Uktena: The sly and mysterious Uktena are the most capable
magicians of the Garou and are thus widely distrusted.
Initial Willpower: 3
Backgrounds: No Restrictions.
Beginning Gifts: Sense Magic, Shroud
Totem: Uketena
These guys are the magicians... they guard fiercely
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 fiercely resent the 'white man' as a form of destruction.
GIFTS
Rank One
Sense Magic 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 Uktena.
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 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.
Rank Two
Spirit of the Bird 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 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.
Rank Three
Call Flame Spirit The Garou may summoner 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 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.
Rank Four
Call Elemental 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
elementals.
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 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.
Rank Five
Fabric of the Mind 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 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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