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Uktena Gifts

Basic Gifts

 

Another’s Moccasins

Required: Converse with your target about another culture for ten minutes.

Cost: One Willpower

Challenge: Social vs. target

Retest: Subterfuge

Effect: You show a new perspective to your target, inspiring them to learn more about another culture. For the month-long duration of this gift, your target is motivated to learn more about the culture being discussed, possibly even seeking out representatives and offering aid.

Duration: One month

 

Blending

Required: You must remain still, make no noise, and don't interacting with your environment.

Effect: You can render yourself invisible to all senses, technology, and even spirits. You are undetectable as long as you are perfectly still and quiet. Cross your arms over your chest to indicate you're using this Gift.

Duration: Until you move, make noise, or interact with your environment.

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Blur of the Milky Eye

Required: Move no faster than half your speed, make no noise louder than a whisper, and don't interact with your environment.

Effect: Your appearance blurs away into a haze, difficult to follow by all but the sharpest eyes. People who are looking at you when you activate this gift can keep track of you, but others can only notice you by sight if they are using supernatural senses or if you visibly disturb the environment. If so, they get a Mental Challenge against you (they retest with Investigation; you retest with Stealth) to see through it. You must move no faster than half speed and must make noise no louder than a whisper.

Duration: Until you move faster than half your speed, make noise louder than a whisper, or interact with your environment.

 

Coils of the Serpent

Frequency: Once per scene

Challenge: Physical vs. target

Retest: Occult

Effect: When activated, a number of tentacles equal to the Uktena‟s occult rating are summoned. If this is less than 5, the Uktena may choose to spend a Physical trait, per each additional tentacle he would like to summon. No more than 5 tentacles may be created. Each Tentacle has a number of traits equal to 2 times the number of tentacles summoned. They may be directed by the Uktena to attack the same target, or multiple targets, though never more targets than the Uktena's occult rating. Grapples are broken as normal with a physical challenge vs a tentacle, plus 1 trait  for every extra tentacle grappling the target. The tentacles do not inflict damage, and last until the end of the scene, they are broken, or until the caster dismisses them.

 

Implacable Grip

Cost: One or two Rage

Effect: Your hands or jaws gain the deadly strength of Uktena's grip on secrets. If you spend one Rage, choose either your hands or your jaws; you gain a three-Trait bonus in Physical Challenges where you use the chosen parts in grappling or biting. If you spend two Rage, you get the bonus to both.

Duration: One Scene

 

Indian Giver

Required: You must tell your target a secret before attempting to use this gift. 

Challenge: Mental vs. target

Retest: Subterfuge

Followup Cost: optionally, one Willpower

Effect: A secret you have shared with your target becomes vague and difficult to remember; within a day, the secret is impossible to recollect. If you spend a Willpower, your target forgets about ever having spoken with you at all. A supernatural creature may spend a point of Willpower themselves to remember talking with you, although they still won't remember the topic of conversation.

 

Overlook

Required: You must keep a low profile and do nothing that would draw attention to your disguise. 

Challenge: Mental vs. Storyteller difficulty based on how well you look like you belong here -- seven Traits if you are dressed appropriately, up to twenty Traits if no stretch of the imagination could account for your presence.

Retest: Subterfuge 

Effect: By behaving in an uninteresting way, you cause people to ignore you as if you were just another average person who belongs in the area. Anyone who becomes suspicious for any reason must defeat you in a Mental Challenge directly (retest Subterfuge) to actually pay attention to you.

Duration: Until you behave in such a way that draws attention

 

Reveal the Hidden

Required: The target of your search is nearby, and you have a means of detecting it

Cost: One Mental Trait

Challenge: automatic (for mundane objects); Mental vs. target (for people)

Retest: Subterfuge, plus one free retest

Effect: You get a mystical fix on the location of a person or mundane object nearby, enabling you to find it. If more than one target nearby fits the description of what you're looking for, you sense instead that you need to be more specific.

 

Sense Magic

Challenge: static Mental vs. the magic's creator (You get a one-Trait bonus for familiar or obvious effects, and a two-Trait bonus for Garou gifts.)

Retest: Enigmas

Followup Cost: 0-5 Mental Traits

Effect: Your mystical senses pick up on magic active in the area. Magic includes Garou gifts, vampire Disciplines, mage Spheres, and so on. An intuition informs you what kind of magic it is, in a broad sense -- "Gaian" or "blood magic," for example, is about as specific as the intuition gets. The Storyteller may impose Trait penalties to your challenge for very unusual magics. This gift senses magics within a ten-foot radius, plus another ten for each Mental Trait you spent.

 

Shroud

Cost: One Gnosis

Challenge: no challenge if it's dark or nearly dark; otherwise, a static Gnosis vs. difficulty based on lighting -- six Traits indoors, nine Traits in the sun

Retest: Occult

Followup Cost: 0-5 Mental Traits

Effect: You conjure up a field of inky blackness, obscuring all sight except your own. (You manage to see through the dark perfectly well somehow.) You black out one ten-foot-square area within your line of sight, plus another for each Mental Trait you spent. All others taking action within this darkness suffer the effects of Darkness (They suffer a 2-trait penalty and may have the "Blind" retest called against them). The metis gift Eyes of the Cat can allow another Garou to see through this darkness.

Duration: One scene

 

Spirit of the Bird

Cost: One Gnosis

Effect: Gravity loses its grip on you; you can hover, float about, and fly through the air as you please. Your maximum speed is 20 miles per hour. In combat, you have a movement of four "steps" through the air. You also suffer a one-Trait penalty to all combat maneuvers unless you purchase theFlight Ability. Gifts and Fetishes that increase ground speed do not affect this movement.

Duration: One hour

 

Spirit of the Fish

Cost: One Gnosis

Followup Cost: 0-5 Mental Traits

Effect: Uktena is a water-god, and this gift extends that power to his children. You can breathe underwater and swim as fast as a Hispo runs.

Duration: One hour, plus one for each Mental Trait you spend

 

Spirit Speech

Activation Time: Always on

Effect: You understand spirit languages used around you, and you can communicate back in kind.  Because relatively few spirits can communicate in the werewolf High Tongue (let alone human speech), this gift is absolutely invaluable for navigating the spirit worlds.

 

Strut

Required: Make a suitably impressive display of yourself. 

Challenge: Social vs. target

Retest: Intimidation

Effect: A turkey-spirit teaches this gift, which dissuades others from sticking their nose in your business. You appear more imposing, to the point that  your target has second thoughts about interfering with you. A target whose only interest in you is casual will find something else to do; a target who really has to deal with you suffers a two-Trait penalty to challenges against you until they can win one. Supernatural targets may cancel the effect of this gift by spending one Willpower.

Duration: Until the target wins a Challenge against you; or if the target is supernatural, until they spend one Willpower

 

Uktena’s Freezing Stare

Requirement: Your target must be able to see your eyes.

Challenge: Social vs. one target (see below)

Retest: Intimidation 

Frequency: Once per turn

On a Human or Animal Target:

Followup Cost: 0 to 5 Mental Traits

Effect: A human or animal target flees your frightful gaze for the duration; they may reduce this duration by spending Willpower. One point of Willpower reduces the duration by one turn.

Duration: One turn plus one per Mental Trait spent 

On a Garou Target:

Effect: Primal instinct flashes in your gaze, and a Garou target cannot flee or attack you for the duration.

Duration: Until your gaze is broken or one of you is attacked

 

Umbral Compass

To Learn: You must be a member of the Skywalkers camp to learn this gift.

Crossing the Gauntlet

Effect: Your difficulties to cross the Gauntlet are reduced by one. You are never at risk for getting stuck in any Gauntlet rating equal or less than your Gnosis.

Duration: Always in effect

Navigating the Umbra

Required: You are in the Umbra.

Challenge: Mental vs. 11 Traits

Retest: Umbra Lore

Effect: You can sense where you are in the Umbra, and intuit the next step to take on your journey (as determined by Gaia, i.e., the Storytellers).

 

Intermediate Gifts

 

Banish Totem

Required: You must know what totem the pack follows.

Activation Time: One full turn spent in concentration

Cost: One Gnosis and one Willpower

Challenge: Social vs. the pack's combined levels in the pertinent Totem Background

Retest: Intimidation

Effect: You speak a word of abjuration, cutting a pack off from the contact and aid of its Totem spirit. All members of the pack lose their Totem benefits, lose pack link, cannot use the Pack Tactics Background, and are no longer treated as packmates for other rules that care about such things.

Duration: One scene, or until you are knocked unconscious or killed

 

Call Elemental

To Learn: You must learn this gift separately for each kind of elemental you want to summon (air, earth, fire, water)

Cost: One Gnosis

Challenge: static Gnosis vs. the Gauntlet, followed by Social vs. the spirit

Retest: Occult

Effect: You conjure an elemental spirit that embodies one of the four classic elements -- air, earth, fire or water. Winning the Gnosis challenge makes the spirit appear; winning the Social Challenge persuades it to look on you favorably. If you fail the Social Challenge, it's unhappy with you.

    • Air Elemental: Willpower 3, Rage 8, Gnosis 7, Essence 36, and the Charms Create Wind and Updraft.

    • Earth Elemental: Willpower 10, Rage 4, Gnosis 5, Essence 60, and the Charms Armor, Materialize, and Umbraquake.

    • Fire Elemental: Willpower 5, Rage 10, Gnosis 5, Essence 40, and the Charms Blast and Create Fire.

    • Water Elemental: Willpower 6, Rage 4, Gnosis 10, Essence 40, and the Charms Cleanse the Blight, Flood and Healing. 

Duration: One Scene

 

Death Trance

Activation Time: Ten seconds of meditation

Cost: One Gnosis

Effect: You take on the semblance of death, effectively enough to fool even a forensics team. Your heart stops beating, your body goes cold, your wounds do not regenerate, and rigor mortis begins to set in. Only someone with a reason to suspect you are faking can make a Mental Challenge (they retest Investigation, you retest Subterfuge) against you to find some hint of the truth.

Duration: Three days, or until you end the effect

 

Guardians Fortitude

Cost: One Gnosis

Challenge: one Simple Test per Willpower you possess

Retest: Survival

Followup Cost: optionally, any number of Willpower (spent anytime while the gift is active)

Effect: You stand a long vigil, enduring past all exhaustion for the duration of this gift. You gain the Traits Perceptive x2 and Tough x2. You suffer no penalties for lack of sleep, food or water. You may not, however, regain Willpower while under this gift's effects.

Duration: One day per successful Simple Test, plus another twelve hours per Willpower spent

 

Hand of the Earth Lords

Required: A target of a thousand pounds' weight or less

Cost: One Gnosis

Challenge: Physical vs. target (automatic against targets that don't resist)

Retest: Occult

Followup Cost: 0-5 Mental Traits

Effect: You draw on the strength of the earth, using it to move your target through the air by force of will. You must maintain constant concentration on your target, and you may move it up to 20 miles per hour.

Duration: One turn, plus one more for each Mental Trait spent; the gift also ends if you stop concentrating on your target

 

Invisibility

Cost: One Gnosis

Challenge: no Challenge if not observed; otherwise, Mental vs. your observers

Retest: Stealth 

Effect: You become truly invisible; light passes through you as if your body were empty space. Anyone actively trying to detect you must win Mental Challenge against you (they retest Investigation, you retest Stealth). You have a three-Trait bonus to this challenge if you're being stealthy, but not if you're drawing attention to your presence (moving at more than half your walking speed, entering combat, interacting with the environment, and so on). Cross your arms over your chest to indicate you're using this Gift.

Duration: One Scene

 

Lay of the Land

Required: You must be in a wilderness area to use this gift.

Initial Cost: One Gnosis

Challenge: Mental vs. Storyteller-determined difficulty

Retest: Survival

Followup Cost: 0-5 Mental Traits

Effect: You commune with the ambient spirits of the area, learning useful information about the region. Success gets you general information on a topic, such as the human population count, locations of supernatural hideouts, the presence of hidden tunnels, etc. Each Mental Trait you spend gives you an accurate answer to one specific yes-or-no question about the area.

 

Secrets

Cost: One Gnosis

Challenge: Mental Challenge vs. target

Retest: Subterfuge

Followup Cost: Win (not tie) as many Simple Tests as you can in a row 

Effect: Your focused will unearths a secret your target keeps. The number of followup tests you win determine the degree of secret you uncover: winning no followup test grants you a mundane secret, one gives you a meaningful secret, two gives you one of the target's most important secrets, and three or more wins gives you the darkest and most terrible secret the target has.

 

Scrying

Required: Stare into a reflective surface.

Cost: One Gnosis

Challenge: Mental Challenge vs. 20 Traits, unless you have an item belonging to the target person or location; then vs. 10 Traits

Retest: Occult; Supernatural targets may use Occult to cancel/retest as if directly challenged, plus one free retest per failed Scrying attempt against that target in the last 24 hours.

Effect: The reflective surface becomes a scrying-glass through which you may observe events at a distant location, or follow the movements and actions of a targeted individual.

Duration: Until you stop staring into the reflective surface.

 

Sing Down the Rain

Required: Perform a rain dance.

Cost: 1-5 Gnosis

Challenge: Mental vs. Storyteller difficulty based on local weather conditions

Retest: Occult 

Effect: You summon a rainstorm.

Duration: One scene, plus another for each Gnosis spent activating the gift

 

Spirit’s Horse

Activation Time: Five minutes spent in ritual meditation

Challenge: Social vs. Storyteller difficulty, based on what connection you have to the spirit

Retest: Occult

Effect: You empty yourself and welcome an ancestor-spirit into your body, who takes control and may participate in tribal activities. After activating the gift, make a Simple Test (on which you may retest by spending a Willpower). On a win or tie you are aware of what's going on, even though you are powerless to interact. On a loss, hand your sheet to a Storyteller; you will have no recollection of what the ancestor did while riding your body.

Duration: One Scene

 

Wisdom of the Ancient Ways

Activation Time: One turn

Challenge: Gnosis vs. 9 Traits (minus one Trait per level of Ancestors you have)

Retest: Occult

Followup Cost: 1 or 2 Mental Traits

Effect: Through a moment of meditation, you reach out for answers to the Garou who have gone before, be they your own ancestors or other warriors of yore. You recall their memories or summon up ancient lore. Ask the Storyteller for the information you seek: if you spend one Mental Trait it is clear but broad information, while if you spend two Traits the information is detailed and specific.

 

Advanced Gifts

 

Fabric of the Mind

Initial Cost: One Gnosis

Challenge: Mental vs. Storyteller 10 Traits

Retest: Performance

Followup Cost: 0-5 Mental, for any object that gets involved in a fight or other strenuous activity

Effect: You weave creations out of your imagination and into reality. For each trait you spend in the challenge, you have one Trait to assign to these fabrications. You can create one object or many, with whatever attributes you can imagine and describe. You can even create sentient creatures that react naturally, and behave as you direct. If you fail the challenge, perform two Simple Tests: failing both means you create the object, but it acts independently of your control, and may even be somewhat malicious. It will last until you destroy or banish it. Sentient imaginations cannot know information or specifics that you do not know, and are unable to act independently without your direction. Imaginations use your permanent Mental Traits for all challenges, and Have corresponding Ability levels to what you have. Each Imagination can attack foes and act once per round. They deal damage according to what they are dreamt into existence with. Each conjured dream can deal up to three aggravated damage, four lethal damage, or five bashing damage per round. Damage from these imaginations is real in every way, and persists even after the Gift ends. Imagined items can be fantastical in their capabilities, and are limited only by the Storyteller's discretion, however, the onus of the capabilities of the Imaginations is on the player's ability to completely describe the dreams, where they come from, and all of their intricacies. During the duration of this Gift, these Imaginations are considered real. Intermediate Stargazer Gift: Clarity does not negate the damage or existence of Imaginations. Sense the Unnatural and Sense Magic detect a  magic type the same of that of the Gift user

Duration: The conjured dreams exist outside of combat for five minutes per Mental Trait spent, or inside combat for one round per Mental Trait spent

 

Fetish Doll

Required: Take one week to construct a doll that represents your target, incorporating a part or belonging of your target (such as blood, shed fur, an item of clothing or jewelry) -- this requires a Mental Challenge vs. 12 Traits (retest Crafts)

Frequency: You may only possess one Fetish Doll of a person at a time.

Challenge: Willpower vs. target

Retest: Occult

Followup Cost: 0-5 Mental Traits

Effect: By mutilating a specially made doll, you inflict damage on a distant target. After a successful activation, attempt another activation challenge for each Mental Trait you spent. The number of activation successes you collect (including the first) is the number of Aggravated damage you deal to your target. With multiple uses of this gift, you can deal a maximum of ten levels of damage through the doll before it is completely destroyed. If you fail the initial activation challenge, attempt two Simple Tests: failing both destroys the doll without dealing any damage.

 

Pointing the Bone

Required: Point a bone at your target.

Frequency: Once per target per scene

Cost: One Gnosis

Challenge: TWO Mental Challenges vs. target's Physical Traits

Retest: Occult

Effect: You channel destructive energy through an old bone, dealing damage to a target. If you win both Challenges, you deal one Aggravated damage to your target and you may immediately attempt the gift again at no cost. If you win the first challenge and lose the second, you deal no damage, but you may still immediately attempt the gift again at no cost. If you ever lose the first of the two challenges, you have run out of attempts and may not affect that target again this scene.

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Uktena’s Glare

Frequency: Once per target per scene

Challenge: a number of Simple Tests equal to your current Rage

Retest: none

Effect: Like the legendary Ulunsuti gem embedded in the forehead of great Uktena, your gaze flares with the power to kill. Each win or tie you achieve activating this gift deals one Aggravated damage to your target.

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