Werewolf the Apocalypse information source

Rank 2 Silent Strider Gifts

A list of all Rank 2 Silent Strider tribe Gifts for Werewolf: the Apocalypse, compiled from all source books, using the revised edition of books when available. For Silent Strider Gifts of all ranks, see All Silent Strider Gifts.

Speech of the World

Rank 2 Homid Gift / Rank 2 Silent Strider Gift

This Gift allows Gaia’s warriors to read and wield the spirit of speech, bypassing the need to learn different languages and dialects. The Garou may speak and understand any human language she encounters, though she speaks with an obvious accent, marking her as an outsider. Speech of the World doesn’t convey literacy, nor is it an encyclopedia of cultural information. An ancestor-spirit teaches this Gift.

System: The player rolls Intelligence + Academics (difficulty 7). The effect lasts for one scene.

Source: 20th Anniversary Edition


Curse of Hatred

Rank 2 Metis Gift / Rank 2 Silent Strider (Camp: Bitter Hex) Gift

The metis may verbalize the hatred in her heart, disheartening opponents with the intensity of her emotion. A spirit of hate teaches this Gift.

System: The player spends on Gnosis point and rolls Manipulation + Expression (difficulty of the opponent’s Willpower). If she succeeds, her opponent loses two Willpower points and two Rage points. This Gift may be used on an opponent only once per scene.

Source: Core book revised / Tribebook: Silent Striders (revised)


Call to Duty / Spectral Authority

Rank 2 Philodox Gift / Rank 2 Silent Strider (Camp: Wayfarers) Gift / Rank 2 White Howler Gift
The White Howler Version is called Spectral Authority

Any spirit the Philodox knows by name is a potential servitor. With this Gift, the werewolf can summon and command any spirit she knows by name. Only one command is possible at a time, and the spirit departs after fulfilling the one request. An Incarna avatar teaches this Gift.

System: Obviously, the Philodox must learn the spirit’s name, which usually requires personal acquaintance or use of the Gift: Name the Spirit. The Player rolls Charisma + Leadership (difficulty of the spirit’s Willpower). If the player spends two Gnosis points, the werewolf can summon all Gaian spirits within one mile to protect or assist her, even if she does not know their names.

Source: Core book revised / Tribebook: Silent Striders (revised) / White Howler Tribebook


Sense of the Prey / Pulse of the Prey

Rank 2 Ragabash Gift / Rank 2 Black Furies Gift / Rank 2 Red Talon Gift / Rank 2 Silent Striders (Camp: Seekers) Gift / Rank 2 Get of Fenris (Camp: Hand of Tyr)
Name changed to Pulse of the Prey in 20th Anniversary Edition

If he knows anything about his prey, the character can track it down as rapidly as he can travel. This unerring sense of direction operates anywhere, and it is useful for tracking spirits through the Umbra as well as finding beings on Earth. A wolf- or dog-spirit teaches this Gift.

System: No roll is required unless the target is hiding actively (intent alone is not enough), in which case a Perception + Enigmas roll is made against a difficulty of the target’s Wits + Stealth. If the target is a spirit, the difficulty is the spirit’s Gnosis.

Source: Core book revised / 20th Anniversary


Blissful Ignorance

Rank 2 Ragabash Gift / Rank 2 Bone Gnawers Gift / Rank 2 Silent Strider Gift

The Garou can become completely invisible to all senses, spirits or monitoring devices by remaining still. A chameleon-spirit teaches this Gift.

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

Source: Core book revised.


Messenger’s Fortitude

Rank 2 Silent Strider Gift / Rank 2 Black Furies Gift

Camp: Freebooters (Black Furies)

The Garou can run at full speed for three days without rest, food or water. When the Garou reaches her destination, she has 10 minutes to complete whatever business brought her, then she must sleep for three days. A camel- or wolf-spirit teaches this Gift.

System: The player spends one Gnosis point. The Garou may do nothing but run; stopping ends the Gift. For an additional Gnosis point, he may imbue another being with this Gift’s benefits.

Source: Core book revised.


Graceful Strike

Rank 2 Silent Strider Gift

Camp: Dispossessed

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 Dispossessed camp, 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 one point of Gnosis before making an attack roll as usual (Dexterity + Melee, difficulty dictated by the weapon), though the character’s attack is unusually fluid and dance-like. If the attack is successful, the player adds the character’s Performance skill rating in the dice to the damage roll.

Source: Tribebook: Silent Striders (revised)


Troubleseeker

Rank 2 Silent Strider Gift

Camp: Harbingers

The Harbingers 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 Harbinger 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 Harbinger rolls Perception + Enigmas (difficulty 8). Success indicates that his travels will indirectly but quickly take him to a “trouble spot” of some gravity. Multiple successes on the roll allow the Harbinger to discover more dangerous or subtly hidden threats, at the Storyteller’s discretion.

Source: Tribebook: Silent Striders


Summon Talisman

Rank 2 Silent Strider Gift

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 call only half of his dedicated items — he must choose which ones upon learning this Gift.

Source: Player’s Guide Second Edition.


Tread Sebek’s Back

Rank 2 Silent Strider Gift

When activating this Gift, the Garou calls upon the spirit of Sebek the crocodile to bear her up as she runs across the water. The werewolf can also run across other liquids (a vat of industrial cleaner, sewage, or even lava), but this Gift provides no protection for her feet — any damage is greatly lessened as the harmful substance only comes into contact with a small part of her body, but she must soak it nonetheless. 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 a Gnosis point and rolls Dexterity + Survival (difficulty 7). Each success allows the character to travel across water as if it were open ground for an hour. In areas inhabited by crocodiles, the difficulty to invoke this Gift drops to 5.

Source: Tribebook: Silent Striders (revised)


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