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Silent Strider Gifts

Basic Gifts

 

Axis Mundi

Cost: One Gnosis

Effect: Once active the Silent Strider always knows which direction she is traveling in, or facing, no matter where they are on earth.  In addition, the Silent Strider 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.  Lupus may make a contested Willpower Challenge (retest Primal Urge) to not recognize this right as well.  If the Silent Strider attempts to use this gift to claim territory over a Lupus’s kinfolk (or something of equal importance), they should well expect a “dispute” to occur.

Duration: One Day

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Blissful Ignorance

Required: You must remain still, make no noise, and don't interacting with your environment.

Effect: You can render yourself invisible to all senses, technology, and even spirits. You are undetectable as long as you are perfectly still and quiet.

Duration: Until you move, make noise, or interact with your environment.

 

Grim Resolve

To Learn: Must be a member of the Harbringers camp to learn this gift

Frequency: The benefits of this gift may not be given to characters already benefiting from the Ahroun Gift: Inspiration

Cost: One Gnosis

Effect: With a rousing speech or howl -- or maybe just a steely gaze -- you inspire your companions to stay true to their purpose.  All allies in earshot may call on one of the following effects during this scene or the next: an automatic success when defending on a single Willpower Challenge; one additional Willpower Trait to spend; or an automatic win on a test to resist Frenzy.  Multiple uses of the Gift do not stack, although you can re-apply the effect after a beneficiary uses it.

Duration: This scene and the next.

 

Heaven’s Guidance

Required: Stars shine in the night sky.

Effect: You cannot get lost. You simply know where you are and how to get where you're going (as long as you have a specific physical destination in mind). You may not use this gift in the Umbra or Umbral realms.

Duration: This gift is always active between sunset and sunrise.

 

Sense Wyrm

Challenge: Mental vs. Storyteller difficulty based on intensity of Wyrm influence (high intensity is low difficulty, low intensity is high difficulty)

Retest: Occult or Investigation

Effect: A mystical sense not unlike a scent tells you whether the Wyrm has corrupted anything in the area. This "Wyrm-Taint" may mean there is an enemy nearby, or it may simply mean that an innocent bystander ate Wyrm-manufactured food or works at a spite-filled office.
 

Silence

Activation Time: At will

Frequency: Once per Challenge

Cost: 1 Mental Trait

Effect: You slink through enemy territory with the eponymous silence of the Striders. Gain a retest on any Stealth challenge related to sound.

 

Speed of Thought

Cost: One Gnosis

Effect: You double your running speed -- which also doubles the number of steps you can take in combat.

Duration: One Scene

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Summon Talisman

Required: The items you summon cannot be Fetishes. They are on the same side of the Gauntlet as you, and not in a different Umbral Realm.

Cost: One Gnosis per item to summon

Effect: You conjure into your hand an item that has been dedicated to you via the Rite of Talisman Dedication, as long as that item isn't too mystically distant from you. Note that Fetishes are spiritually attuned to you, not dedicated; they are not valid targets for this gift.

 

Tireless Running

Required: Do nothing but run.

Initial Cost: One Gnosis

Followup Cost: one Gnosis and one Willpower per day you wish to extend the duration

Effect: You run nonstop for a full day or more without getting tired, thirsty or hungry. When you stop, you gain the Negative Physical TraitsExhausted x2 until you've had a full night's rest.

Duration: One day, plus one additional day for each time you paid the followup cost

 

Tread Sebek’s Back

Cost: One Gnosis

Effect: Legends tell of a strider who ran across the Nile on the backs of Sebek's children, the crocodiles -- but this is a much safer way to achieve that effect. You gain the ability to run (not walk, and not stop) atop water and other liquids as if it were solid ground. You can even run across dangerous fluids like molten lava this way -- although the gift won't protect you from taking damage, it will prevent you from sinking. Running across liquids that may give AGG levels of damage or wyrm taint still do so the user's feet or paws.

Duration: One Scene

 

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Intermediate Gifts

 

Adaptation

Cost: One Gnosis

Challenge: Physical vs. ten Traits

Retest: Survival

Effect: You become immune to harmful environmental effects -- poison gases, airborne diseases, pressure, extreme temperatures, violent weather, etc. This gift only protects you against prevailing conditions, not against specific hazardous situations like falling off a cliff or emanations of the Wyrm.

Duration: One Hour

 

Attunement

To Learn: When you learn this gift, you must decide whether it works in urban areas or wilderness areas. You can purchase the gift twice to learn both versions.

Required: You are in the chosen type of area (urban or wilderness)

Initial Cost: One Gnosis

Challenge: Mental vs. Storyteller-determined difficulty

Retest: Streetwise (urban areas) or Survival (wilderness areas)

Followup Cost: 0-5 Mental Traits

Effect: You commune with the ambient spirits of the area, learning useful information about the region. Success gets you general information on a topic, such as the human population count, locations of supernatural hideouts, the presence of hidden tunnels, etc. Each Mental Trait you spend gives you an accurate answer to one specific yes-or-no question about the area.

 

Dam the Heart's Flood

Initial Cost: One Gnosis

Challenge: Mental vs. target vampire

Retest: Occult

Followup Cost: 0-5 Mental Traits

Effect: You pronounce judgment on the blasphemous biology of a vampire, stopping their dead hearts. Your target may not spend Blood Traits for the duration.

Duration: One turn, plus an additional turn for each Mental Trait you spent

 

Ghost Touched

To Learn: Must be a member of the Harbringers camp to learn this gift

Effect: Once learned this gift is always active.  Any ghost who attempts to use their magical abilities against the Garou (Harmful or Beneficial) automatically loses ties to enact the effect.

 

Great Leap

Activation Time: Activate this gift as your movement.

Cost: One Willpower

Challenge: Physical vs. ten Traits

Retest: Athletics

Followup Cost: 0-5 Mental Traits

Effect: You can leap a building in a single bound -- or otherwise cross astonishing distance in a single jump. Your leap carries you 100 feet, plus an additional 100 feet for each Mental Trait you spent.

 

Scale of Maat

Challenge: Social vs. target

Retest: Empathy (target defends with Subterfuge)

Effect: Your discernment is as fine as the legendary scale of Maat, upon which men weighed down with lies were denied eternal life. If you listen in on a conversation, you can tell the truth or falsehood of each statement your target makes. If you are a part of the conversation yourself, you must activate this gift for each question you ask.

Duration: One overheard conversation, or one question you ask yourself

 

Speed Beyond Thought

Required: Do nothing but run.

Cost: One Gnosis

Effect: You run at ten times your normal speed, if all you do is run. Once you stop, you must eat something right away or go into a Berserk Frenzy of hunger.

Duration: Eight hours or until you do something other that run, whichever comes first.

 

Tongues

Activation Time: At will

Challenge: Mental vs. a difficulty based on the obscurity of the language (between 6 and 15)

Retest: Linguistics

Effect: Calling on the vast experience of homid ancestor-spirits, you understand whatever language comes to your ears.

Duration: One scene or hour

 

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Advanced Gifts

 

Gate of the Moon

Required: There's at least a sliver of the moon visible in the sky.

Initial Cost: One Gnosis

Challenge: static Mental vs. variable difficulty -- five Traits for less than 100 miles, six Traits for up to 250 miles, seven for up to 500 miles, eight for up to 1000 and nine for more.

Retest: Enigmas

Followup Cost: optionally, one Mental Trait

Effect: You create a special Moon Bridge to take you directly where you want to go. You arrive at your destination and spend one turn unable to act thanks to the disorientation -- unless you spent the additional Mental Trait to avoid this. If you fail the activation challenge of this Gift, attempt two more Simple Tests: if you lose both, your Moon Bridge deposits you somewhere completely unrelated to your destination, at your Storyteller's discretion.

 

Invocation of the Pharaoh

Required: Must be in Homid and enact a ten minute chant to the greatest of Egyptian spirits.

Cost: Gnosis and Willpower 

Effect: The garou expands and grows, becoming a giant similar to the depictions of pharaohs on mastabas and sarcophagi.  The garou grows to a height of nearly eight feet, but otherwise remains in homid form. The garou gains the physical attributes of a Crinos, but does not gain the negative social traits. A garou in Pharaoh form does not inflict aggravated damage, but adds one damage to all Brawl and Melee attacks against Wyrm-foes or two against Vampires. The Garou regenerates as a Crinos, but is invulnerable to silver and cannot frenzy.  Essentially the Pharaoh form combines the best of both Homid and Crinos forms. 

Duration: One scene or hour. 

 

Reach the Umbra

Effect: The Gauntlet no longer impedes you in any way. You automatically win all Gnosis challenges to cross the Gauntlet. (This does still count as using your Gnosis, so you can't spend Rage the same round.) In any challenge to enter or leave Umbral Realms, you have a two-Trait bonus.

Duration: This gift is always in effect.

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