Silent Strider Tribe Gifts
Contents
Tribal Gifts
Level 1 |
Level 2 |
Level 3 |
Level 4 |
Level 5 |
Level One
Level Two
Level Three
Level Four
Level Five
Camp Gifts
Level 1 |
Level 2 |
Level 3 |
Level 4 |
Level 5 |
Level One
Level Two
Level Three
Level Four
Level Five
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 (Level One)
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 (Level Two)
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 (Level Three)
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 (Level Four)
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 5
Essential Transformation (Level Five)
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.