Uketena

These guys are the magicians....they guard fiercly all understanding of things magical. Protectors of the weak and talkers to spirits, they communicate with them more easily than any other tribe. Like the Wendigo they are Native American origin, and both tribes fiercly resent the 'white man' as a form of destruction.

••• GIFTS •••

• Sense Magic (Level One) -- The Garou is able to sense Garou rituals and Gifts, the Thaumaturgy of the Tremere, the Spheres of the mages, fetishes, and other magical phenomena. This Gift senses the presence of magic and its general strength; it reveals only basic information about the magic itself (i.e., whether it is a mage Sphere or vampiric Thaumaturgy, but not the specific type of Sphere). This Gift is taught by a spirit servant of Uketena.

System: The Garou rolls Perception + Enigmas. The difficulty is based on the strength and subtlety of the magic. The radius is 10 feet per success rolled.

• Shroud (Level One) -- The Garou may create a patch of inky black darkness. This Gift is taught by a spirit of Night.

System: The Garou spends one Gnosis point and rolls Gnosis against a variable difficulty (3 for twilight, 6 for indoors, 9f or high noon). For each success, a 10 by 10 area of the Garou's choice is covered in pitch, black darkness.

•• Spirit of the Bird (Level Two) -- The Garou may hover and float in the air. This Gift is taught by any Bird- spirit.

System: The Garou spends one Gnosis point. He may move at 20 mph, and the duration is one hour. Maneuvering requires a roll of Dexterity + Occult, and the difficulties of all complex actions, such as combat, are increased by two.

•• Spirit of the Fish (Level Two) -- The Garou can breathe underwater and swim as fast as he can run in Hispo form. This Gift is taught by any Fish-spirit.

System: The Garou spends one Gnosis point and rolls Stamina + Animal Ken (difficulty 6). The effect lasts for one hour per success.

••• Scrying (Level Three) -- 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 peak 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 possess an item owned by the target or something taken from the chosen area. The Uktena can see everything as if she were a proverbial fly on the wall.

••• Secrets ( Level Three) -- 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 8).

••• Umbral Sight (Level Three) -- Although all Garou can Peek from the Penumbra into the Realm, the Theurge is capable of shifting his sight into the Penumber 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 untl 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.

••• Call Flame Spirit (Level Three) -- The Garou may sumrnon a spirit of fire to perform one task for her. She must have a fire source for this Gift, even if it is only a cigarette lighter. The fire spirit will ignite flammable objects or hurl itself at her foe, blasting it in a great explosion as it departs the material world. This Gift is taught by a fire elemental.

System: The Garou spends one Gnosis point and rolls Manipulation + Occult (difficulty 8). The spirit's explosion inflicts three dice of aggravated fire damage. A botch on the summoning roll calls a hostile spirit.

••• Invisibility (Level Three) -- This Gift makes the Garou invisible to sight and difficult to hear or smell. When employing this Gift, the Garou must concentrate on its use at all times; the Garou may not move any faster than half speed, nor may he do anything that would distract her. This Gift is taught by a spirit servant of Uktena.

System: The Garou concentrates for a turn and spends a Gnosis point. He then rolls Intelligence + Occult against a difficulty set by the Storyteller (based on conditions). The number of successes must be recorded; anyone who attempts to see through the invisibility must roll more successes on a Perception + Alertness roll than the Garou rolled when invoking this Gift.

•••• Sideways Attack (Level Four) -- 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 even vanish as she strikes into the Penumbra. this Fight 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 rolss her normal attack maneuver (Dexterity + Brawl for a Rake attack). the difficulty is two higher than normal.

•••• Pointing the Bone (Level Four) -- The Garou can inflict ranged damage by simply pointing a bone at an opponent. After gathernig 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 se, but any properly harvested bone will suffice.

•••• Call Elemental (Level Four) -- The Garou is able to call one of the four classical elementals (air, earth, water, fire) of his choice to him. This Gift is taught by any one of the elernentals.

System: The Garou spends one Gnosis point and rolls Gnosis (difficulty of the area's Gauntlet) to summon the elemental. He must then roll Manipulation + Occult (difficulty 7) to cause the elemental to look favorably upon him. At the end of the scene, the elemental will return from whence it came.

•••• Hand of the Earth Lords (Level Four) -- The Garou can telekinetically move substances weighing up to 500lbs. This Gift is taught by an earth elemental and an air elemental.

System: The Garou spends one Gnosis point and rolls Dexterity + Occult (difficulty 6). The effect lasts for one turn per success.

••••• Fabric of the Mind (Level Five) -- Garou with this Gift can bring their imaginations to life, creating a Dream Being from the fabric of their thought. This Gift is taught by a Chimerling.

System: The Garou makes an extended roll of Intelligence + Performance (difficulty 8). She can create any form of life she can imagine, assign it one point of Traits for each success gained on the roll. The Garou can take as long as she wanted to form the creature, accumulating successes from turn to turn, but once she stops, the Dream Being takes form and requires the Garou to spend Gnosis to keep it manifested. The cost is on point per scene if the Dream Being remains relatively inactive (such as cleaning the Garou's home or sitting as a gargoyle on the roof, or one point per turn if the Being engages in combat. Botched rolls manifest an uncontrolled (and often hostile) Dream Being; these cost no Gnosis but will stay as long as they desire.

••••• Fetish Doll (Level Five) -- The Garou may harm a victim from afar by mutilating a doll he constructs in the victim's image. He must have a part or article from the being against whom he plans to employ this Gift. He must then construct a mannequin in the shape of the victim. This Gift is taught by a strange Umbral spirit.

System: The Garou spends a week and rolls Perception + Repair (difficulty 8) to construct the doll. To harm the victim, the Garou rolls Intelligence + Medicine (difficulty of the victim's Willpower). Each success inflicts one die of aggravated damage, up to a maximum of 10 - beyond 10, the doll is so mutilated that further damage is impossible. Each failure on the roll subtracts one from the 10 possible dice, and a botch destroys the doll without harming the victim.

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