Once, at the beginning of history, they fought a great war - and they lost. They were cast out from their homeland of Egypt long ago, cursed to never find rest. Since that time, they have wandered lonely roads by moonlight, hunting their prey in search of revenge. And now that the End Times are here, the Silent Striders may be on their way home. Silent Striders are the loners of the Garou Nation, the strange and subtle harbingers of doom. - Tribebook: Silent Striders (Revised)
RESTLESS TRAVELERS
Restless and haunted, the Silent Striders roam from caern to caern, always searching, always listening. They are messengers and advance scouts for the Garou Nation, rooting out things hidden to the other tribes and bringing word to the locals. Even in the modern days of electronic communication, the Striders prove themselves vital by bringing swift word of threats better spoken of face-to-face. They have a reputation for being taciturn and aloof, which lends extra weight to their words. When a Silent Strider has something to say, it’s often dangerous news.
Though Silent Striders are most at ease while on the move, modern technology has helped them feel slightly more comfortable when staying in one place for longer stretches of time. As long as they are capable of communicating information amongst the tribes, their wanderlust is less of a need, and more of a desire or preference.
SILENT STRIDER SOCIETY
The Silent Striders had their origins in Africa and the Middle East, particularly Egypt, but lore has it that they were exiled long ago. The tales recount how they were cursed by an ancient evil — a Wyrm-thing, an ancient vampire, perhaps both — a malignant force they called Sutekh. This might explain why Silent Striders have an instinctual hatred of the vampire clan that calls themselves the Followers of Set. While no actual evidence has ever been found that would connect the Followers of Set to any curse, there is usually a thread of truth to every legend.
Now, no Strider can rest within the boundaries of their ancient Egyptian homeland — and no ancestor-spirit of theirs can be found. Driven from their homelands, haunted by the spirits of the dead, severed from their ancestor-spirits and fated to wander until the end of days, the Silent Striders bear an immense burden on their shoulders. They have not rejected this burden — they still serve the Garou Nation, and take it upon themselves to aid the ghosts that pursue them — but any vampire that claims kinship with the Followers of Set who crosses their path runs the risk of feeling a millennia’s worth of vengeance.
SILENT STRIDERS AND THE GAROU NATION
The tribe’s grim reputation earns them a mixed reception from the rest of the Garou Nation. It’s technically expected to offer hospitality to a Silent Strider, and wise leaders understand that any wandering follower of Owl may have critical information for them. But at the same time, Garou find it difficult to trust wolves that often don’t run in packs, and that defend no territory of their own.
The curse on the tribe also concerns other werewolves, who have every reason to believe in such things. If the Striders are always on the move to keep two steps ahead of disaster, then will disaster come and visit wherever they rest?
Most septs welcome the Silent Striders out of pragmatism, but it’s rare that the wanderers ever feel fully accepted. But even though they may feel some longing for a permanent home, the Silent Striders have difficulty resting anywhere for too long. They refuse to compound their troubles by laying claim to territories that aren’t rightfully theirs, and after so long, they have developed restless souls.
Many join packs for a while, to stave off the solitude, but few can stay in one place for years. Usually they stay and listen for as long as they can — and the Striders are patient, perceptive listeners — and then move on.
REPUTATIONS AND PERSONALITIES
While remaining in one place, the Striders look to make friends, foster important connections, and are fiercely loyal. They may not be fully at ease in large groups, but they value the true companions they earn, especially packmates. They feel much the same way about their Kin — some Striders have a lover at every crossroads, but many more have brief and intense relationships with a single partner that will see the Strider far less often than they might like.
Homid Striders thus often grow up with rare and conflicting memories of their Garou parent, who visits rarely and often seems distracted even then. The tribe has comparatively few metis, as the Striders are more likely to pair with other Garou than with their own, and thus many metis cubs with Strider heritage grow up in the other parent’s tribe. The rest are usually carried and concealed on their parent’s travels, taking what education and socialization they can at the septs where they can be revealed, and becoming acclimated to the road at an early age.
Still, the lupus Striders have comparable problems to face — it’s not easy for a wolf-born to accept a life without pack or territory. With the road in front of them and their ghosts behind them, the Silent Striders can’t help but keep moving. They can stay in a place for a time, but if bound against their will, they become despondent and withdrawn, often falling into depression or Harano (insanity).
Even those who keep moving usually meet lonely deaths somewhere on their journey. It’s said that the aged or sorely wounded of the tribe walk into the Umbra on a final quest to find their ancestors, never to return. Whether they succeed or not, none can say.
APPEARANCE
No matter where they were born, Silent Striders are almost universally lean and fit from constant travel. Those with high Pure-Breed have long, lean wolf forms that resemble the jackals of ancient Egyptian art, and Crinos forms are reminiscent of the Egyptian deity Anubis. Sleek black coats and yellow or light green eyes are also a mark of high Strider Pure Breed.
KINFOLK & TERRITORY
Striders keep varied contact with their Kin, who are often dispossessed drifters themselves. Like the Silent Strider Garou, their Kin have no real territory of their own but are more likely to find places to settle down for several years or more before feeling the call of road. It is because of this that they have found more permanent homes on the road as Gypsies or have taken professions that require frequent travel.
Of the Garou, Silent Striders have fewer birth occurrences of Apex Kinfolk than other tribes, though more than the Glass Walkers. Silent Striders treat both Kinfolk and Apex Kinfolk with comradery and kindness, checking up on them during their travels to pick up information and to ensure their wellbeing. It is not uncommon for a Silent Strider Garou to simply show up on the doorstep of their Kinfolk unannounced, looking for a safe place to sleep and a warm meal.
Silent Striders and Apex Kinfolk
The Silent Striders' relationships with their own Apex Kinfolk is a bit more complex than that displayed by other Tribes. Known as Jacks-of-all-Trades (aka Jacks), these Silent Strider Apex Kinfolk are of immense value to their Garou cousins. Silent Striders have been known to invite Jacks to travel with them due to their valuable and varied skills and abilities, and may do so forcibly if the invitation is not initially accepted. While Silent Striders are the stereotypical lone wolves, having a Silent Strider Apex Kinfolk as a mate or companion is one of the most reliable ways to ensure they need not always travel alone while they navigate the complex roads of human cities and societies.
Description:
Drawing upon the universal brotherhood of all creatures of Gaia, the werewolf seems to fit in wherever he goes. Those given no reason to suspect the Child’s presence simply overlook her. A servant of Unicorn teaches this Gift.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. All individuals not specifically on guard against intruders overlook any incongruity in the Garou’s appearance — for example, a naked man covered in blood and carrying a grand Klaive walking through a high-society ball would draw no particular notice, nor would a wolf wandering through a residential neighborhood. The Garou isn’t invisible, he simply doesn’t stand out when he otherwise should, and his appearance is considered unremarkable even when he’s interacted with. If the werewolf’s actions alone would draw attention to himself (shouting, starting a fight, attempting to kick down a locked door) the Gift’s illusion is immediately broken.
NOTE: Those specifically on the lookout for individuals who don’t belong (security guards at a private facility, for example) may make a roll vs their Willpower. If they beat the Garou's roll to use this gift, they don’t succumb and see the Garou as he really is.
Description:
The Garou can charge an opponent with amazing speed and devastating force. This Gift is taught by a buffalo spirit.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. This Gift acts as a combat maneuver, causing physical damage and throwing the Target to a prone position. If the Target fails to defend, the opponent is trampled and falls prone, requiring him to use an action to get back on his/her/their feet.
The Character does not incur any damage to themselves with this maneuver and is protected by buffalo-spirit magic. The Character must be in Crinos, Hispo or Lupus form to use this maneuver. While the Character can move their full distance, he/she/they must run in a straight line to build the proper momentum.
Description:
With this Gift, a Garou can play upon an individual’s instinctive response to parental authority or affection and convince that person to follow a command (“Don’t leave without me”) or respond favorably to a suggestion (“Let me take you somewhere safe”) that they might otherwise rebuff.
The Target of the Gift cannot already be engaged in battle with the Gift’s user or with another opponent. The Garou can, however, use this Gift to forestall an impending battle or elude a situation that might turn dangerous.
System:
The Player spends 2 points of Energy/Gnosis and makes a successful roll. If the Target fails to resist, he/she/they will follow one simple suggestion from the Character. The suggestion must be one that a young child would find reasonable.
NOTE: Failure means that the suggestion has no effect, while a botch angers the Target and makes the Target impervious to further attempts to use this Gift on him/her/them for 24 hours.
Description:
With this Gift, a Garou can call for and receive some omen or portent which can help her/him/them determine a next course of action. The Garou must meditate for one full turn in order to achieve a receptive state and can recognize the sign that comes to her/him/them.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The more specific the situation that needs resolving, the more precise the omen (which way should I go?) The more nebulous of a quandary (What should I do with my life?) the less precise.
The Storyteller then produces some sort of omen or portent to serve as a hint for the character about what lies in the immediate to near-immediate future. However, do not expect answers to be spelled out for you like an instruction manual. This is not intended to lead you by the nose, but to guide you to the right decisions. How the Character interprets the information is, of course, entirely up to him/her/them.
For Example: “A black bird carrying something in its beak flies north.” “You feel a sense of dread about entering this part of the forest." Or, "A car drives by and the female passenger locks eyes with you and smiles. You feel a distinct and positive pull to start running in the same direction."
Description:
This practical Gift prevents the Silent Striders who have it from ever being lost. Under a cloudy night sky and without the benefit of a chart or compass, a Strider can still make his way through unfamiliar territory. Although he cannot tell exactly where he is at all times, the Strider will always have a perfect sense of direction. Also, he always knows the exact distance he has traveled. Various star-spirits and other inhabitants of the Aethereal teach this Gift.
System:
This is a passive gift and requires no expenditure of Gnosis or a successful roll. Once learned, this Gift’s effects are always active from twilight to dawn. The werewolf gains an innate sense of direction; he always knows which way is north, and the path he took to reach where he is.
Description:
Other Garou look to the Ahroun for leadership in battle. Similar to the Shadow Lord Gift "Grim Resolve," this Gift lends new resolve and righteous anger to the Ahroun's allies and brethren. Either a lion or wolf spirit teaches this Gift.
System:
This is a Passive Gift and does not require the use of Gnosis, or a successful roll. All comrades (but not the Silent Strider using the Gift) receives one automatic reroll or their choice on any Willpower roll made during the scene. Other Players may choose to reroll a Willpower roll to make up for a botch, for a failed roll, or for a chance to improve a successful roll for a better result. This can only be used once per Player, per scene.
NOTE: This Gift can only be used a total of once per scene and cannot be used a second time by a different Garou with the same Gift.
Description:
The Garou can muffle any sound she/he/they makes, the better to creep up on an enemy or escape unnoticed. An owl-spirit teaches this Gift.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. Any who attempt to notice you by any means do so at a -15 Mod.
Description:
Young Silent Striders quickly learn the need for extraordinary speed and stamina — often the message that even untested youths are asked to carry cannot wait for the message bearer to sleep or eat. A Garou with this Gift can run from moonrise to moonrise subsisting on nothing more than his/her/their spiritual energy, crossing almost a thousand miles, but as soon as she breaks her run she must eat and rest for several days. This Gift is taught by a wolf-spirit.
System:
This is a Passive Gift, requiring no use of Gnosis or a successful roll. The character (who must be in Lupus form) may run non-stop for up to twenty-four hours at top speed (approx. 40 mph/64 kph). But after twenty-four hours, the Player's Character must stop and rest. If the Character does not immediately eat and drink, then rest for at least 24 hours, he/she/they will suffer the corresponding negative Mods on all rolls according to the Character's Rank:
NOTE: 24 hours of running is game time, not real time. A Storyteller can make this go by quickly, however the recovery time is in real time.
Description:
The werewolf’s eyes become cloudy and pale as she/he/they attunes their vision to the ashen landscape of the Underworld. An owl-spirit teaches this Gift.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. For the rest of the scene, the Character can see, hear and detect ghosts, as well as sense haunted areas. This Gift bestows no power to touch or communicate with the dead. A botch causes the Garou’s eyes to shine as beacons in the underworld, drawing the notice of broken, vengeful shades.
Description:
If the Garou knows anything about his prey, he can track it down as fast as he is capable of moving. This includes personally knowing what his prey looks like, or smells like, or knows something of the preys habits, territory and name. This goes for both physical beings as well as spirit tracking through the Umbra. A wolf or blood hound spirit teaches this gift.
System:
Passive ability. No roll or Gnosis points required. This ability is always active. The Garou will be able to successfully track his/her/their prey unless the target is actively using a ability to mask his/her/their presence or scent, in which case an Alertness roll is made vs. the Target's roll to hide.
Description:
The Garou can become completely invisible to all senses, spirits or monitoring devices by remaining still. A chameleon-spirit teaches this Gift.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. Anyone attempting to detect you must do so at a -10 Mod. As long as you do not move, this ability will last for the duration of the scene.
Description:
The Garou may verbalize the hatred in her/his/their heart, disheartening opponents with the intensity of the emotion. A spirit of hate teaches this Gift.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. If the Target fails to resist, he/she/they loses 10 Energy points (Gnosis/Mana/Blood/etc.) and (if applicable) two Temp and Permanent Rage points. This Gift may be used on a target only once per scene.
Description:
The Garou can create small or simple objects out of thin air – including mist, clouds or wind. By shaping the air around him with his hands, the Garou may form a solid block of matter to serve as a chair, create a bowl or cup for holding liquid or construct some other useful item.
Alternatively, the Garou can form small, stone-sized balls of air to use as hurled weapons against his enemies (as per ranged weapons difficulty and damage). The items last for the duration of the scene, or until the Garou disperses them (whichever comes first).
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Character may form objects of solidified air, depending on how high the roll was. for each success, or use two or more successes to shape a larger item (such as a throne-like seat). “Air-stones” used as weapons do the character’s Strength + 1 normal damage, and dissipate upon contact with their target (or any other solid substance). In addition, the victim must make a Stamina roll (difficulty 8) to remain on her feet when the “air-stone” discharges its mass. If she fails the Stamina roll, the victim is stunned for the remainder of the round and can take no action.
Roll Chart:
Description:
The Garou can figure out what’s wrong with a device and make on-the-spot repairs which allow the item to run or function for a short time.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll.
Roll Chart:
Description:
This Gift makes the Garou harder to damage by engulfing her/him/them in armor of ghostly blue-white flame. In addition to serving as a form of armor, the flame also offers protection from cold, including the intense cold of the far reaches of the Aetherial Realm and the freezing damage inflicted by certain creatures of the Wyrm.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. For the duration of the scene the Character gains a +10 Mod Physical Defense, and a +15 Mod against Silver weapons and damage (not stackable).
In addition to the physical protection, the armor insulates the wearer from freezing cold and negates all damage from freezing temperatures. Plus, the Character glows a soft blue-white that illuminates a 10ft x 10ft radius.
Description:
This Gift was used in bygone days to assassinate corrupt officials or merchants who were the tools of vampires. Beautiful young Garou would dance for them, then strike when the Target least suspected. The secrets of the dancer’s knife had been kept alive by members of the Silent Striders, who found it useful to play on their gypsy heritage. In these desperate times, it’s a common tool of the camp’s Galliards when a fight gets messy. This Gift is taught by a cobra-spirit.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Character's attacks for the duration of the scene are unusually fluid and dance-like when using melee weapons. If the attack is successful, the player adds +5 HP to the character’s normal weapon damage. Only Melee weapons can be used with this Gift.
Description:
Any minor spirit the Garou knows by name can be called upon to serve him. The werewolf uses one point of Gnosis to summon and command the spirit, calling it by name. If successfully summoned, the spirit can execute one command before departing after it fulfills the request.
If the Garou is of Adren Rank or higher (and the roll is a natural 80+), he/she/they can summon one Elemental Spirit within one mile to protect or assist the Silent Strider, even if the Strider does not know its name. An Incarna avatar teaches this Gift.
System:
The Player spends 5 Points of Energy/Gnosis and makes a successful roll. If the Character knows the name of a minor spirit, he/she/they can summon it to perform tasks, such as search an area for a lost cub or stand watch and notify the Garou should anyone approach. Once the task is complete, the spirit returns to the spirit realm. The minor spirit cannot fight for or defend the Silent Strider and will vanish if attacked.
Any Silent Strider of Adren Rank or higher that rolls a natural 80+ will automatically summon an Elemental Spirit (Storyteller's choice of which Elemental Spirit answers the call, but the Player will play the Elemental Spirit and make its rolls.)
Description:
The Garou using this Gift is transported to another location — via the Umbra — no less than ten miles from her original location. However, she cannot necessarily control where she arrives. This Gift is taught by a Wyld-spirit.
System:
The Character states where he/she/they wish to be transported. The Player spends 2 Points of Energy/Gnosis and makes a successful roll. How accurately the Character is transported is determined by the Player's role:
Roll Chart:
Description:
This Gift allows the Garou to assume the form of a small silver-white cat. This ability can prove useful for getting into small places (or escaping from such) and remaining hidden.
The Garou has the senses of a cat for the duration of the Gift, including good night sight, the ability to absorb information through her whiskers and extreme flexibility of movement – however, she/he/they also retains all their Garou powers and abilities, and is much more dangerous than the Mooncat looks.
Anyone studying the cat closely can tell that it is not a normal feline because the cat’s eyes always reflect the current phase of the moon regardless of the surrounding light sources.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. This allows the character to remain in cat form for one scene, although the Character can end the gift at any time before the duration runs out.
While in cat form, the Garou retains his/her/their Lupus-form Attributes, Gifts, Attack, Damage and Health Points. The Garou will also treat silver damage as if it were ordinary damage, and can inflict Attack damage with claw and bite attacks as usual.
NOTE: Rolling a Botch, a natural 1-10, results in a transformation into a misshapen creature the size of a dire wolf, but looks like something between a cat and a wolf. The character may choose to end the Gift immediately if this happens.
Description:
The Garou can run at full speed for three days without rest, food or water. When the Character reaches her/his/their destination, the Garou has 10 minutes to complete whatever business brought them, then the Character must sleep for 1 full day. A camel- or wolf-spirit teaches this Gift.
System:
This is a Passive Gift and does not require the use of Gnosis, or a successful roll. While employing this Gift, the Garou may do nothing but run; stopping ends the Gift.
Description:
The Strider can summon up to two handheld objects in which they own. 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 Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Garou can call up to two specific items at the same time, which will appear in his/her/their hands. These can be any items the Garou personally owns.
NOTE: Botch! The Garou accidently sends one item that is currently in his/her/their possession somewhere in the Umbra. (Storyteller's Choice.)
Description:
The Silent Striders are noted for their intuitive ability to find trouble or Wyrm-corruption, no matter how well hidden. They sometimes appear from nowhere, just “happening across” some problem or threat. This Gift allows a Silent Strider to discover trouble without really searching for it — he just starts down a road and sees where it takes him. Almost invariably, his path crosses some threat that needs seeing to.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. Success indicates that the Character's travels will indirectly but quickly take him to a “trouble spot” of some gravity (at the Storyteller’s discretion).
Description:
The Garou takes no damage from poison, poison gas or disease, and he may exist in any environment, regardless of pressure, temperature or atmospheric condition. This includes lack of oxygen, heat, cold, or other conditions that would cause illness, discomfort or death. This Gift does not protect the Garou from hazardous situations (like falling or being shot), only hazardous environments. A bear-spirit teaches this Gift.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. This lasts 5 turns, after which the Garou must roll again to reactivate this Gift.
Description:
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 and takes one action to focus on the deceased Target. The Player spends 2 Points of Energy/Gnosis and makes a successful roll to smell the direction in which the ghost traveled away from its previous body. The Storyteller determines how far away the ghost is.
While the Silent Strider cannot actually see the Ghost (unless he/she/they are using a different Gift or Fetish that allows them to do so, the Strider can definitely locate the exact location of the spirit by smell. Once the Ghost has been tracked down, the Silent Strider may ask three questions before the Ghost evaporates into vapor and heads to its final destination...wherever that may be.
Description:
Once a Garou steps into the Dark Umbra, he carries an aura of death and decay with him always. The aura is difficult to see, but it is there nonetheless — the perceptive might smell a faint musky scent in his fur, or catch strange reflections in the pupils of his eyes. This Gift harnesses that deathly aura, weaving it into a protective shield against the attacks or special abilities of ghosts. This Gift is taught by the denizens of the Dark Umbra, and is not easily come by.
System:
This is a Passive Gift and is always active without the use of Gnosis or a successful roll. When attacked physically or mentally by ghosts, the Character receives a +20 Mod. This includes effects that would be beneficial.
Description:
The Strider with this Gift can jump truly astounding distances. A jackrabbit-spirit teaches this Gift.
System:
The Player spends 2 Points Energy/Gnosis and makes a successful roll. The Character can jump up to 100 feet, and can continue to jump an additional 100 feet per turn as long a successful roll is made (no additional use of Gnosis required). If the Player rolls a botch, the gift is ended for the rest of the scene and cannot be reinitiated.
Description:
Using this Gift and some concentration, the character pushes a small item (no larger than a softball or large orange) into the Umbra and gives it to an Owl Jaggling, which will deliver the item to a well identified person or location as rapidly as it can travel.
Garou who abuse this Gift to send dangerous items or active weapons (like grenades) into the Umbra – thereby jeopardizing the owl-spirit’s existence – find that the retribution of the spirit world is swift and harsh. (Storyteller's discretion.) This Gift is obviously taught by owl-spirits.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The item enters the Owl Jaggling’s talons in the Umbra, and the Jaggling will deliver it to a clearly defined recipient. A human, Garou or other recipient must be named and described; a location need only be described, with directions given.
The Owl Jaggling travels at roughly 100 miles per hour through the spirit world, and will deposit the item in the immediate vicinity of the Target unless the target is somehow protected against the spirit world. If this condition prevents delivery, the spirit returns to the Garou at full speed and returns the item without comment.
Description:
You’ve got an ear to the sidewalk… literally. By touching a road, sidewalk, or path of some kind, you receive a flash of impressions about what has transpired there during the last twenty-four hours. Urban spirits whisper words, waft scents, and even give a taste of events in the neighborhood. This Gift is bestowed by a City Mother or City Father Totem.
System:
The Garou specifies exactly what sort of information he/she/they is looking for. The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Silent Strider gets a rush of images (described rapid-fire by the Storyteller). You may ask questions about any one of the bits of information given by the Storyteller and receive more specific details with all five senses. You can access complete recall about everyone who’s passed within the last day, including impressions from all five senses.
NOTE: A botch on this roll (rolling a natural 1-10) will call unhelpful or trickster spirits that spend a full turn insulting the user of this Gift, the mangy cur!
Description:
Whether the Garou is on foot or in a vehicle, this Gift allows him/her/them 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 spends 2 Points of Energy/Gnosis and makes a successful roll. This reduces the travel time, whether traveling by foot or by vehicle, by half. A botch increases travel time by 25 percent or indicates that travel has stopped altogether (e.g., due to a flat tire or a twisted ankle).
Description:
This Gift enables the Garou to walk about in the middle of a hostile group without provoking the outbreak of hostilities. The Garou can enter a caern belonging to a rival or walk openly into the middle of a group of Black Spiral Dancers in order to retrieve something or deliver a message.
The Garou surrounds herself with an aura of “neutrality” that negates her enemies’ or rivals’ animosity long enough to accomplish the task and leave without incident. The Gift only lasts for one scene, after which all bets are off.
System:
The Character walks into a hostile situation. The Player then spends 2 Points of Energy/Gnosis and makes a successful roll. The character may now interact with a group of potential enemies for the purpose of delivering a message, retrieving an item or delivering an ultimatum. A failure means that the Gift does not take effect (in which case the character would be wise to extricate himself/herself/themself from the situation and/or area). A Botch means that the character believes the Gift is in effect — a belief which will more than likely disappear as soon as the Garou attempts to communicate the purpose of the visit.
NOTE: While this immunity lasts for the duration the Garou is amongst adversaries, if any hostile physical actions are taken, the affects disappear.
Description:
The Silent Strider uses his/her/their claws to gouge an eerie sigil into a nearby surface, which fascinates and attracts the unquiet dead. An owl-spirit teaches this Gift.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Character then scratches the mark into any surface that will retain a mark. This sigil retains its mystic potency for one week, after which it will disappear. This leaves the area around it badly haunted if there are any ghosts in the area at all. Destroying the mark can end this Gift’s effects prematurely.
Description:
The Halls of Ma’at are where the dead go to be judged; the liars, cheaters and murders are denied eternal life. The Silent Striders can invoke the judgement of Ma’at on the living, seeing through lies to find the ugly truth beneath. This Gift is taught by an ibis-spirit, the symbol of Thoth.
System:
This can be done before, or after, a Target has answered a question or series of questions. The Player spends 2 Points of Energy/Gnosis and makes a successful roll. If the Target fails to Resist, the Strider knows which of the subject’s statements are true, and which are false.
If the character chooses to delve more deeply into any statement, true or false, the Player must roll a second time to untangle truth from deception, but does not need to spend another 2 Points of Gnosis. Success unveils the complete truth to the Garou; a botch ends this use of the Gift, and closes this topic to the Strider forever — at least when questioning this individual.
Description:
The Garou doubles her/his/their running speed. A roadrunner- or cheetah-spirit teaches this Gift.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Gift lasts until the end of the scene. Temp bonus Mods are stackable.
Description:
This allows the homid Garou to temporarily speak, read and understand any language. This is a very basic language skill. The Garou's pronunciation may have an odd accent or they may not use quite the right word (or understand a word completely), such as calling a bracelet a ring, or a necklace a collar. This skill lasts for a single scene.
System:
The Player spends 2 points of Energy/Gnosis and makes a successful roll. For the duration of the scene, the Player's Character can speak, read and comprehend any language.
BOTCH! (Rolling a natural 1-10) Botching this roll means the language becomes jumbled and sounds/reads like a poorly translated Chinese instruction manual.
For example: "First, put Tab A into Slot B using a Philips head screwdriver," turns into "Using Philip's head, take A Tab can and put it into Bee's slot first." HUH?
Description:
When activating this Gift, the Garou calls upon the spirit of Sebek, the crocodile god, to bear her/him/them up as she runs across the water. The werewolf can also run across other liquids (a vat of industrial cleaner, sewage, beer, or even lava), but this Gift provides no protection for the Garou's feet — any damage is greatly lessened as the harmful substance only comes into contact with a small part of the Garou's body.. Particularly fast and spiritually attuned Silent Striders claim to have run across seas using this Gift. It is taught by a crocodile-spirit, or that of a crocodile bird.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. As long as the Garou is running (even at a slower jog) he/she/they will be able to run across any liquid and not sink. This Gift lasts for one scene, or as soon as the Garou stops running.
Description:
Upon learning this Gift, the Garou’s mental defenses are strengthened to the utmost. A falcon-spirit teaches this Gift.
System:
This is a Passive Gift and is always active without using Gnosis or a successful roll. This Gift strengthens the Garou's mind against any direct mental attacks or attempts to control the Garou’s mind, as well as more insidious psychic assaults (mind-reading, mentally implanting illusions/memories or possession). The effects of this Gift are permanent, but they do not apply to powers that sway emotion.
Description:
The Garou can inflict visions of death upon an unsuspecting opponent. Worse, these visions are highly personal premonitions of the opponent’s untimely demise, as if someone “had walked over his grave.”
The fear this creates is paralyzing; in the worst cases, the victim falls catatonic and cannot be revived for days. On recovery, the stricken individual cannot remember details of what so terrified him, simply that they involved his death. Victims who survive the encounter with the Eater of the Dead are forever marked with a white lock or patch of hair. This Gift is taught by a death-spirit.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Garou must touch her/his/their Target with both hands. This skill cannot be used in battle as it requires a great deal of focus.
If the target fails to resist, they now succumb to the death curse. How severely they are effected is determined by the Target's failed roll to resist(see Roll Chart).
Roll Chart for Effects Based on the Target's Failed Roll to Resist:
Description:
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 beings 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.
System:
The player spends 2 Points of Energy/Gnosis and makes a successful roll. The amount and accuracy of the information depends on the level of the roll.
Roll Chart
Description:
The Strider’s claws darken with the Dark Umbra's leaden sheen, marking her foes fit for the attentions of the restless dead. An owl-spirit teaches this Gift.
System:
While this is a Passive Gift that requires no use of Gnosis or a successful roll, the Player must announce in local chat that they are activating this Gift during their turn (but BEFORE they attack).
If the Strider's Claw Attack was successful, and the Target failed to defend, the Target becomes haunted for the duration of the scene and suffers a -5 to all rolls for the duration of the haunting.
Description:
The Garou can completely remove a single piece of information from her own mind or from that of another. This Gift becomes useful in situations where an individual has come across some dangerous knowledge that might lead to her death for possessing it.
The Garou may not only remove the information – such as the identity of the Garou mole within a hostile group or the location of a safe house for ecoterrorists – but she may also smooth over the edges of the victim’s memory so that he/she/they does not realize anything is missing.
The Garou may also use this Gift in the same way to alter her/his/their own memories in situations where she feels that this is necessary.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll to excise the desired piece of information from their Character, or from a willing Target. This Gift cannot be used on anyone who is unwilling.
This Gift efficiently removes the information from the person's mind. However, there are Gifts or abilities can can detect the removal of a memory. Any attempts to restore the memory from the more deeply rooted parts of the mind where hints of this memory may reside suffer a -15 Mod. If the memory is successfully restored, the Target suffers -25 HP damage.
This Gift cannot restore memories, only remove them. And while removing memories is a relatively easy and painless procedure, using other methods to successfully restore a memory removed by use of this Gift is an extremely and damaging painful process.
Description:
No other tribe among the Garou has as much hatred for vampires, for as just a cause, as the Silent Striders. It is no surprise then that the Striders sought out this Gift, searching long through the spirit world and the physical world for the secret to incapacitating a vampire. They found an answer from the spirit children of Cobra, who taught them a spirit-poison usable against the vampires who defiled Cobra’s name.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. This Gift can only be used on supernatural creatures who consume blood for substance or that use a blood pool to power their abilities (vampires, ghouls, abomino, and the spider shape changer Anasi, etc. ). In addition, this Mental Attack instantly inflicts 10 HP of Damage if the Target fails to resist.
If the target fails to resist, she/he/they is unable to tap the power of their blood for three turns and may not use any blood-related powers or spend blood points to heal wounds, activate Disciplines or Gifts, or for any other reason.
A Garou may only use this Gift once per scene, but multiple werewolves can envenom the same target.
Roll Chart:
Description:
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 instantly. The spirit of any migrating animal teaches this Gift.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Player's Character must have the message written out on something physical, such as paper, a tablet, bone shard, wood, etc.) then loudly states the message’s destination and/or the message's intended recipient. Instantly, the message and whatever it was written on appears in the hands of the recipient or at the specified location.
Description:
The Silent Striders have always had a strong connection to Gypsies, drifters, and those who are driven or cursed to wander. Such groups are misunderstood, persecuted, and ostracized for simply being what they are, if for no other reason. This Gift gives the Striders an edge when dealing with those who seek to do them harm. This Gift is taught by an Avatar of Bastet, the Egyptian goddess of protection and warfare.
System:
The Character speaks the curse in rhyme, which can be as concise as two short sentences or as long as they desire to make it. The Player declares in local chat which ability they wish to inflict a -15 Mod against.
The Player then spends 2 Points of Energy/Gnosis and makes a successful roll. If the Target fails to resist, then the Target suffers the -15 Mod for 4 full turns (unless that roll was a Botch - see below). This can be applied to any of the Standard Skills:
Alertness | Athletics/Reflexes | Chemistry | Computers | Craft |
Initiative | Intuition | Investigation | Larceny | Medical |
Mental Attack | Mental Defense | Mental Skill | Occult | Persuasion |
Physical Skill | Physical Attack | Physical Defense | Primal Urge | Stealth |
Subterfuge | Willpower |
NOTES:
Description:
The greatest of the Garou have no fear of fighting even a horde of opponents. They are able to not only avoid their foes’ attacks, but they can actually channel or deflect those attacks onto other enemies. A wind-spirit teaches this Gift.
System:
This is a Passive Gift, requiring no use of Energy/Gnosis or a successful roll. The Character must be currently engaging 2 or more Foes at the same time. When one of the Foes attacks, the Player MUST DECLARE in local chat that they are using Circular Attack as their defense move BEFORE he/she/they make their defensive roll, and select this Gift in their HUD to activate it. This will add a +10 stackable Physical Defense Mod to all the Strider's Physical Defensive actions until the Garou's next turn.
Once it is the Garou's next turn, their Defensive Mods return to normal. This Gift does not count as an action since it is Passive and automatic.
How To Use This Defensive Move/Attack:
NOTE: This Gift can only be used once per scene.
Description:
Celtic legends abound with heroes transforming into animals, whether to escape, to hunt, or to spy. Cernunnos, the Horned God, was the master of animals. With this Gift the Garou is able to master the form of any natural animal. A Wyld spirit or a faerie spirit teaches this Gift.
The Garou gains all the special powers (flight, gills, poison, sensory abilities, etc.) of the animal he/she/they mimics. However, the Garou still retains their own stats, Gifts and abilities. It should be noted that any Gifts/Abilities/Skills that require hands would not be possible to use if you're a fish, bird, or other animal, with the exception of apes, monkeys or other animal with an opposable thumb.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll to take on the form of any natural creature between the sizes of a small bird and a bison. The size of the creature depends on the Player's roll. (See Roll Chart.)This lasts for the duration of the scene, or at any time the Fianna wishes to shift back to any of his/her/their other forms. However, if the Fianna is rendered unconscious or dies while in this form, they will immediately shift back to their breed form.
Roll Chart:
1-10: Botch! Player turns into a cockroach and skitters away to hide in a dark place for the duration of a scene. During this time, the Fianna does not have access to any higher intellectual functions than the creature he/she/they has accidently slipped into. While he/she/they still has the same number of Health Points, (that's one hard cockroach to kill!) the Fianna will be ruled only by the creature's dislike of lit places and its desire to feed and breed. It takes the length of the scene for the unfortunate Garou to gain regain his/her/their natural form. There may be some unusual side effects for a few hours after returning to normal.
11-79: Unsuccessful. No metamorphosis occurs.
80-84: Anything the size of an insect to the size of a monkey.
85-90: Anything the size of an insect to the size of a mountain lion.
91-95: Anything the size of an insect to the size of a hippo.
96-100+: Anything the size of an insect to the size of an elephant.
For information on some available animal stats, visit the Bestiary by CLICKING HERE.
If the animal you are looking for is not listed, ask for the stats from your Storyteller, a Moderator, or the city's Admin.