Nocturne V.2
A World of Darkness Sim
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UKTENA
Color Key:
RAGE GIFTS (Glory)
NON POWERED GIFTS (Honor)
GNOSIS GIFTS (Wisdom)
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RANK 1​
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Implacable Grip
Rank 1 Silver Fang / Uktena Gift
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:
Free Action
Gain 1 Rage
Duration: A 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 3 points higher for purposes of grappling or maneuvers such as the jaw lock. The Garou may not use this extra Strength to inflict damage.
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Spirit Speech
Rank 1 Theurge / Uktena Gift
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:
Passive
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.
Moonstruck Path
Rank 1 Uktena Gift
Garou are well versed in hunting and tracking prey, yet there are times when they have no idea where such a trail starts or which journey to undertake first when a choice presents itself. The Gift of the Moonstruck Path allows the Garou to perceive the beginning of the path he must take in a given situation, even if she herself is not sure of its ultimate purpose. When the Gift is utilized, a ghostly pale blue-white beam of moonlight points to the correct direction for one scene. Sometimes, as when the Garou doesn’t know why she needs to move in a certain direction or what to do once she reaches her destination, it becomes a leap of faith, with the werewolf starting on an unknown path and only later discovering why. This Gift is taught by one of Uktena’s spirit brood.
System:
Normal Action
Roll Perception + Wits, Difficulty 16
The Gift must be utilized after dark, though there need not be a moon in the sky. It can even be used underground or in windowless structures so long as it is dark outside. Can be used once per day.
Shroud
Rank 1 Uktena Gift
The Garou can create a field of inky blackness through which only she can see. A night-spirit teaches this Gift.
System:
Normal Action
Costs 1 Gnosis
Creates a 20 meters large shroud. This gives anyone in it -2 to Perception rolls.
Sense Magic
Rank 1 Uktena Gift
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:
Normal Action
Roll Perception + Occult, Difficulty 14
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. This gift can be used once per scene.
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RANK 2
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Coils of the Serpent
Rank 2 Uktena Gift
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 5 meters long and possesses the same Physical characteristics as the werewolf who summons the coils. Any snake-spirit can teach this Gift.
System:
Normal Action
Roll Gnosis, Difficulty 12
Used Once Per Scene
Each success causes a single coil to come forth from the surrounding air. The coils focus on a single target. The coils only bind; they can’t inflict damage. While the victim is bind their combat modifiers are cut in half, excluding their attempts to break away. To break free, the victim must make a Strength + Athletics roll, difficulty 14. If his successes exceed the number of coils then coils disappear. This gift does not stack with other garou using this gift in the same time and if they chose to do so in the same time, then victims successes will count against each user separately.
Umbral Compass
Rank 2 Uktena Gift
This Gift helps 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 any bird-spirit.
System:
Normal Action
Roll Perception + Occult, Difficulty 12
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 12) 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 16) to escape the effects of the botch. Failure on this roll means the botch takes effect as normal, while a botch makes the “caught” Garou difficulty for others to find and free. This gift may be used once per day.
Jam Technology
Rank 2 Homid / Glass Walker / Children of Gaia / Ragabash / Uktena Gift
The werewolf can cause technological devices to cease functioning, albeit temporarily. Even the simplest of shaped objects will refuse to perform its function. A Gremlin — a type of Wyld-spirit that enjoys breaking things — teaches this Gift
System:
Normal Action
Costs 1 Gnosis point
Roll Manipulation + Crafts.
The difficulty of the roll is based on the following chart:
Device Difficulty
Computer 10
Phone 14
Automobile 16
Gun 18
Blade 20
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DURATION: 1 turn per success
Range: 20 meters.
The werewolf may choose the level of complexity she inteds to “jam.” All technological devices (i.e., any devices shaped from fabricated materials like metal or plastic). The devices remain unchanged but inert. Knives won’t cut, gunpowder won’t ignite, gears won’t turn and so on. Magically enhanced weapons have some degree of immunity to this gift.
Overlook
Rank 2 Uktena Gift
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:
Resisted Action
Roll Manipulation + Performance vs Perception + Wits
The character does his best to look nonchalant or otherwise occupied doing something low-key. Garou may dressed in the same manner and going through the same motions as the techies around him or even stark naked and carrying a bloody axe. Should he draw attention to himself, by acting out of character or speaking loudly for example then the effect is broken.
Shadows at Dawn
Rank 2 Uktena Gift
Sometimes, one must give information to get information. However, Uktena are notoriously tightfisted with secrets. With this Gift, the werewolf can share a bit of knowledge that later vanishes from the subject’s memory. An ancestor-spirit teaches this Gift.
System:
Resisted Action
Roll Manipulation + Persuasion vs Perception + Wits
If the roll succeeds, whatever information the Uktena imparted completely vanishes from a single target’s memory when the sun next rises.
Fetish Fetch
Rank 2 Uktena Gift
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:
Free Action
Costs 1 Gnosis
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 need only spend a Gnosis point to summon any or all of her fetishes, or to return them to their hiding place. 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.
Spirit of the Fish
Rank 2 Uktena Gift
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:
Free Action
Costs 1 Gnosis
The effects last for a scene.
Reveal the Hidden
Rank 2 Uktena Gift
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:
Normal Action
Roll Perception + Wits, Difficulty 14
The werewolf spends a turn to look around carefully.
Medicine Dreams
Rank 2 Uktena Gift
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:
Normal Action
Costs 1 Gnosis
Roll Intelligence + Occult, Difficulty 14
If the roll is successful, then the Uktena will get new insights in how to heal the sick person. Each success on the Occult roll adds +1 to any Medical rolls for that day. Should this grant the Uktena more than +10 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 Medical rolls.
RANK 3
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Strength of the Guardian
Rank 3 Uktena Gift
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 of the newly loosed Bane. Even more rare are those instances when the 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 power gained lasts for the duration of the battle or scene. The Gift is taught by a wolf-spirit.
System:
Normal Action
Roll Gnosis, Difficulty 12
Each success allows her to boost a chosen single Attribute by 1 (Maximum of +3). However this may not take any attribute past level 6.
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Chameleon
Rank 3 Uktena / Metis Gif
tLike the Gift’s reptilian namesake, the Garou can blend with her natural surroundings. Unlike the lizard, the werewolf shifts fluidly with changing backgrounds, thus allowing the Garou to move about and even attack. A chameleon- or octopus-spirit teaches this Gift.
System:
Free Action
Costs 1 Gnosis
This gives +3 to Stealth rolls.
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Fly Feet
Rank 3 Ragabash / Uktena Gift
Like an insect, the Garou can now cling to vertical surfaces. She can walk along walls or hang from a ceiling. The adhesive grip of the Garou can even assist her when catching falling objects or seizing handholds when she is falling! A fly-spirit, naturally, teaches this Gift.
System:
Free Action
Costs 1 Gnosis
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Paralyzing Stare
Rank 3 Shadow Lord / Uktena Gift
Garou directs a terrifying glare at a target, causing her to freeze in terror. A Stormcrow teaches this Gift.
System:
Resisted Action
Costs 1 Gnosis
Roll Resolve + Composure vs Resolve + Composure
Duration: 1 turn per success
The target must be able to see the Garou. This affect is broken is victim is attacked.
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Umbral Sight
Rank 3 Theurge / Uktena Gift
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:
Normal Action
Costs 1 Gnosis
Roll Perception + Wits, Difficulty local 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.
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Wisdom of the Ancient Ways
Rank 3 Philodox / Wendigo / Uktena Gift
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:
Normal Action
Roll Gnosis, Difficulty 16
The number of successes determines how detailed and exact the answer he receives will be. This can be used on fetishes to learn about their history.
Ancestral Recall
Rank 3 Uktena Gift
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. Garou using this Gift need not have Background: Ancestors.
System:
Normal Action
Costs 1 Gnosis
Roll Perception + Occult, Difficulty 16
The Garou must have spent at least 3 hours in the presence of those whose tribal memories she is attempting to access. 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.
Successes Information
One Common Information
Two Uncommon (When dancing their harvest rites, the tribe wore corn silk tied to their costumes)
Three Obscure (known to some tribal elders, i.e., the tribe once served as guardians of a particular fetish)
Four Hidden (known only to the greatest Medicine Workers, passed on to a trusted successor; i.e., the tribe’s dancing place lies atop the resting place of a powerful evil spirit and their dances keep it pacified)
Five + Forgotten (known only to ancient ancestors; i.e. “Our people once knew this evil spirit’s true name. Perform this service for my descendants, and I will tell it to you.”
Banish Totem
Rank 3 Uktena Gift
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:
Normal Action
Costs 1 Gnosis
Roll Gnosis, Difficulty 16
Duration: A Scene
The Uktena must concentrate for a full turn, and he must know which totem his victims follow. 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.
Chains of Mist
Rank 3 Uktena Gift
Silvery filaments spin out from the Garou’s claws, becoming streamers of mist that enwrap and confound nearby spirits, sapping their strength. A fog-spirit teaches this Gift.
System:
Normal Action
Costs 1 Gnosis
Roll Dexterity + Occult for an attack, Difficulty 14
Spirits struck by this Gift treat their Rage, Gnosis, and Resolve ratings as though they were one lower than they truly are for the purpose of all dice rolls for the rest of the scene.
Rending the Craft
Rank 3 Uktena Gift
The werewolf’s claws burn with mystic force, rending apart the delicate workings of magic. An ancestor-spirit teaches this Gift.
System:
Normal Action
Gain 1 Rage
Duration: 1 turn per success
If attack lands the garou may block someone from using a single power, such as a certain gift or certain discipline level.
Uktena’s Passage
Rank 3 Uktena Gift
This Gift allows the Garou to calm or agitate water, whether in the form of a river, stream or lake. She may calm rapids or endow a placid lake with waves to help speed along a canoe or wash a swimmer to shore. The power to shorten a trip or thwart enemy craft is yet another advantage of this Gift. The spirits of the river trout and salmon teach this Gift.
System:
Normal Action
Costs 1 Gnosis
Roll Wits + Occult, Difficulty 14
Duration: A Scene
For each success, she may raise or lower the speed and/or roughness of the current within by one degree. Degrees of current are calm, slow, moderate, swift, and turbulent.
Sing Down the Rain
Rank 3 Uktena Gift
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:
Extended Action (3 turns to cast)
Costs 1 Gnosis
Roll Charisma + Occult, Difficulty 14
The Garou sings or howls a ritual chant. 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.
Secrets
Rank 3 Uktena Gift
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:
Resisted Action
Costs 1 Gnosis
Roll Resolve + Composure vs Resolve + Composure
After formulating a mental question, the Garou must touch the target. 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.
RANK 4
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Hand of the Earth Lords
Rank 4 Uktena Gift
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:
Normal Action
Costs 1 Gnosis
Roll Dexterity + Occult, Difficulty 14
Duration: 1 turn per success
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. This does not work on living objects.
Call Elemental
Rank 4 Uktena / Stargazer Gift
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:
Normal Action
Costs 1 Gnosis
Roll Intelligence + Occult, Difficulty 14
Duration: A Scene
The elemental have stats of Normal Spirit Elemental.
Bare the Heart
Rank 4 Uktena Gift
This Gift utilizes 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 him by this Gift, an 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 (i.e., 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:
Normal Action
Costs 2 Gnosis
Roll Wits + Perception vs Charisma + Performance
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. Even one success uncovers a falsehood if any 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 (i.e., if the target is Wyrm-corrupted, a Bane, a vampire, etc.), while three or more successes allows the Garou to discover such a creature’s immediate intent (i.e., what its plans are for the remainder of the scene.
Pointing the Bone
Rank 4 Uktena Gift
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:
Normal Action
Costs 1 Gnosis
Roll Perception + Athletics vs Dexterity + Athletics
The number of successes equals the number of aggravated damage dealt by the attack. The bone shatters after one use, but any properly harvested bone will suffice.
Sideways Attack
Rank 4 Uktena Gift
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:
Normal Action
Costs 1 Gnosis
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) with penalty of -2.
Curse of Corruption
Rank 4 Uktena Gift
(Note: there is also a different Shadow Lord gift with the same name)
This Gift allows a Bane Tender to take part of the taint from the Bane he is guarding 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 wither limbs, inflict the target with a 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 (i.e., one month) from the time the curse is inflicted. This Gift is taught by an Incarna avatar.
System:
Resisted Action
Costs 2 Gnosis
Roll Resolve + Composure vs Resolve + Composure
The Garou must choose to afflict her target (Works on Garou or Kinfolk only) either mentally or physically. 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.
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RANK 5
Fetish Doll
Rank 5 Uktena / Silent Strider Gift
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 16) to construct the doll. When the doll is complete, the player may roll Wits + Medicine vs victim’s Stamina. Each success inflicts 1 aggravated damage on the victim, which he may soak if he is capable of doing so. The doll is only capable of transferring 10 damage. After 10 successes, the
doll is too mutilated to be of further use. A botched roll destroys the doll without inflicting any damage.
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Fabric of the Mind
Rank 5 Galliard / Uktena Gift
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:
Extended Action, 3 turns, one roll per turn
Costs 1 Gnosis
Roll Intelligence + Performance, Difficulty 14
Garou can create any form of life she can imagine, assigning it one level of Attribute for each success gained on the roll. 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.
Uktena’s Glare
Rank 5 Uktena Gift
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:
Resisted Action
Gain 1 Rage
Roll Resolve + Composure vs Resolve + Composure
The Garou concentrates for a full turn, focusing on the anger that burns within. Meeting the gaze of a single foe, he must gain a Rage point. If successful, the Uktena does not frenzy but inflicts 1 aggravated damage per success just from his heated gaze (Maximum of 5 Damage).
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