Silent Strider Tribe Gifts
The Silent Striders have over many years sought out spirit teachers to learn Gifts that help them not only survive on the margins of Garou society, but also succeed admirably in their chosen roles, whether as messengers, hunters of lost lore, stealthy warriors, or heralds of doom. |
Tribal Gifts
Level 1
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Level 2
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Level 3
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Level 4
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Level 5
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Gifts listed in Red are NOT YET APPROVED FOR USE ON CITY OF HOPE.
Level One
Heavens’ Guidance
Source: WW3859 - Tribebook: Silent Striders (Revised Edition) p. 74
Description:A Strider with this Gift is never lost while the stars shine in the sky. This Gift is taught by a spirit servant of the North Star.
System: Once learned, this Gift’s effects are always active from twilight to dawn. The werewolf gains an innate sense of direction; he always knows which way is north, and the path he took to reach where he is.
Sense Wyrm
Also Level 1 Metis Gift / Level 1 Theurge Gift / Level 1 Black Furies Gift / Level 1 Silver Fang Gift / Level 1 Stargazer Gift
Source: WW3801 - Werewolf: the Apocalypse Revised p. 135, 138, 143, 151, 152, 293
Description: The werewolf can sense manifestations of the Wyrm in the nearby area. This Gift involves a mystical sense, not a visual or olfactory image, although werewolves using the Gift sometimes say things like, “This place stinks of the Wyrm” (with a few more colorful adjectives). Garou should remember that the Wyrm’s taint can cling to relatively blameless souls. Werewolves may sense an innocent person who happens to work in a Wyrm-controlled factory or who has eaten tainted food. This power requires active concentration. Any spirit of Gaia may teach this Gift.
System: The player rolls Perception + Occult. The difficulty depends on the concentration and strength of the Wyrm’s influence. Sensing a single fomor in the next room would be difficulty 6, while detecting the stench of a Bane that was in the room an hour ago would be difficulty 8. Vampires register as Wyrm-tainted, save those with Humanity Traits of 7 or higher.
Silence
Source: WW3859 - Tribebook: Silent Striders (Revised Edition) p. 74
Description: The Garou can muffle any sound she makes, the better to creep up on an enemy or escape unnoticed. An owl-spirit teaches this Gift.
System: The player rolls Dexterity + Stealth. Each success adds one to others’ difficulty to hear the Garou for one scene.
Speed of Thought
Source: WW3801 - Werewolf: the Apocalypse Revised p. 151
Description: The Garou doubles her running speed. A roadrunner- or cheetah-spirit teaches this Gift.
System: The player spends one Gnosis point. The Gift lasts until the end of the scene.
Tireless Running
Source: WW3859 - Tribebook: Silent Striders (Revised Edition) p. 74
Description: Young Silent Striders quickly learn the need for extraordinary speed and stamina — often the message that even untested youths are asked to carry cannot wait for the message bearer to sleep or eat. A Garou with this Gift can run from moonrise to moonrise subsisting on nothing more than her spiritual energy, crossing almost four hundred miles, but as soon as she breaks her run she must eat and rest. This Gift is taught by a wolf-spirit.
System: The player spends on Gnosis point. The character (who must be in Lupus form) may long run for twenty-four hours without the player making a Stamina roll. After twenty-four hours, and each twenty-four hour period thereafter, the player must spend one point of Gnosis and one point of Willpower to allow the character to continue running; otherwise, she must stop. Whenever the character stops running, for whatever reason, she suffers -2 dice to all pools until she has a chance to eat and rest, unless she has run a number of hours that is less than her Stamina.
Level Two
Axis Mundi
Also a Level 2 Lupus Gift
Source: WW3050 - Ways of the Wolf p. 51
System: By spending a Gnosis point, the lupus can center herself in relation to Gaia, and always know which direction she is traveling in or facing, no matter where she may be in the Gaia realms. In addition, the lupus carries her “territory” around with her, in a mystical sense. Wolves will detect this, and concede her right to travel through their territories and hunt there. Even other lupus must make a Willpower roll not to recognize this right. Other animals will also recognize this, and not attack the intruder.
Blissful Ignorance
Also a Level 2 Ragabash Gift / Level 2 Bone Gnawers Gift
Source: WW3801 - Werewolf: the Apocalypse Revised p. 137, 144, 151
Description: 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.
Messenger’s Fortitude
Also a Level 2 Black Furies Gift (Camp: Freebooters) Gift
Source: WW3801 - Werewolf: the Apocalypse Revised p. 151 / WW3851 - Black Furies Revised p. 69
Description: 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.
Summon Talisman
Source: WW3108 - Werewolf Players Guide (2nd Edition) p. 42
Description: 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.
Tread Sebek’s Back
Source: WW3859 - Tribebook: Silent Striders (Revised Edition) p. 74
Description: 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.
Level Three
Adaptation
Source: WW3801 - Werewolf: the Apocalypse Revised p. 151
Description: 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.
Death Track
THIS GIFT IS NOT YET APPROVED FOR USE ON CITY OF HOPE. OPEN A +REQUEST IF YOU WISH TO LEARN IT
Source: WW3806 - Players Guide to Garou p. 194
Description: 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.
Great Leap
Source: WW3801 - Werewolf: the Apocalypse Revised p. 151
Description: 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.
Long Running
Source: WW3108 - Werewolf Players Guide (2nd Edition) p. 42
Description: 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).
Scale of Ma’at
Source: WW3859 - Tribebook: Silent Striders (Revised Edition) p. 75
Description: 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.
Level Four
Attunement
Also a Level 4 Bone Gnawers Gift / Level 4 Glass Walker Gift / Level 4 Uktena Gift (Named: Lay of the Land)
Source: WW3801 - Werewolf: the Apocalypse Revised p. 144, 149, 151 / WW3862 - Tribebook: Uktena (Revised Edition) p. 68
Description: 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.
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.
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).
Dam the Heartflood
Source: WW3859 - Tribebook: Silent Striders (Revised Edition) p. 75
Description: 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.
Guiding Hand of Djeheuty
THIS GIFT IS NOT YET APPROVED FOR USE ON CITY OF HOPE. OPEN A +REQUEST IF YOU WISH TO LEARN IT
Source: WW3806 - Players Guide to Garou p. 194
Description: 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.
Speed Beyond Thought
Source: WW3801 - Werewolf: the Apocalypse Revised p. 151
Description: 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.
Touch of Death
Source: WW3108 - Werewolf Players Guide (2nd Edition) p. 42
Description: 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.
Level Five
Gate of the Moon
Source: WW3801 - Werewolf: the Apocalypse Revised p. 151
Description: This Gift creates a specialized moon bridge that takes the Strider to her destination instantly. At least a sliver of moon must be visible at her area of departure. A Lune teaches this Gift.
System: The player spends one Gnosis point for every 100 miles the Garou needs to travel. She then rolls Intelligence + Alertness (difficulty varies on how far the journey is and how well the Garou knows the way). Success transports the character to her destination, but she will be disoriented for one turn unless the player scored three successes. A Botch takes the character miles in the wrong direction — possibly straight up.
Invocation of the Pharaoh
Source: WW3059 - Silent Striders Tribebook (1st Edition) p. 49
Description: This awe-inspiring Gift is only available to the greatest Strider heroes. The Strider must be in Homid form, must spend a Gnosis and a Willpower point, and must enact a 10-minute chant to the greatest of ancient Egyptian spirits. Once this is done, the Garou expands and grows, becoming a giant similar to the depictions of pharaohs on mastabas and sarcophagi. This Gift is taught by Sphinx.
System: The Garou grows to a height of nearly eight feet, but otherwise remains in Homid form. The Garou gains the Physical Attributes of a Crinos, but loses no Social Attributes; indeed, the Garou’s Charisma and Manipulation are treated as 6 when making Leadership or Intimidation rolls. A Garou in Pharaoh form does not inflict aggravated damage, but adds one to all Brawl and Melee damage inflicted against Wyrm-foes (or adds two when facing Followers of Set). The Garou regenerates as a Crinos, but is invulnerable to silver and cannot frenzy. Essentially, the Pharaoh form combines the best of both Homid and Crinos forms. This form lasts for one scene.
Reach the Umbra
Source: WW3801 - Werewolf: the Apocalypse Revised p. 151
Description: The Garou may step into and out of the Umbra at will, without need of a reflective surface or even any effort at all. An owl-spirit teaches this Gift.
System: The Garou may step sideways instantly, at any time, with no fear of being “caught.” No roll is necessary. In addition, all rolls made to enter or leave Umbral Realms receive a -2 difficulty bonus. She may not, however, spend Rage in the same turn that she steps sideways.
Camp Gifts
Level 1
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Level 2
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Level 3
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Level 4
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Level 5
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Gifts listed in Red are NOT YET APPROVED FOR USE ON CITY OF HOPE.
Bitter Hex
Curse of Hatred (Level Two)
Also a Level 2 Metis Gift
Source: WW3801 - Werewolf: the Apocalypse Revised p. 135 / WW3859 - Tribebook: Silent Striders (revised) p. 76
Description: 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.
Fetish Doll (Level Five)
Also a Level 5 Uktena Gift
Source: WW3801 - Werewolf: the Apocalypse Revised p. 153 / WW3859 - Tribebook: Silent Striders (revised) p. 76
Description: Sympathetic magic is the oldest form of sorcery, and it is still effective. Although many cultures find this sort of magic repellent, the Uktena believe that the ends well justify the means. The Garou can harm his victim from afar using a specially created doll. He must have a piece of his victim or an object belonging to him, and he must then construct the doll. An ancestor-spirit teaches this Gift.
System: The doll takes one week to construct and enchant. The player rolls Perception + Crafts (difficulty 8) to construct the doll. When the doll is complete, the player may roll Intelligence + Medicine (difficulty of the victim’s Willpower). Each success inflicts one level of aggravated damage on the victim, which eh may soak if he is capable of doing so. The doll is only capable of transferring 10 levels of damage. After 10 successes, the doll is too mutilated to be of further use. A botched roll destroys the doll without inflicting any damage.
Dispossessed
Graceful Strike (Level Two)
Source: WW3859 - Tribebook: Silent Striders (revised) p. 76
Description: 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.
Harbingers
Grim Resolve (Level One)
Also Level 1 Ahroun Gift called "Inspiration"
Source: WW3801 - Werewolf: the Apocalypse Revised p. 153 / WW3859 - Tribebook: Silent Striders (revised) p. 76
Description: Other werewolves look to the Ahroun for leadership in combat. The Gift of Inspiration is one reason. The Garou with this Gift lends new resolve and righteous anger to his brethren. Either a lion- or wolf-spirit teaches this Gift.
System: The player spends one Gnosis point. All comrades (but not the Gift’s user) receive one automatic success on any Willpower rolls made during the scene.
Troubleseeker (Level Two)
Source: WW3059 - Silent Striders Tribebook (1st Edition) p. 50
Description: 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.
Ghost Touched (Level Three)
Source: WW3859 - Tribebook: Silent Striders (revised) p. 75
Description: 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.
Seekers
Sense of the Prey (Level Two)
Also a Level 2 Ragabash Gift / Level 2 Black Furies Gift / Level 2 Red Talon Gift / Level 2 Get of Fenris (Camp: Hand of Tyr)
Source: WW3801 - Werewolf: the Apocalypse Revised p. 137, 143, 150 / WW3855 - Get of Fenris Tribebook Revised p. 78 / WW3859 - Silent Striders Tribebook Revised p. 75
Description: 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.
Sword of Night
Mindblock (Level Four)
Also a Level 4 Silver Fang Gift
Source: WW3801 - Werewolf: the Apocalypse Revised p. 152 / WW3859 - Silent Striders Tribebook Revised p. 76
Description: 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.
Wayfarers
Call to Duty (Level Two)
Also a Level 2 Philodox Gift
Source: WW3801 - Werewolf: the Apocalypse Revised p. 140 / WW3859 - Silent Striders Tribebook Revised p. 76
Description: 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.
Planetary Gifts
Meros, The Wandering Mystic, Celestine of Pluto
Favored Tribe: Silent Striders
Favored Auspice: Philodox
Also known as: Hades, Dis, Anpw, Arawn, Yama, Hel, Kwa
Source: WW3110 - Rage Across the Heavens, p. 69
Level 1
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Level 2
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Level 3
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Level 4
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Level 5
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Level One
Sense of the Transformation
Source: WW3110 - Rage Across the Heavens, p. 119
Description: With this Gift, the Garou can identify states of transformation or significant changes within creatures or objects. This Gift allows the Garou to ascertain whether or not someone is dying of a disease or if a female is pregnant (even in extremely early stages). In the same fashion, the Garou can choose to determine if an object is about to break or cease functioning. The Garou need only concentrate on her target to activate this Gift.
System: No roll is necessary, but the player must spend a point of Gnosis to activate the Gift for one scene. During that time, the character can determine the general state of health (or illness) of the individuals or creatures in her vicinity. She can also tell if inanimate objects are on the verge of breaking down or otherwise ceasing to function.
Level Two
Shorten the Road
Source: WW3110 - Rage Across the Heavens, p. 119
Description: This Gift enables the Garou t cut normal travel time by a third, even in the Umbra. This feat may take shape in a number of ways - either through a series of fortunate coincidences or else through clearly supernatural means.
System: The player spends a point of Gnosis and rolls Manipulation + Survival (difficulty 7). A successful roll shortens a journey by a third so that a three day trip takes only two days while a two week long trek through unspoiled wilderness only takes ten days. A failure has no effect on the length of the journey, while a botch doubles the travel time.
Level Three
Wyld Spirits
Source: WW3110 - Rage Across the Heavens, p. 120
Description: The Garou can call upon Meros' erratic nature and inflict one or more of her opponents with a bout of erratic behavior, thus making it more difficult for the victims to coordinate attacks or act sensibly in any given situation.
System: The player spends a point of Willpower and rolls Manipulation + Empathy (difficulty of the victim's Willpower). Each success allows the character to affect one individual. Affected targets fail to carry out any sustained course of action, attacking one minute and retreating the next or else stopping still to make a speech. If the Gift is used in a non-combat situation, the victims change their actions radically from one moment to the next. This Gift lasts for one scene or one battle.
Level Four
Sleep's Travels
Source: WW3110 - Rage Across the Heavens, p. 120
Description: Through this Gift, a Garou's spirit may journey to another location while his body sleeps. Once he has arrived at his destination, the Garou may either examine his surroundings, impart a message to someone he meets, or retrieve a small (hand held) item such as a ring, a set of keys, or a piece of paper. Whether the Garou actually causes the object to assume spirit-form long enough for her to transport it from the place he has visited to the location of his sleeping body, or if the gift causes the retrieved item to relocate from one place to another is unclear. The Garou must have at least four hours of uninterrupted sleep before he is able to begin the sleep journey. Once the journey has ended and the Garou's spirit has reunited itself with her body, he must awaken naturally. Any disturbance in his sleep patterns negates the effectiveness of the Gift, though it does not otherwise physically threaten the Garou's life.
System: The player spends a point of Gnosis and rolls Wits + Occult (difficulty 8). One success enables the character to travel to the desired spot in his dreams and look around. He may overhear conversations but may not participate in them. Additional successes increase his ability to interact with what lies at his journey's end. Three successes allows him to converse with individuals he meets (who, if he chooses, see him as if he is really present) while five successes are necessary for the character to transport a physical object to his sleeping form. No successes means that the character simply gets a good night's sleep, while a botch not only means that the sleep journey fails, but may cause serious disruptions to the character's future sleep patterns or give the character a Derangement.
Level Five
Essential Transformation
Source: WW3110 - Rage Across the Heavens, p. 120
Description: This Gift allows the Garou to convert part of her essence into Gnosis for use in situations which require the expenditure of large amounts of spiritual power. The Garou can either use the Gnosis gained by this Gift to create or replenish fetishes, enact Gifts that require Gnosis for any other purpose that requires her to spend Gnosis. However, its residual effects are cumulative. Each use of this Gift imbues the Garou's physical and mental abilities with more and more "spirit substance" until eventually she becomes a spirit creature lacking in material substance. When this happens, the Garou can no longer maintain her earthly existence and must either relocate to the Umbra as a permanent resident (not unlike the members of the Sept of the Stars) or else "die" and allow her spirit to return to Gaia.
System: The player rolls Willpower (difficulty 9). Only one success is necessary for the character to convert one dot in a chosen Attribute into 10 points of temporary Gnosis. Until the character uses all 10 of these points (or stores them in a fetish), she has one less dot in the chosen Attribute. When converted Gnosis is depleted, the Attribute returns to its normal level. However, the Storyteller (and the character) should keep track of the number of times this Gift is used. When the character has used this Gift a number of times equal to her total number of dots in Physical, Mental and Social Attributes, her body loses its material substance and the character becomes a spirit. The character's fate once this occurs is left to the Storyteller's discretion, although in most cases this means that the player must retire the character from active play.