Werewolf the Apocalypse information source

Rank 4 Silent Strider Gifts

A list of all Rank 4 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.

Attunement / Lay of the Land

Rank 4 Bone Gnawers Gift / Rank 4 Glass Walker Gift / Rank 4 Silent Strider Gift / Rank 4 Uktena Gift (Lay of the Land)

The Garou may commune with the spirits of a city or town and gain information about the area from them, including rough population, enclaves of Garou or other being and secret tunnels. This Gift does not function in the wilderness, since the Bone Gnawers have lost the knack for conversing with such spirits easily. A rat-spirit teaches this Gift.

Glass Walkers: a cockroach-spirit teaches this Gift.

Silent Strider: one exception: When the Garou learns the Gift, she must choose if it functions in the city or the wilderness. The “city” version is identical to the Bone Gnawer Gift. The “wilderness” version is similar, but the roll required is Perception + Survival.

Uktena: any animal spirit teaches this Gift. Works in rural or wilderness rather than urban areas, and the required roll is Perception + Survival.

System: The player spends one Gnosis and rolls Perception + Streetwise. The amount and accuracy of the information depends on the number of successes rolled. On a botch, playful spirits lie (which can be fatal, depending on the nature of misinformation).

Source: Core book revised / Tribebook: Uktena (revised)

Dam the Heartflood

Rank 4 Silent Strider Gift

No other tribe among the Garou has as much hatred for vampires, for as just a cause, as the Silent Striders. It is no surprise then that the Striders sought out this Gift, searching long through the spirit world and the physical world for the secret to incapacitating a vampire. They found an answer from the spirit children of Cobra, who taught them a spirit-poison usable against the vampires who defiled Cobra’s name.

System: This Gift can only be used on supernatural creatures that use a blood pool to power their abilities (vampires, ghouls and the spider shapechanger Anasi). The player spends a Gnosis point and rolls Manipulation + Medicine (difficulty of the target’s Willpower). Each success renders the target unable to tap the power of her blood for one turn — she may not use any blood-related powers or spend blood points to heal wounds, activate Disciplines or Gifts, or for any other reason. A Garou may only use this Gift once per scene per target, but multiple werewolves can envenom the same target.

Source: Tribebook: Silent Striders (revised)

Guiding Hand of Djeheuty

Rank 4 Silent Strider Gift

None could stay the words of Djeheuty, the messenger of the Gods. Those who have this Gift do not even have to accompany the message, but can send it on its way and be assured that it will reach its destination. The spirit of any migrating animal teaches this Gift.

System: The player spends two points of Gnosis and rolls Charisma + Occult, difficulty 8, while the Strider loudly states the message’s destination. The message must be written on something physical (paper, tablet, bone shard). A simple success imbues the message with a Gaffling that will ensure it arrives at the stated destination. The method of delivery is a matter of coincidence; the message is picked up by someone curious, ends up on a truck heading that direction, floats on the wind, etc. The number of additional successes determines how long this takes, regardless of distance.

Number of Successes                  Length of Transit

1                                                             A year
2                                                            Six months
3                                                           One season
4                                                           One week
5                                                          One day

While the message is in transit, the Silent Strider cannot regain the two points of Gnosis invested in it. Nor can they revoke the message. As a result, this Gift tends to be used only when all other avenues have been tried and failed, or if the Strider’s death is certain. The Strider’s death will not disrupt this Gift.

Source: Players’ Guide to Garou (revised)

Touch of Death

Rank 4 Silent Strider Gift

The Garou can inflict visions of death upon an unsuspecting opponent. Worse, these visions are highly personal premonitions of the opponent’s untimely demise, as if someone “had walked over his grave.” The fear this creates is paralyzing; in the worst cases, the victim falls catatonic and cannot be revived for days. On recovery, the stricken individual cannot remember details of what so terrified him, simply that involved his death. Victims who survive the encounter with the Eater of the Dead are forever marked with a white lock or patch of hair. This Gift is taught by a death-spirit.

System: The Garou must touch her victim; the player rolls Dexterity + Brawl if in combat, Dexterity + Stealth if sneaking up unnoticed, or Manipulation + Subterfuge if casually touching him in the course of conversation. On success, the player spends two points of Gnosis and rolls Manipulation + Occult (difficulty of the victim’s Willpower). If the Eater of the Dead achieves more successes than the target has Willpower, the victim becomes catatonic with fear. if the successes are fewer than the target’s Willpower, the target suffers a -1 penalty to all dice pools for each success due to the debilitating fear. In both cases, the successes are eliminated at a rate of one per day — a catatonic victim does not awaken until all of the initial successes are eliminated.

Source: Tribebook: Silent Striders (revised)

Speed Beyond Thought

Rank 4 Silent Strider Gift

The Garou can run at 10 times his normal land speed. The effects last for up to eight hours, during which the Garou can do nothing but concentrate on running. When the Gift’s effects end, the Garou must eat immediately or face frenzy from hunger. A cheetah- or air-spirit teaches this Gift.

System: The player spends one Gnosis point and rolls Stamina + Athletics (difficulty 7) to activate the Gift.

Source: Core book revised.

Black Mark

Rank 4 Silent Strider Gift

The Strider’s claws darken with the leaden sheen of the Dark Umbra, marking her foes fit for the attentions of the restless dead. An owl-spirit teaches this Gift.

System: The player may spend a point of Gnosis when the strider successfully strikes an opponent with her claws, but before rolling damage. The target becomes haunted for one day per level of damage inflicted, as with Mark of the Death-Wolf.

Source: 20th Anniversary Edition


Rank 4 Silver Fang Gift / Rank 4 Silent Strider (Camp: Sword of Night) Gift / Rank 4 Stargazer Gift

Upon learning this Gift, the Garou’s mental defenses are strengthened to the utmost. A falcon-spirit teaches this Gift.

System: The difficulties of any direct mental attacks or attempts to control the Garou’s mind, as well as more insidious psychic assaults (mind-reading, mentally implanting illusions or possession) are raised to 10. The effects of this Gift are permanent, but they do not apply to powers that sway emotion.

Source: Core book revised / 20th Anniversary Edition