Werewolf the Apocalypse information source

Rank 4 Uktena Gifts

A list of all Rank 4 Uktena tribe Gifts for Werewolf: the Apocalypse, compiled from all source books, using the revised edition of books when available. For Uktena Gifts of all ranks, see All Uktena Gifts.

Attunement / Lay of the Land

Rank 4 Bone Gnawers Gift / Rank 4 Glass Walker Gift / Rank 4 Silent Strider Gift / Rank 4 Uktena Gift (Lay of the Land)

The Garou may commune with the spirits of a city or town and gain information about the area from them, including rough population, enclaves of Garou or other being and secret tunnels. This Gift does not function in the wilderness, since the Bone Gnawers have lost the knack for conversing with such spirits easily. A rat-spirit teaches this Gift.

Glass Walkers: a cockroach-spirit teaches this Gift.

Silent Strider: one exception: When the Garou learns the Gift, she must choose if it functions in the city or the wilderness. The “city” version is identical to the Bone Gnawer Gift. The “wilderness” version is similar, but the roll required is Perception + Survival.

Uktena: any animal spirit teaches this Gift. Works in rural or wilderness rather than urban areas, and the required roll is Perception + Survival.

System: The player spends one Gnosis and rolls Perception + Streetwise. The amount and accuracy of the information depends on the number of successes rolled. On a botch, playful spirits lie (which can be fatal, depending on the nature of misinformation).

Source: Core book revised / Tribebook: Uktena (revised)


Durance

Rank 4 Shadow Lord Gift / Rank 4 Uktena Gift

The werewolf dominates a talen-bound spirit, spinning webs of metaphysical authority to forcibly lengthen its service to her. Some consider this Gift disrespectful, but the Shadow Lords find it ridiculous to discard a weapon that might serve Gaia, just for the sake of politeness. This Gift is taught by a spider-spirit.

System: Upon using a talen, the player may reflexively spend one Gnosis point to keep the spirit bound within from departing. This Gift is ineffective on talens which are destroyed as an inherent aspect of their use (such as the nightshade talen, which must be drunk to activate its powers), but preserves talens whose destruction is a metaphysical result of their use (such as moon glow and Wyrm scales).

Source: 20th Anniversary Edition


Hand of the Earth Lords

Rank 4 Uktena Gift / Rank 4 Croatan 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: The player spends one Gnosis point and rolls Dexterity + Occult (difficulty 7). 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.

Source: Core book revised / Wendigo Tribebook


Call Elemental

Rank 4 Uktena Gift / Rank 4 White Howler 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: The player spends one Gnosis point and rolls Gnosis (difficulty of the area’s Gauntlet). She must then roll Manipulation + Occult (difficulty 7) to make the elemental look favorably upon the Garou. The elemental vanishes at the end of the scene.

Source: Core book revised / 20th Anniversary Edition


Bare the Heart

Rank 4 Uktena Gift

Camp: Earth Guides

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: 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 spends two points of Gnosis. The player then rolls Perception + Empathy (difficulty 6). 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.

Source: Uktena Tribebook


Spirit’s Horse

Rank 4 Uktena Gift

A potent Gift, Spirit’s Horse allows an Uktena to turn his body into a temporary home for an ancestor-spirit or other important creature from the time of legends. The Gift provides more than the memories and abilities associated with the Ancestors Background because for a brief time, the Uktena actually becomes the spirit who inhabits his body. The intent of the Gift is to honor an ancestor by allowing her to physically take part in a ceremony or moot, meet her descendents and share in the joys of the physical world. The Rite of Invitation to the Ancestors is often used in conjunction with this Gift, and these events almost never take place outside a tribal moot or council. An ancestor-spirit teaches the Gift.

System: This is a Gift with both incredible risks and marvelous benefits. To begin the process, the player rolls Charisma + Occult, difficulty 8; however, the Storyteller may choose to lower the difficulty by one if the summoner has some sort of special rapport with the spirit to be summoned. Perhaps the Uktena is a direct descendant or has somehow done honor to the spirit beforehand. In any case, the Ancestors Background isn’t required to use the Gift. One or two successes means the spirit comes into the werewolf’s body, but for a brief time (one scene). Three or four successes means the spirit remains for several scenes. Five successes means the bond is so complete, the spirit may stay until requested to depart. No successes indicates the spirit doesn’t’ come, but a botch means that either the spirit refuses to leave or that the spirit inhabiting the body is not the one summoned; she must be pacified before leaving.

The player must make a Willpower roll, difficulty 7, for the Uktena to remain aware of what’s going on around him, though he can’t interact with the spirit. Simple failure means that he is effectively “unconscious” while the ancestor-spirit is present. For all intents and purposes, the character is the ancestor, enabling the long-dead spirit to talk, dance and otherwise interact with werewolves in teh present. The player may make a final Willpower roll at difficulty 7 before teh spirit departs to remember what happened while serving as a host for the ancestor-spirit.

Source: Tribebook: Uktena (revised)


Guardian’s Fortitude

Rank 4 Uktena Gift

In desperate times the Uktena must call upon their endurance reserves to be vigilant, whether it is a Theurge locked in a multi-day rite, a Bane-Tender waiting vainly for reinforcements, or a lone warrior holding a mountain pass with no hope of retreat. This Gift gives them the strength to stave off the needs of the body in order to focus on the daunting task at hand. Those needs are not erased but merely deferred, however, so this ancestor-spirit-taught Gift is used only at great need. Many Bane-Tenders learn this Gift.

System: To use the Gift the player spends a Gnosis point and succeeds in a Willpower roll (difficulty 6); the Gift lasts one day per success. During this time, the Garou can stay sharp without needing food, water, or sleep. If necessary, the Gift can be extended by spending one Willpower for every additional twelve hours. Once the Gift ends, the accused effects of hunger, muscle fatigue and lack of sleep all rush back. The exact effects are up to the Storyteller, but after several days of intense activity and the resulting sleep-deprivation psychosis the least one could expect is an immediate roll to Frenzy followed by Willpower rolls to do anything except eat, drink and sleep.

Source: Tribebook: Uktena (revised)


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: 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.

Source: Player’s Guide Second Edition.


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: 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). The difficulty is two higher than normal.

Source: Player’s Guide Second Edition.


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 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 (i.e., one month) 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.

Source: Uktena Tribebook


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