Fast Track

Sense Magic

Sense Secrets


Uncloak the Hidden

Breath of the Dragon

Coils of the Serpent

Fetish Fetch

Medicine Dreams

Natural Camouflage

Shadow of the Ebon Whisperer

Spirit of the Bird

Spirit of the Fish

Uktena's Freezing Stare

Umbral Compass

Ancestral Recall

Banish Totem

Call Flame Spirit

Hidden Heart




Sing Down the Rain

Strength of the Guardian


Bare the Heart

Call Elemental

Call Forth theWyld

Curse of Corruption

Hand of the Earth Lords

Point the Bone

Sideways Attack

Spirit's Horse

Strange Rain

Whisper in the Dark

Fabric of the Mind

Fetish Doll







Rank 1 Rank 2 Rank 3 Rank 4 Rank 5




Fast Track (Uktenna Rank 1 - Scouts)

This Gift strengthens the Garou's stamina and allows her to travel much more quickly than would be normally possible. Using the Gift allows the Garou to determine the path of least resistance, so she can move from one place to another with great speed and less interference. While not a replacement for a Moon Bridge, Fast Track lets the Garou continue traveling long past the time she would normally become exhausted. She can effectively make a forced march that covers three times the distance she would normally cover in the same amount of time and arrive no more tired than usual. This Gift is taught by a Bear spirit.

System: The player must roll Stamina + Athletics (difficulty 7) and spend a point of Gnosis. A single success allows the Garou to make a forced quick-march by trotting at a ground-covering pace that does not exhaust her. This Gift is not meant to make the Garou a speed-demon, and cannot be used to escape pursuit or pursue fleeing foes by running faster. It can be used for those purposes if it is a matter of outlasting pursuers or pursued.

Sense Magic (Uktenna Rank 1)

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. 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 foot for each success.

Sense Secrets (Uktenna Rank 1)

(I can't be bothered changing the text for Uktena).

Centuries of association with the fae people have taught the Fianna the nature of secrets. Things deliberately hidden, whether obscured by brush or dropped down a mineshaft, make their presence known to the Fiann. The Gift gives no indication as to the nature of a secret, only to its existence. A Squirrel-spirit teaches this Gift.

System: The player rolls Perception + Enigmas (difficulty 8). Every success improves the Fianna's sensitivity. One success detects cursory or slipshod concealment, such as tumbleweeds pulled across a cave's mouth; five successes detect the presence of the most painstaking obscurement, including hidden passageways and the like.

Taught by: Squirrel-spirit

Book: Wild West Companion

Shroud (Uktenna Rank 1)

The Garou can 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 difficulty from 3 to 9, depending on the current conditions. For each success, a 10' by 10' area within the Garou's sight is covered in pitch-black darkness.

Uncloak the Hidden (Uktenna Rank 1)

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 Uktenna  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").

Taught by: Hakahe

Book: RatH

page up

Breath of the Dragon (Uktenna Rank 2)

By invoking this Gift, a Garou can draw in the life-giving essence of Gaia in the surrounding area and concentrate it within their body for a few moments. While they hold their breath, the werewolf is capable of feats of stamina and will beyond even a Garou's normal abilities. At the end of this time, the escaping lungfull of breath steams and curls as if it were a frosty morning.

System: The character spends an action filling their lungs with air, concentrating on drawing in strength from their surrounds. The player rolls Stamina (as determined by their current form) against a difficulty of 8 - for each success rolled the character is treated as having an extra two dice in any

Stamina and Willpower rolls for a turn. When the Gift's effect ends, the user is at -1 to all Stamina rolls for two full turns - they have burned up some of their reserves faster than they should, and consequently are briefly weakened. The Gift can be reinvoked after one turn, and the negative effects are banished while the new invocation is in effect, but

at the end of the second use of the Gift, the user is at -2 to all Stamina rolls for 4 turns - each invocation doubles the negative repercussions of the Gift's use. If the character is reduced to 0 stamina dice pool, they may, at the ST's discretion, pass out.

Taught by: Dragon spirits

Book: Damien

Coils of the Serpent (Uktenna Rank 2)

The Garou may summon serpentine ropes of darkness, mist or fog to grasp enemies and render them immobile. Each coil is four feet long and has the Strength, Dexterity and Brawl ratings as the Garou who summons it. A Snake-spirit teaches this Gift.

System: The player rolls Dexterity + Occult (difficulty 7). Each success beings forth one one coil from the prevailing element (darkness, shadow, mist, fog, dust). The Garou must direct the coils' attacks if she wishes to target multiple opponents; otherwise, the coils focus on the person or creature closest to their manifestation. The coils may only grasp to immobilise; they aren't capable of greater manipulation.

Fetish Fetch (Uktenna Rank 2)

The Uktena need not carry her fetishes with her at all. She may draw them from a hidden cache whenever she needs them, no matter the distance. A Packrat-spirit teaches this Gift.

System: The first part of the Gift involves creating the secret hiding spot for the fetishes. The player spends one Gnosis and buries or covers her items. Once this ritual is complete, she needs to spend a Gnosis point to summon any or all of her fetishes. The fetish appears in her hand as if from thin air. Just one hiding spot can exist at any one time, but the Uktena can create a new spot at any time.

Taught by: Packrat-spirit

Book: Wild West Companion

Medicine Dreams (Uktenna Rank 2)

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 Uktenna  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 anyMedicine 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.

Taught by: Aloe plant

Book: PG3e

Natural Camouflage (Uktenna Rank 2)

By crouching down and remaining still in a natural environment (woods, desert, swamp), the Garou may appear as part of the landscape. Unless someone is actively searching for the Garou, she will be dismissed as a hummock, tree stump or some other natural feature. This Gift is taught by a taught by a Chameleon spirit.

System: The Garou merely needs to hunker down and think of blending in. Unlike the Ragabash Gift: Blissful Ignorance, the Garou does not actually become invisible, but becomes like an unnoticeable feature of the landscape. Someone searching for the Garou must roll Perception + Alertness (difficulty 9) to see through the camouflage. The Garou may spend a Gnosis point to negate being seen in this fashion. If mostly unobserved (ie: the searcher may be scanning the area but has his back to the Garou, only occasionally turning her direction), the Garou may remain camouflaged while moving slowly toward or away from the searcher, stopping whenever the searcher looks her way. Even slow movement while the searcher is looking in the Garou's direction will break the illusion, however.

Shadow of the Ebon Whisperer (Uktenna Rank 2)

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.

Taught by: Hakahe

Book: RatH

Spirit of the Bird (Uktenna Rank 2)

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 (Uktenna Rank 2)

The Garou may 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.

Uktena's Freezing Stare (Uktenna Rank 2)

Like a snake mesmerising its prey, the Uktena can paralyse a foe merely by staring into its eyes. This Gift is taught by an avatar of Uktena.

System: The Garou must meet the eyes of whoever she wishes to paralyse, then her player rolls Manipulation + Intimidation (difficulty of the opponent's Willpower). The paralysis lasts one scene or until the foe is physically or magically attacked.

Umbral Compass (Uktenna Rank 2 - Sky Dancer Camp)

This Gift helps the Garou cross the Gauntlet and traverse the Umbra more easily. Once in the Umbra, the Gift helps the Garou orient herself so she has less chance of becoming lost or confused as to where she is. Further, it seems to urge the Garou toward a direction she needs to travel. Thus, if something terrible is happening in the Umbra, use of this Gift will point the Garou right toward it. This could be a good thing or very inconvenient and potentially deadly, depending on the Garou's point of view and her ability to talk or fight her way out of difficult situations. This Gift is taught by a Bird spirit.

System: The player rolls Perception + Survival (difficulty 7). A single success allows the Garou to lower the difficulty of crossing the Gauntlet by one and to find her way through the Umbra with little difficulty. If she then needs guidance while in the Umbra, she may roll her Gnosis (difficulty 6) to find her way. Should the Garou using Umbral Compass botch her roll to cross through the Gauntlet, she is allowed to make a single Gnosis roll (difficulty 8) to escape the effects of the botch. Failure on this roll means the botch takes effect as normal, while a botched means the caught Garou is difficult for others to find and free.

page up

Ancestral Recall (Uktenna Rank 3 - Earth Guide Camp)

By accustoming themselves to a particular area or tribal group, the Earth Guides can "recall" pertinent information about tribal practices or traditions that may have been lost over time. This might uncover hidden lore of the tribe or simply reveal everyday information not generally known by outsiders. The Gift is taught by an Uktena Ancestor spirit. The Garou using this Gift need not have Past Life.

System: The Garou must have spent at least 24 hours in the presence of those whose tribal memories she is trying to access. The player then rolls Perception + Enigmas (difficulty 7). The number of successes determines the strength and obscurity of the information available. If the Garou can access hidden or forgotten lore, the player must spend a point of Gnosis to learn it.

Banish Totem (Uktenna Rank 3)

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 difficulty for them to execute pack tactics or work in concert. An ancestor spirit teaches this Gift.

System: The Uktena must concentrate for a full turn, and he must know which totem his victim's follow. The player spends a Gnosis point and a Willpower point and he rolls Gnosis at a difficulty of the pack's combined Totem scores (max 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.

Taught by: Ancestor spirits

Book: WW3e

Call Flame Spirit (Uktenna Rank 3)

The Garou may summon 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). A spirit's explosion inflicts two dice of aggravated damage plus another dice for each success rolled. A botch on the summoning roll calls a hostile spirit.

Hidden Heart (Uktenna Rank 3)

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 jesture 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.

Taught by: Hakahe

Book: RatH

Invisibility (Uktenna Rank 3)

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 his 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.

Scrying (Uktenna Rank 3)

By starting 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 a 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 was the proverbial fly on the wall.

Taught by: Fly-spirit.

Secrets (Uktenna Rank 3)

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 questions answered 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 favourite colour 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).

Sing Down the Rain (Uktenna Rank 3)

By intoning a ritual chant, the Garou can call down rain for the purpose of cleansing or watering the ground, or, adversely, to cause flooding or mudslides. This Gift is taught by a Frog spirit.

System: The player spends a point of Gnosis and rolls Wits + Occult (difficulty 7). The number of successes indicates the amount of rainfall summoned. One success calls down a light drizzle; three successes results in a full rain shower. For or more successes causes a torrential rain to fall. The effect lasts for one scene, although the Garou may extend the duration by continuing to spend Gnosis. Depending on the affected terrain and the Garou's intent, this Gift can cleanse a piece of ground ravaged by acid rain, return moisture to a parched field or cause rivers to overflow their banks.

Strength of the Guardian (Uktenna Rank 3 - Bane Tender)

This Gift provides Bane Tenders with extra power when attempting to bind or destroy a Bane (or other troublesome spirit) or keep it locked within its bindings. This is usually used against a Bane that the Garou is responsible for overseeing. Occasionally, another Bane Tender will be overcome, and the Garou must use this to regain control over the loosed Bane. Even more rare are those instances when a Garou is asked to locate and bind a particular Bane. This Gift is never used simply to overcome a Bane met by chance - it is too costly. The Gift is taught by a Wolf-spirit.

System: The player rolls Gnosis (difficulty 6). Each success allows her to boost a chosen Attribute by one point - even if goes beyond normal maximum. When used, the Garou decides whether she wishes to increase her Strength, Stamina, Charisma, Manipulation and/or Willpower to aid her in the battle. Thus a Garou who gets five successes might raise her Willpower by 2, her Charisma by 1 and her Strength by 2. The cost of this over-exertion is a conmeasurate exhaustion. When the Gift comes to an end, the Garou loses an equal number of points from the Attributes and Willpower raised as she gained. This loss remains for 24 hours. Raising one's Attributes beyond their normal doubling is very dangerous, for if they then fall below zero, the Garou dies unless immediately healed with Mother's Touch.

WyrmWhispers (Uktenna Rank 3)

Considered too dangerous by the other tribes, this Gift gives the Uktena insight into the thoughts of Wyrm creatures. The Uktena can read even the most vile thoughts of Banes, if the Garou can hold her stomach. A Dream-spirit teaches this Gift.

System: The player rolls her Perception + Enigmas (difficulty 8). With one success, she can detect nearby sentient Wyrm creatures. For every additional success, she telepathically reads one complete thought from the creature's mind. If she receives five or more successes, she must make a frenzy roll. Regular use of this gift can cause Derangements or even Wyrm-taint.

Taught by: Dream-spirit

Book: Wild West Companion

page up

Bare the Heart (Uktenna Rank 4 - Earth Guide Camp)

This Gift is only taught to those who join the Earth Guide camp and utilises the Uktena's noted penchant for delving into the deepest secrets. The Earth Guides use this Gift to examine Bane Tenders for signs of Wyrm-taint. Using the clear sight granted to him by this Gift, the Uktena can look beyond outward manifestations, internal manipulations and even magical disguises that might mask Wyrm-taint, corruption or evil intent and pierce straight to the heart of the truth. Thus, the Garou might note that an otherwise normal-looking person is really a fomor or a Black Spiral Dancer by use of this Gift. Garou using the Gift could also determine that someone is disguised (via cosmetic means or magical change), but only if that person has evil intent (ie: intends to commit some evil - as defined by the Garou's concept of evil - while so disguised. Thus, if a bank robbery was in the offing, the Garou might not see through the mask unless he cares about that bank, but he would unmask someone intending to clear-cut a virgin forest). This Gift is taught by an Incarna avatar.

System: The Garou using this Gift must spend at least one turn intently observing the person he wishes to examine. While doing so, he attunes himself to the person's innermost core, the truth of the heart, and spend two points of Gnosis. The player then rolls Perception + Empathy (difficulty 6). Even one success uncovers a falsehood if one exists and the nature of the mask (cosmetic, magical, etc). Two successes pinpoint how deeply the taint runs and the exact nature of the hidden heart (ie: the target is Wyrm-corrupted, a Bane, a vampire, etc) while three successes allows the Garou to discover such a creature's immediate intent (ie: what its plans are for the rest of the scene).

Call Elemental (Uktenna Rank 4)

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 an elemental spirit.

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 favourably upon him. At the end of the scene, the elemental will return from whence it came.

Call Forth theWyld (Uktenna Rank 4 - Wyld Children)

Using this Gift, a Garou can summon the Wyld in its raw essence to disrupt manifestations of the Weaver. This energy must be concentrated to interfere with the working of machinery or technological items to be effective. Unlike the Homid Gift: Jam Technology, Call Forth the Wyld permanently disrupts the devices it affects. Barring costly repairs and replacements of fizzled parts, the item will

never work properly again. Not that items cease to function; they just work in an odd, and unforeseen manner. Rather than merely creating a glitch, this Gift actually disrupts Weaver energy by overpowering it with the chaos of the Wyld. Devices may function in reverse of normal (clocks run backward, cars only drive in reverse, computers print out information upside down) or may function in some totally random fashion (guns explode when used; missiles reprogram themselves to hit a random target after initiating their own countdown and firing sequence; cars only function underwater).

Creative anarchy should reign. Obviously, this Gift can be highly dangerous - Wyld Chyldren use it with glee and teach it to any one who asks who is not too tainted with Weaver or Wyrm energy.

System: The player must roll Manipulation + Repair (difficulty 6) and spend a Gnosis point to use the Gift. One success is sufficient to discombobulate most small technological targets. Storytellers may require more successes or higher difficulties to affect larger or more complex targets.

Curse of Corruption (Uktenna Rank 4 - Bane Tender)

This Gift allows a Bane Tender to take part of the taint from the Bane he is tending and infuse the one cursed with it. This takes the form of some physical loss or mental instability that makes functioning much more difficult; it may whither limbs, inflict the target with a permanent nausea,make her bones brittle and likely to shatter or cause paralysis. It can also cause unstable personality quirks (foolish risk-taking, being insulting to those of greater rank, refusing to obey orders or cooperate with one's pack, complete unreasoning cowardice) or reduce the target to idiocy. Effects last for one full lunar cycle from the time the curse is inflicted. This Gift is taught by an Incarna avatar.

System: The Garou must choose to afflict her target either mentally or physically. She then spends two points of Gnosis and rolls Manipulation + Intimidation (versus a difficulty equal to her target's Gnosis).

One success inflicts a minor effect, or one that only functions sporadically, while more successes cause more serious afflictions or ones that constantly affect the target throughout the length of the curse. Storytellers should be creative, but fair, when assigning curses.

Hand of the Earth Lords (Uktenna Rank 4)

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 one turn per success.

Point the Bone (Uktenna Rank 4)

The Garou can inflict ranged damage simply by pointing a bone at an opponent. After gathering the bone from a 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.

Alternative Versions

From: PG3e (Uktenna Rank 4)

System: This Gift may also be used to inflict a delayed damage upon the victim. By spending an additional Gnosis point, the damage may suddenly occur a number of days after the attack equal to the successes rolled. This is most common when the Gift is used to execute an offender. Many victims, certain of their own death, are reduced to simply walking aimlessly in this time.

Sideways Attack (Uktenna Rank 4)

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 Umbra. This Gift is taught by a spirit servant of Uktena.

System: The werewolf must first use the Gift: Umbral Sight or some other method to locate their opponent. She may then spend a Gnosis point to attack anything she sees in the Penumbra, including spirits that are not materialised. She rolls her normal attack maneuver (Dexterity + Brawl). The attack difficulty is two higher.

Spirit's Horse (Uktenna Rank 4)

This Gift allow a Garou to make her body a temporary vessel for an ancestral or legendary spirit for a finite length of time determined during the activation of the Gift. It differs from the manifestations of Past Life in that the host does not merely gain the Attributes, Abilities and memories of the inhabiting spirit - she actually "becomes" the spirit for the Gift's duration. The Uktena usually combine this Gift with the Rite of Invitation to the Ancestors (See below), and rarely practice it outside of moots or council gatherings. Its intention is primarily to give honour to an ancestor by allowing her the ability to experience fleshy pleasures and meet her tribal descendants. This Gift is taught by an Ancestor spirit.

System: The player rolls Charisma + Occult (difficulty 8) and spends a point of Gnosis while the Garou calls on a spirit to "ride" her body. The Storyteller may chose to lower the difficulty for those Garou who come from cultures whose spiritual beliefs incorporate the idea of being "ridden" by spirits. One or two successes summons an Ancestor-spirit for a brief sojourn (a scene). Three or four successes allows the Ancestor spirit to remain for a longer time (several scenes). Five successes allows such a complete rapport between spirit and host that the spirit remains until politely asked to return to the Umbra. No successes indicates that no ancestor head the summons or the called spirit refuses the invitation. A botch means that either the spirit refuses to leave its host voluntarily or else that an angry or hostile ancestor (perhaps from one of the Wyrmcomer tribes!) enters the host and must be placated before she will depart. Note that a Garou need not possess the Past Life Background to use this Gift. The Garou who uses this Gift must make a Willpower roll (difficulty 7) in order to remain aware of her surroundings while her body hosts the ancestor. A failure in the roll indicates that the host's consciousness has become dormant. The Storyteller may allow a player to attempt a second Willpower roll (difficulty 8) to reawaken the character's awareness if the first roll fails. Other characters may converse with the ancestor, thus benefiting form her advice and counsel. Once the spirit departs, the host Garou makes a final Willpower roll (difficulty 7) to remember what happened while her body served as the Spirit's Horse.

Strange Rain (Uktenna Rank 4)

The Garou can evoke a rain of something truly strange and unnatural; frogs, cockroaches, slugs, etc. This can be extremely unnerving to enemies or even allies. This acts like the Bone Gnawer Gift: Infest in every way.

System: The Garou spends one Gnosis point and rolls Manipulation + Animal Ken (difficulty 7). The size of the horde is determined by the number of successes; one success will cause a certain amount of bafflement from those affected, while five will attract tabloid reporter and crackpots from miles around for years to come.

Whisper in the Dark (Uktenna Rank 4)

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.

Taught by: Hakahe

Book: RatH

page up

Fabric of the Mind (Uktenna Rank 5)

Garou with this Gift can bring their imaginations to life, creating a Dream Being from the fabric of their thoughts. This Gift is taught by a Chimerling.

System: The Garou makes and extended roll of Intelligence + Performance (difficulty 8). She can create any form of life she can imagine, assigning it one point of Traits for each success gained on the roll. The Garou 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 Garou to spend Gnosis to keep it manifested. The cost is one 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 (Uktenna Rank 5)

The Garou may harm a victim from afar by mutilating a doll he constructs in the victim's image. Hemust 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 no further damage is possible. Each failure on the roll subtracts one from the 10 possible dice and a botch destroys the doll without harming the victim

page up