Werewolf the Apocalypse information source

Rank 3 Silent Strider Gifts

A list of all Rank 3 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.


Rank 3 Homid Gift / Rank 3 Silent Strider Gift / Rank 3 Glass Walker Gift

This 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 obscurity 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 fluency with the language.

Source: Player’s Guide Second Edition / 20th Anniversary Edition

Ghost Touched

Rank 3 Silent Strider Gift

Camp: Harbingers

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 must 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: Once learned, this Gift is always in effect; no roll need be made. The difficulties of all rolls made by ghosts (wraiths or specters, if you’re also using Wraith: The Oblivion) to affect the character are made at +2 difficulty (maximum 10). This includes effects that would be beneficial. Using the energies of the Dark Umbra in this way reinforces the impression of death that others may feel, which will increase the difficulty on Social rolls when the Storyteller feels it to be appropriate.

Source: Tribebook: Silent Strider (revised)

Death Track

Rank 3 Silent Strider Gift

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. Then, the player spends one point of Gnosis and rolls Perception + Occult, difficulty 7. One success is needed to smell the direction of the ghost from the body. Every day the search continues, another Perception + Occult roll must be made, with one additional success required for each day spent searching. The Storyteller determines how far away the ghost is.

Source: Players’ Guide to Garou (revised)


Rank 3 Silent Strider Gift

The Garou takes no damage from poison or disease, and he may exist in any environment, regardless of pressure, temperature or atmospheric condition. This Gift does not protect the Garou from hazardous situations (like falling), only hazardous environments. A bear-spirit teaches this Gift.

System: The player spends one Gnosis point and rolls Stamina + Survival (difficulty 7). Each success extends the Gift’s effects by one hour.

Source: Core book revised.

Scale of Ma’at

Rank 3 Silent Strider Gift

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: The player rolls Intelligence + Empathy (difficulty of the subject’s Manipulation + Subterfuge). Success indicates that the character 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 first succeed at a Perception + Empathy roll against the same difficulty. 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.

Source: Tribebook: Silent Striders (revised)

Mark of the Death-Wolf

Rank 3 Silent Strider Gift

The Silent Strider uses his 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 one Gnosis point upon making the mark, which takes a full turn, and then rolls Wits + Occult (difficulty 7). The mark retains its mystic potency for one week per success, leaving 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.

Source: 20th Anniversary Edition

Great Leap

Rank 3 Silent Strider Gift

The Strider with this Gift can jump truly astounding distances. A jackrabbit-spirit teaches this Gift.

System: The player spends one Willpower point and rolls Strength + Athletics. Each success allows the character to jump 100 feet.

Source: Core book revised.

Long Running

Rank 3 Silent Strider Gift

Whether the Garou is on foot or in a vehicle, this Gift allows him 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 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 a twisted ankle).

Source: Player’s Guide Second Edition.