Source: WW3110 - Rage Across the Heavens, p. 117

Description: This Gift makes the Garou as insubstantial as a shadow and as hard to see. The physical form of the Garou fades to a murky, dark shape that can slither and flow almost anywhere. Although others can use certain Gifts to spot the “shadow” werewolf, anyone wishing to do so must first have a reason to suspect the presence of the Gift’s user. This Gift does not function in bright daylight or in places where no shadows exists — such as a brightly lit room (or a room in total darkness, for that matter).

System: The player spends a point of Willpower and rolls Appearance + Occult (difficulty as assigned by the Storyteller depending on the surroundings). Each success allows the character to assume the shadow-form for one scene (or one combat round); even one success can give the character the advantage of surprise in a battle. No successes means that the Gift fails while a botch throws the characters across the Gauntlet momentarily and does not conceal the Garou upon her return.



Level Three

Hidden Heart
THIS GIFT IS NOT YET APPROVED FOR USE ON CITY OF HOPE. OPEN A +REQUEST IF YOU WISH TO LEARN IT

Source: WW3110 - Rage Across the Heavens, p. 117

Description: This Gift allows the Garou to take a dangerous piece of knowledge she possesses and lock it away in her mind so that it becomes inaccessible without a key. The concealed information cannot be taken from her through mental powers or coercion; she can neither access the information nor remember that she has something hidden away in her mind. Until someone speaks the trigger word, performs the appropriate gesture or enacts the conditions set forth in the activation of the Gift, the Garou remains blissfully unaware of the information she has hidden from everyone — including herself.

System: Before using this Gift, the Garou must set the conditions which will cause the information to become available to her. This information should be given a trusted ally — after all, the Garou herself won’t even remember that she has a key word, much less a secret. After describing the trigger, the player spends a point of Gnosis and rolls the character’s Willpower (difficulty 8). Only one success is necessary for the Gift to take effect. The effect of the Gift lasts until the hidden information is triggered.



Level Four

Whisper in the Dark
THIS GIFT IS NOT YET APPROVED FOR USE ON CITY OF HOPE. OPEN A +REQUEST IF YOU WISH TO LEARN IT

Source: WW3110 - Rage Across the Heavens, p. 118

Description: This Gift allows the Garou to determine a fact detrimental to an individual. The Garou may then use that piece of knowledge against the target of the Gift, either by holding it over the victim’s head or making the information public.

System: The player rolls Perception + Empathy (difficulty 8). Each success enables her to grasp one piece of heretofore-unknown information about the target of the Gift. Thus, a character can learn that an individual owes millions of dollars in gambling debts, hides a murder in his past or funds a company that systematically pollutes the rivers in a particular state. Failure means that the character learns nothing, while a botch provides the character with erroneous information leading to the character’s possible embarrassment or dishonor.



Level Five

Ebon Binding
THIS GIFT IS NOT YET APPROVED FOR USE ON CITY OF HOPE. OPEN A +REQUEST IF YOU WISH TO LEARN IT

Source: WW3110 - Rage Across the Heavens, p. 118

Description: This Gift allows the Garou to take her knowledge of someone’s fault, practice or secret vice and bind a fitting punishment to that person. Most often, a target suffers crippling pains when he thinks of indulging in the forbidden action. The Garou may use this Gift to prevent rapists, child molesters, murderers or traitors from repeat offenses (assuming the Garou allows these individuals to live in the first place.

System: The player must sacrifice a point of permanent Gnosis and roll her Willpower (difficulty of the target’s Willpower). Only one success is necessary to make the binding permanent. A failed roll means that the binding is unsuccessful while a botch causes the character to undergo the mental or physical pain she intended to bind to her target — a one-time-only occurrence.