Silent Striders

As their name would suggest, these enigmatic Garou skirt the boundaries of both Garou and human society. Quick minds, agile bodies and an unfathomable pool of knowledge are the hallmarks of these most mysterious of Garou. Their origins, both as individuals and as a tribe, are often nebulous at best. Their preference in names and in culture suggests strong ties to ancient Egypt. Among the other tribes, they are respected for their wisdom, but their solitary and secretive nature makes it difficult for other Garou to fully accept them.

The same nature that alienates the Silent Striders from many of their fellow Garou also makes them best-suited for the invaluable service they provide to the other tribes. Among Garou, the Silent Striders are the penultimate messengers and couriers. Striders cross regions other Garou would avoid, and they travel with an alacrity that rivals human contraptions. Without this service, communications among the already fractious septs would quickly erode. The rigors of a nomadic lifestyle are not without their price, however. Few Silent Striders form lasting friendships with those outside their tribe.

Totem:  Owl

Initial Willpower:  3

Tribe Advantage:  The Omen of Doom

Once per session, a Silent Strider can choose to avoid a single situation as if he never uncovered it. This will only apply to the Strider, not to his companions or current allies. Examples include avoiding an alleyway where he will be ambushed, dropping a poisoned glass of wine or running out of ammunition when accidentally shooting an ally. The event is considered to have not occurred at all, and anyone involved will totally disregard it and any information concerning it. To represent this power, the player is issued an "Omen of Doom" card at the beginning of the session; the card is destroyed when the power is evoked. These cards may not be accumulated and must be returned at the end of the session if they have not been used.

Tribe Drawback:  Wandering Spirit

Because of their role as outsiders in the Garou community, Silent Striders may not support or contest any Renown nominations concerning themselves or others.

Backgrounds:  Silent Striders may not have the Ancestors or Resources Backgrounds.

Beginning Gifts:  Sense Wyrm, Silence, Speed of Thought

Wolf Form:  Silent Striders resemble the jackals of Egyptian art: huge, lean creatures with inscrutable expressions and regal countenances.

Organization:  Among the Striders, a well-de-fined structure would be impractical, if not completely useless. Instead, they defer to those with the most experience in the matters at hand.

Habitat:  The Silent Striders claim no land as their own and can be found in almost any corner of the world. They remain in one place only as long as is necessary and then leave, sometimes never to return.

Protectorate:  Serving few individuals other than their fellow Garou, Silent Striders pay little heed to the tradition of protectorates. Unlike the Red Talons, they bear humans no particular malice and even hold a grudging respect for those who share their lifestyle, such as gypsies, circus performers and the few nomadic peoples left in this world.

Outlook:  Silent Striders have an economy of behavior that belies their nomadic existence. They act and speak on what is pertinent and have little use for what they see as frivolous. They always seem prepared for any situation and are rarely taken by surprise. Their directness of action leaves them little time or opportunity to make friends, and perhaps they prefer it that way. Once a Strider has completed a task at hand, he moves on, almost instinctively, to where he is needed next.

Quote:  "I can handle the 'rain, sleet and dead of night' thing, but next day delivery? Into Malfeas? We've got to talk..."
 
 

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Source Material taken from Werewolf:  The Apocalypse Third Edition; Copyrighted by White Wolf Publishing and Gaming Studios, Incorporated.