Silent Striders

Driven out of Egypt a long time ago, these wanderers are the holders of the forbidden, descendants of the prophets. They read long forgotten languages, and signs as we would read a book. They see omens and portents more clearly than any other and are quite often advisors. They are the carriers of the soul beyond death.

••• Gifts •••

• Sense Wyrm (Level One) - 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.

• Speed of Thought (Level One) - 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.

•• Summon Talisman (Level Two) -- 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 alon 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 call only half of his dedicated items - he must choose which ones upon learning this Gift.

•• Blissful Ignorance (Level Two) - The Garou can become completely invisible to all senses, 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 (Level Two) - The Garou may run at full speed for three days without the need for 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 one Gnosis point and may do nothing save run; for an additional Gnosis point, he may imbue the effects of this Gift upon another being.

••• Long Running (Level Three) -- Whether the Garou is on foot or in a vehicle, this Gift allows him to reduce travel tim 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; she must also spend one Gnosis point. For every success, the travel time diminishes by 5 percent. A botch increases travel time by 25 percent or indicates that travel has stopped altogether (e.g.; due to a flat tire or twisted ankle).

••• Tongues (Level Three) -- The 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 obscuity 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 fluence with the language.

••• Adaptation (Level Three) - 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. By spending another Gnosis point and rolling again, the Garou may affect another

••• The Great Leap (Level Three) - 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.

•••• Touch of Death (Level Four) -- The Silent Striders learned this Gift from the wraiths who powl the Underworld. With it, a garou can cause a vicim to see the moment of her death. Although the victim does not remember what she see's, the experience disables her with fear.

System: The Garou must touch his target for this Gift to work. she must also 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 alerady happened to them.

•••• Attunement (Level Four) - 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 has happened in the area - rough population, secret traits, 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 in, formation gained depends in the number of successes; on a botch, the spirits lie.

•••• Speed Beyond Thought (Level Four) - 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 and worse... This Gift is taught by a Cheetah- or Air- spirit.

System: The Garou spends one Gnosis point and rolls Stamina + Athletics (difficulty 7).

••••• Gate of the Moon (Level Five) - 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 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 enables the Garou to travel to that place instantly. She will be disoriented for a turn upon arrival 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.

••••• Reach the Umbra (Level Five) - 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 Gnosis roll and can never get "caught."

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