Silent Striders: Silent Striders live their lives on the road,
constantly moving and traveling. They breed almost exclusively with gypsies, circus
performers and other such wanderers. They know many secrets of both the mortal and spirit
worlds.
Initial Willpower: 3
Backgrounds: No Past Life, or Resources.
Beginning Gifts: Sense Wyrm, Speed of Thought
Totem: Owl
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
Rank One
Sense Wyrm 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 fomor 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 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.
Rank Two
Blissful Ignorance 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 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.
Rank Three
Adaptation 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 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.
Rank Four
Attunement 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 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).
Rank Five
Gate of the Moon 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 a Lune spirit.
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 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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