StoneGolem's Wisdom
Update (9/11/98): Uktena Gifts... for those that feel like looking. *Uktena Gifts*

=Sense Magic (Lv.1)
=Shroud (Lv.1)
=Spirit of the Bird (Lv.2)
=Spirit of the Fish (Lv.2)
=Call Flame Spirit (Lv.3)
=Invisibility (Lv.3)
=Call Elemental (Lv.4)
=Hand of the Earth Lords (Lv.4)
=Fabric of the Mind (Lv.5)
=Fetish Doll (Lv.5)



Sense Magic (Lv.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 presense 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 sublety of the magic. The radius is 10 feet per success rolled.

Shroud (Lv.1)- 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, 9 for 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 (Lv.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 20mph, and the duration is one hour. Manuevering requires a roll of Dexterity+Occult, and the difficulties of all complex actions, such as combat, are increased by two.

Spirit of the Fish (Lv.2)- The Garou can breathe underwater and swim as fast as he can run in Hispo form. This Gift is taught by any Bird-spirit.
*SYSTEM: The Garou spends one Gnosis point and rolls Stamina+Animal Ken (difficulty 6). The effect lasts for one hour per success.

Call Flame Spirit (Lv.3)- The Garou may summon a spirit of fire to perform one task. They 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 a 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 (Lv.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 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 muct roll more successes on Perception+Alertness roll than the Garou rolled when invoking the Gift.
*UKTENA* [2nd & 3rd text boxes]
Clan Lasombra by Tim Bradstreet (Drool yes drool he he) Call Elemental (Lv.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 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 (Lv.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 for one turn per success.

Fabric of the Mind (Lv.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 an 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 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 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 (Lv.5)- The Garou may harm a victim from afar by mutilating a doll he constructs in 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.

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