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Silent Striders

 

Heaven's Guidance

Ma'at's Feather

Sense of the Transformation

SenseWyrm

Silence

Speed of Thought

Trailblazer

Axis Mundi

Blissful Ignorance

Messenger's Fortitude

Shorten the Road

Smoke Signals

Summon Talisman

Tread Sebek's Back

Adaptation

Death Track

Eyes of Ma'at

Gibberish

 

Long Running

Message Glance

The Great Leap

Tongues

Wyld Spirits

Attunement

Dam the Heartflood

Guiding Hand of Djeheuty

Sleep's Travels

Speed Beyond Thought

Touch of Death

Essential Transformation

Gate of the Moon

Invocation of the Pharaoh

Portents

Reach the Umbra

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Rank 1 Rank 2 Rank 3 Rank 4 Rank 5

Heaven's Guidance (Silent Strider Rank 1)

A Silent Strider must be able to make his way through unfamiliar territory without benefit of chart ofcompass. While under a night sky, even clouded, the Strider with this Gift can never be truly lost. Although this Gift cannot tell a Strider exactly where he is at all times (the constantly shifting borders of province and country alike are hard to foresse), the Strider will always have a perfect sense of direction, as well as how many leagues he has traveled that day. Various Star-spirits and other spirits of the Aetherial Realm teach this Gift.

System: No roll is necessary; the Strider's sense of direction and distance is absolute while he is under a night sky.

Taught by: Star-spirits and other spirits of the Aetherial Realm

Book: WW:tDA

Ma'at's Feather (Silent Strider Rank 1)

According to Egyptian legend, if the heart of one of the dead was heavier than Ma'at's feather, she would feed it to the beast Ammit, destroying their soul entirely. If it was lighter, then the dead person was admitted to the afterlife. This Gift was first the province of Silent Strider Philodox (and is still most common amongst that tribe), but has spread throughout all of Garou society. It allows the Philodox to sense the weight of a fallen Garou's soul and determine if he died as one of Gaia, or had fallen to the Wyrm. It is used to determine what rituals will be undertaken for the deceased, and is taught by a bird or lion spirit.

System: If the Garou died in the service of Gaia, the Gift works automatically, revealing this to be so. If however, the Garou had betrayed the Mother, then a roll of the Philodox's Perception + Occult (difficulty of the deceased's former Gnosis) is needed to correctly determine their guilt. A simple success is sufficient, and the Storyteller is encouraged to roll secretly for each use of this Gift, to keep the players guessing.

Taught by: Bird or lion spirits

Book: PG3e

Sense of the Transformation (Silent Strider Rank 1)

With this Gift, the Garou can identify states of transformation or significant changes within creatures or objects. This Gift allows the Garou to ascertain whether or not someone is dying of a disease or if a female is pregnant (even in extremely early stages). In the same fashion, the Garou can choose to determine if an object is about to break or cease functioning. The Garou need only concentrate on her target to activate this Gift.

System: No roll is necessary, but the player must spend a point of Gnosis to activate the Gift for one scene. During that time the character can determine the general state of health (or illness) of the individuals or creatures in her vicinity. She can also tell if inanimate objects are on the verge of breaking down or otherwise ceasing to function.

Taught by: Meros

Book: RatH

SenseWyrm (Silent Strider Rank 1)

The Garou can sense manifestations of the Wyrm in the nearby area. This Gift involves a mystical sense, not a visual or olfactory image, although Garou using this Gift are likely to say, "This place stinks of the Wyrm." This power requires active concentration. This Gift is taught by any spirit servant of Gaia.

System: The Garou rolls Perception + Occult. The difficulty for this Gift is based on the concentration and strength of the Wyrm's influence (sensing a single formor in a room would have a difficulty of 6). Vampires can be sensed using this Gift, but only those with Humanity scores lower than 7.

Silence (Silent Strider Rank 1)

The Garou can muffle any sound she makes, the better to creep up on an enemy or escape unnoticed. An owl-spirit teaches this Gift.

System: The player rolls Dexterity + Stealth. Each success adds one to others' difficulty to hear the Garou for one scene.

Taught by: Owl

Book: WW3e

Speed of Thought (Silent Strider Rank 1)

The Garou can double her land speed. This Gift is taught by a Roadrunner or Cheetah spirit.

System: The Garou spends one Gnosis point. The effect lasts for one scene.

Trailblazer (Silent Strider Rank 1)

With this Gift, the Garou can wend his way through thick underbrush as if walking on the open plains. The Strider also finds the fastest trails and shortest routes from one location to another. When used in a town or city, the Garou can still find the shortcuts through alleys and dart through crowded streets with ease. A Crow-spirit teaches this Gift.

System: The player must roll her Perception + Survival, or Larceny in cities (difficulty 7). The number of successes equals the quality of the new route and decreases travel time. Every success reduces travel time approximately 10 percent, up to a maximum of half the original travel time. The difficulty of any rolls to track the user increase by two when this Gift is active.

Taught by: Crow-spirit

Book: Wild West Companion

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Axis Mundi (Silent Strider Rank 2)

The Garou with this Gift can center herself in relation to Gaia, and always know which direction she is traveling in or facing, no matter where she may be in the Gaia realms. In addition, the werewolf carries her "territory" around with her, in a mystical sense. Wolves will detect this, and concede her right to travel through their territories and hunt there. Other animals will also recognize this, and not attack the intruder.

System: To activate this Gift, the player must expend a point of Gnosis. Animals will automatically sense the presence of the Garou and leave her be, and even other lupus must make a Willpower roll not to recognize this right.

Blissful Ignorance (Silent Strider Rank 2)

The Garou can become completely invisible to all sense, spirits or monitoring devices by remaining still. This Gift is taught by a Chameleon- spirit.

System: The Garou rolls Dexterity + Stealth (difficulty 7); each success subtracts one success from the Perception + Alertness rolls of those actively looking for the character. If no one is so doing, then one success indicates complete concealment.

Messenger's Fortitude (Silent Strider Rank 2)

The Garou may run at full speed for three days without rest, food or water. After the duration expires, the Garou must sleep for a Week. This Gift is taught by a Camel or Wolf spirit.

System: The Garou spends on Gnosis point and may do nothing save run; for an additional Gnosis point, he may imbue the effects of this Gift upon another being.

Shorten the Road (Silent Strider Rank 2)

This Gift enables the Garou to cut normal travel time by a third, even in the Umbra. This feat may take shape in a number of ways - either through a series of fortunate coincidences or else through clearly supernatural means.

System: The player spends a point of Gnosis and rolls Manipulation + Survival (difficulty 7). A successful roll shortens a journey by a third so that a three-day trip takes only two days, while a two week long trek through unspoiled wilderness only takes 10 days.

Taught by: Meros

Book: RatH

Smoke Signals (Silent Strider Rank 2)

The Strider can communicate over a great distance with visual signals. Whether with puffs of smoke by day or flickering lights at night, the Garou sends his message into the sky for other Garou to read. A

Fire-spirit teaches this Gift.

System: The Silent Strider can create her message without a fire or other tool. He simply wills the message to exist and plumes of smoke (or flickering lights at night) rise into the sky. Any Garou who see these signals instinctively know what he means, just as if they had heard a howl. The player spends one Willpower point to activate this Gift.

Taught by: Fire-spirit

Book: Wild West Companion

Summon Talisman (Silent Strider Rank 2)

The Strider can summon to herself any dedicated handheld object (see the Rite of Talisman Dedication). The item disappears from wherever it currently rests, even from somebody else's grasp, and appears in the Garou's grip. Striders use this Gift to bring special items to them once they have finished a journey, or to recover items lost along the way. A packrat-spirit teaches this Gift.

System: The Garou need only spend one Gnosis point and concentrate on the item. The Garou can only call half of his dedicated items - he must choose which ones upon learning this Gift.

Tread Sebek's Back (Silent Strider Rank 2)

A Silent Strider may call on the rover to support her steps. By activating this Gift, a Strider may walk or run across water or other liquids. However, her feet are not protected - running across a pit of Wyrm-toxin is still a hazardous enterprise. Some Striders are rumoured to have crossed seas by use of this Gift. It is taught by a Crocodile or Basilisk spirit.

System: The Strider spends a Gnosis point and rolls Dexterity + Survival (difficulty 7). Each success allows her to travel across water as if it were open ground for an hour.

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Adaption (Silent Strider Rank 3)

The Garou may exist in any environment, regardless of pressure, temperature or atmospheric composition. The Garou also takes no damage from poison or disease, though concentrated flame or radiation still affects the Garou normally. This Gift is taught by a Bear-spirit

System: The Garou spends one Gnosis point and rolls Stamina + Survival (difficulty 7). The effects last for one hour per success and may be extended by spending Gnosis. This Gift may be applied to others as well as the Garou who possesses it.

Death Track (Silent Strider Rank 3)

Sometimes someone's journey ends too soon, such as a man dying before he can tell the Silent Strider important information. Silent Striders with this Gift do not let the end of someone else's journey be the end of theirs. As long as the Silent Strider can find the body, they can then follow the trails of the spirit until they find the ghost. A servant of Owl teaches this Gift.

System: The Silent Strider stands over the body of the dead. Then, the player spends one point of Gnosis and rolls Perception + Occult, difficulty 7. One success is needed to smell the direction of the ghost from the body. Every day the search continues, another Perception + Occult roll must be made, with one additional success required for each day spent searching. The Storyteller determines how far away the ghost is.

Taught by: Servants of Owl

Book: PG3e

Alternative Versions

From: Damien (Silent Strider Rank 3)

System: Additional: only the ghosts of those who had a task left undone on their mind at the time of death may be found with this Gift. Unless the task in question concerned the Silent Strider using the Gift, the difficulty is 8.

Eyes of Ma'at (Silent Strider Rank 3)

When a Strider invokes the power of ma'at itself, she may discern levels of truth invisible to even the canniest investigators With this Gift, she may perceive innocence and truth, should they reside in the breast of those she encounters. This Gift is taught by an Ibis or Baboon spirit.

System: This Gift acts much as the Philodox Git: Truth of Gaia. However, the Garou may make

Perception + Empathy rolls to determine the nature of any truths or lies the target may speak. ("Please, no, I never set foot inside her house!" "That is true, but you forced the door open so that your companions could enter. The guilt is plain and written on your heart."

Gibberish (Silent Strider Rank 3)

This Gift destroys the ability to communicate. The Silent Strider causes one target to lose her knowledge of speech, writing and any other form of communication. Should the victim try to speak, no one can understand her. Should she try to read a telegram, the message appears to be garbled nonsense.

System: The player spends one Willpower point and rolls Manipulation + Enigmas (difficulty equals the target's Willpower). Each success removes the victim's ability to communicate for five minutes. The victim can resist with Willpower, but each point allows her to read or speak only one sentence.

Book: Wild West Companion

Long Running (Silent Strider Rank 3)

Whether the Garou is on foot or in a vehicle, this Gift allows him to reduce the travel time on a lengthy journey. Striders use this Gift only when the need is dire; usually, they prefer to see the sights and take their time. A Horse-spirit can teach this Gift.

System: The player rolls Dexterity + Athletics (or Drive) at a difficulty equal to the local Gauntlet and spends a Gnosis point. For every success, the travel time diminishes by 5 percent. A botch increases travel time by 25% or indicates that travel has stopped altogether (due to a flat tire, twisted ankle, etc).

Message Glance (Silent Strider Rank 3)

The Strider can formulate a message of words or symbols that can be delivered with a single glance to the recipient's mind, and easily remembered by the recipient.

System: The player rolls Intelligence + Linguistics, difficulty 7, to formulate the message. The number of successes determines the length of the message - 5 symbols or words per success. One Gnosis must be expended to deliver the message and the target must be in sight. The target receives a -1 to all difficulties interpreting and remembering the message.

The Great Leap (Silent Strider Rank 3)

The Garou can jump incredible distances in one bound. This Gift is taught by a Jackrabbit spirit.

System: The Garou spends one Willpower point and rolls Strength + Athletics (difficulty 6). Each success enables the Garou to leap 100 feet.

Tongues (Silent Strider Rank 3)

This Gift allows the user to read or write any human language encountered, no matter how ancient or obscure. Galliards often use this Gift when translating ancient texts to revive old legends or compose new songs for Moots. This Gift is taught by a Raven-spirit.

System: After spending one Willpower point, the player rolls her Intelligence+Linguistics. The obscurity and relative age of the language determines the difficulty. A common modern language such as Spanish is difficulty 4. An ancient and obscure tongue such as Etruscan, would be difficulty 10. The number of successes determines the character's fluency with the language.

Wyld Spirits (Silent Strider Rank 3)

The Garou can call upon Meros' erratic nature and inflict one or more of her opponents with a bout of erratic behavior, thus making it more difficult for the victimes to coordinate attacks or act sensibly in any given situation.

System: The player spends a point of Willpower and rolls Manipulation + Empathy (difficulty of the victim's Willpower). Each success allows the character to affect one individual. Affected targets fail to carry out any sustained course of action, attacking one minute and retreating the next or else stopping to make a speech. If the Gift is used in a non-combat situation, the victims change their actions radically from one moment the the next. This Gift lasts for one scene.

Taught by: Meros

Book: RatH

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Attunement (Silent Strider Rank 4)

This Gift is similar to the Bone Gnawer Gift, but may be used only in the wilderness. By standing in a particular area, the character can commune with the spirits of the area, thus getting an overview of what exists or what has happening in the area - rough population, secret trails, places of note and so on. This Gift is taught by an Owl spirit.

System: The Garou spends one Gnosis point and rolls Perception + Survival (difficulty 6). The amount of information gained depends on the number of successes. On a botch, the spirits lie.

Dam the Heartflood (Silent Strider Rank 4)

No tribe loathes the blight of vampires more than the Silent Striders. By using this Gift, a Strider may block the flow of blood in a vampire's heart, preventing him from using any supernatural powers tied to the blood. This Gift is taught by Cobra spirits, who resent being viewed as a symbol of Set.

System: This Gift can only be used on a supernatural creature with a Blood Pool who gains power from that blood (vampires, ghouls, even Anasasi). The Garou spends a Gnosis point and rolls Manipulation + Medicine (difficulty of the target's Willpower). Each success prevents the target from spending any Blood Points, for whatever purpose, for a full turn. A Garou may only use this Gift once per scene against a given target, but multiple Garou may use this Gift on a target once each. Strider packs armed with this Gift are amongst the fiercest Leech-slayers known to the Garou

Guiding Hand of Djeheuty (Silent Strider Rank 4)

None could stay the words of Djeheuty, the messenger of the Gods. Those who have this Gift do not even have to accompany the message, but can send it on its way and be assured that it will reach its destination. The spirit of any migrating animal teaches this Gift.

System: The player spends two points of Gnosis and rolls Charisma + Occult, difficulty 8, while the Strider loudly states the message's destination. The message must be written on something physical (paper, tablet, bone shard). A simple success imbues the message with a Gaffling that will ensure it arrives at the stated destination. The method of delivery is a matter of coincidence; the message is picked up by someone curious, ends up on a truck heading that direction, floats on the wind, etc. The number of additional successes determines how long this takes, regardless of distance.

Number of Successes Length of Transit

1 A year

2 Six months

3 One season

4 One week

5 One day

While the message is in transit, the Silent Strider cannot regain the two points of Gnosis invested in it. Nor can they revoke the message. As a result, this Gift tends to be used only when all other avenues have been tried and failed, or if the Strider's death is certain. The Strider's death will not disrupt this Gift.

Taught by: Migrating animal spirits

Book: PG34

Sleep's Travels (Silent Strider Rank 4)

Through this Gift, a Garou's spirit may journey to another location while his body sleeps. Once he has arrived at his destination, the Garou may either examine his surroundings, impart a message to someone he sees, or retrieve a small (hand-held) item such as a ring, a set of keys or a piece of paper.

Whether the Garou actually causes an object to assume spirit-form long enough for her to transport it from the place she has visited to the location of his sleeping body, or if the Gift causes the retrieved item to relocate from one place to another is unclear. The Garou must have at least four hours of uninterrupted sleep before he is able to begin the sleep journey. Once the journey has ended and the Garou's spirit has reunited itself with her body, she must awaken naturally. Any disturbance in the sleep pattern negates the effectiveness of the Gift, though it does not otherwise physically threaten the Garou's life.

System: The player spends a point of Gnosis and rolls Wits + Occult (Difficulty 8). One success enables the character to travel to the desired spot in his dreams and look around. He may overhear conversations but may not participate in them. Additional successes increase his ability to interact with what lies at his journey's end. Three successes allows him to converse with individuals he meets (who, if he so chooses, see him as if he is really present) while five successes are necessary for the character to transport a physical object to his sleeping form.

Taught by: Meros

Book: RatH

Speed Beyond Thought (Silent Strider Rank 4)

The Garou may run at 10 times normal speed. The Garou may do nothing save concentrate on running. The effects last for eight hours, after which the Garou will be famished and must eat immediately or risk frenzy or worse... This Gift is taught by a Cheetah or Air spirit

System: The Garou spends on Gnosis point and rolls Stamina + Athletics (difficulty 7) - one success is sufficient.

Touch of Death (Silent Strider Rank 4)

The Silent Striders learned this Gift from the wraiths who prowl the Underworld. With it, a Garou can cause the victim to see the moment of her death. Although the victim does not remember what she sees, the experience disables her with fear.

System: The Garou must touch his target for this Gift to work. She must spend two Gnosis points and roll Manipulation + Occult (difficulty 8). The number of successes determines the number of dice removed from the victim's Physical Traits (Storyteller discretion as to which ones). These "wounds" can be healed like aggravated damage. Typically, the victim's fur is streaked white by the incident. Vampires and other undead are unharmed by this Gift - they simply remember what has already happened to them.

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Essential Transformation (Silent Strider Rank 5)

This Gift allows the Garou to convert part of her essence into Gnosis for use in situations which require the expenditure of large amounts of spiritual power. The Garou can either use the Gnosis gained by this Gift to create or replenish fetishes, enact Gifts that require Gnosis or for any other purpose that requires her to spend Gnosis. However, its residual effects are cumulative. Each use of this Gift imbues the Garou's physical and mental abilities with more and more "spirit substance" until eventually she becomes a spirit creature lacking in material substance. Whent his happens, the Garou can no longer maintain her earthly existence and must either relocate to the Umbra as a permanent resident (not unlike the members of the Sept of the Stars) or else "die" and allow her spirit to return to Gaia.

System: The player rolls Willpower (difficulty 9). Only one success is necessary for the character to convert one dot in a chosen Attribute into 10 points of temporary Gnosis. Until the character uses all 10 of these points, she has one less dot in the chosen Attribute. When the converted Gnosis is depleted, the

Attribute returns to its normal level. However, the Storyteller (and the character) should keep track of the number of times this Gift is used. When the character has used this Gift a number of times equal to her total number of dots in Physical. Mental and Social Attributes, her body loses its material substance and the character becomes a spirit. The character's fate once this occurs is left to the Storyteller's discretion, although i most cases this means that the player must retire the character from active play.

Taught by: Meros

Book: RatH

Gate of the Moon (Silent Strider Rank 5)

This power only works at night, and there must be at least a sliver of a moon in the sky. The Garou can open a special type of Moon Bridge, allowing instantaneous travel to her destination. This Gift is taught by Lunes.

System: The Garou spends one Gnosis point for every 100 miles she wishes to travel, and she rolls Intelligence + Alertness (difficulty depends on the distance of the journey and the accuracy with which she knows her destination - up to 10 for a far journey to an unknown place). Success allows the Garou to travel to that place instantly. She will be disoriented for a turn unless she scored at least three successes. A botch means that the character is hurled through space in a random direction, arriving far from her destination (or even high in the air). The Garou may take others with her by spending one Gnosis point per person.

Invocation of the Pharoah (Silent Strider Rank 5)

This awe-inspiring Gift is only available to the greatest Strider hereos. The Strider must be in Homid form, spend a Gnosis and a Willpower point, and must enact a 10-minute chant to the greatest of ancient Egyptian spirits. Once this is done, the Garou expands and grows, becoming a giant similar to the depictions of pharaohs on mastabas and sarcophagi. This Gift is taught by Sphinx

System: The Garou grows to a height of nealy 8 feet, but otherwise remains in Homid form. The Garou gains the Physical Attributes of a Crinos, but loses no Social Attributes; indeed, the Garou's Charisma and Manipulation are treated as 6 when making Leadership or Intimidation rolls. A Garou is Pharaoh form does not inflict aggravated damage, but adds one to all Brawl and Melee damage inflicted agains Wyrm-foes (or adds two when facing followers of Set). The Garou regenerates as a Crinos, but gains no vunerablitiy to silver and cannot frenzy. Essentially, the Pharaonic form combines the best of Homid and Crinos. The effect lasts for one scene.

Portents (Silent Strider Rank 5 - Harbingers)

This Gift, which the Harbingers are said to share with the Corax, allows them to see one future event with clarity. Though the future is mutable, the Garou will see the most likely event.

System: The Garou must spend two Gnosis points and roll Intelligence + Enigmas (difficulty 8) while spending some time in a meditative trance.

Reach the Umbra (Silent Strider Rank 5)

The Garou may pierce the Gauntlet and instantly travel to the Umbra at will, without the need for a reflective surface. This Gift is taught by an Owl spirit.

System: The Garou simply wills herself to step sideways. She does not have to make the usual Gnosisroll and can never get "caught".

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