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 this Gift are likely to say, "This place stinks of the Wyrm". This power requires active concentration (+3 penalty to perception). Any spirit of Gaia can teach this Gift.
System: Perception + Occult. The DC depends on the concentration and strength of the Worm's influence.
Muffle any sound she makes, the better to creep up on an enemy, or escape unnoticed. An owl-spirit teaches this Gift.
System: Roll Dexterity + Stealth. Each success adds one to other's DC to hear the Garou for one scene.
Speed of Thought
The Garou doubles her running speed. A roadrunner- or cheetah-spirit teaches this Gift.
System: Spend one Gnosis point. The Gift lasts until the end of the scene.
The Garou can become completely invisible to all senses, spirits or monitoring devices by remaining still. A chameleon-spirit teaches this Gift.
System: Roll Dexterity + Stealth (DC 7). Each success subtracts one success from the Perception + Alertness roll of those looking for the character actively. If no one is doing so, then just one success indicates complete concealment.
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: Spend one Gnosis point. The Garou may do nothing but run like a regular Forrest Gump, stopping ends the Gift. For an additional Gnosis point, he may imbue another being with this Gift's benefits.
Tread Sebek's Back
A Silent Strider may call on the river to support her steps. By activating this Gift, a Strider may walk or run across water or other liquids. However, her feet are not protected - running across a pit of Wyrm-toxin is still a hazardous enterprise. Some Striders are rumored to have crossed seas by use of this Gift. It is taught by a Crocodile- or Basilisk-spirit.
System: Spend a gnosis point and roll Dexterity + Survival (DC 7). Each success allows her to travel across water as if it were open ground for an hour.
The Garou can "call" any hand-held object to her, provided said object has been dedicated to her by the Rite of Talisman Dedication. It will disappear from its location and appear in the Garou's hand.
System: Spend one Gnosis point and concentrate on the item (so +3 perception difficulty while doing so). The Garou can call only half of his dedicated items — he must choose which ones upon learning this Gift. Objects in the Umbra cannot be called, unless the Garou is in the Umbra or has the Gift: Grasp the Beyond.
The Garou takes no damage from poison, or disease, and he may exist in any environment, regardless of pressure, temperature or atmospheric condition. The Gift does not protect the Garou from hazardous situations (like falling), only hazardous environments.
System: Spend one Gnosis point and roll Stamina + Survival (DC 7). Each success extends the Gift's effects by one hour.
The Great Leap
The Strider with this Gift can jump truly astounding distances. A jackrabbit spirit teaches this Gift.
System: Spend one Willpower point and roll Strength + Athletics. Each success allows the character to jump 100 feet.
Eyes of Ma'at
When a Strider invokes the power of Ma'at itself, she may discern levels of truth invisible to even the canniest investigators. With this Gift, she may perceive innocence and truth, should they reside in the breasts of those she encounters. This Gift is taught by an Ibis or Baboon-spirit.
System: This Gift acts much as the Philodox Gift: Truth of Gaia. However, the Garou may make a Perception + Empathy roll to determine the nature of any truths or lies the target may speak. ("Please, no, I never set foot inside her house!". "That is true, but you forced the door open so that your companions could enter. The guilt is plain and written on your heart.")
Decrease actual travel time between two points while driving in a vehicle. The number of successes on this roll dictates the amount of time saved. The Garou effectively travels for brief moments into a timeless zone of the Umbra, thus decreasing the amount of time needed to travel from place to place.
System: 1 Gnosis, Roll Dexterity + Drive (or Athletics for a bicycle) DC Gauntlet rating.
The Strider can formulate a message of words or symbols that can be delivered with a single glance to a recipient's mind, and easily remembered by the recipient.
System: Roll Intelligence + Linguistics, DC seven, to formulate the message. The number of successes determines the length of the message. One = one symbol or five words. Two = doubles this, and so on. One Gnosis must be expended to deliver the message and the target must be in sight.
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, Roll her Intelligence + Linguistics. The obscurity and relative age of the language determines the DC. A common modern language such as Spanish is DC 4. An ancient and obscure tongue, such as Etruscan, would be DC 10. The number of successes determines the character's resultant fluency with the language.
As the Bone Gnawer Gift, but can be employed in the wilderness or the city (but not both at once). The Garou may commune with the spirits of an area and gain information about the area from them, including rough population, enclaves of Garou or other beings and secret tunnels.
System: In the City, Spend one Gnosis and roll 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). In the Wilderness, the roll required is Perception + Survival.
Speed Beyond Thought
The Garou can run 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: Spend one Gnosis point and roll Stamina + Athletics (DC 7) to activate the Gift.
Dam the Heartblood
No tribe loathes the blight of vampires more than the Silent Striders. By using this Gift, a Strider may block the flow of blood in a vampire's veins, preventing him from using any supernatural powers tied to the blood. This Gift is taught by Cobra spirits, who resent being viewed as a symbol of Set.
System: This Gift can only be used on a supernatural creature with a Blood Pool who gains power from that blood (vampires, ghouls, etc. — even Ananasi), The Garou spends a Gnosis point and roll Manipulation + Medicine (DC of the target's Willpower). Each success prevents the target from spending any Blood Points, for whatever purpose, for a full turn. A Garou may only use this Gift once per scene against a given target, but multiple Garou may use this Gift on a target once each. Strider Packs armed with this Gift are among the fiercest Leech-slayers known to the Garou.
Gate of the Moon
This Gift creates a specialized moon bridge that takes the Strider to her destination instantly. At least a sliver of the moon must be visible at her area of departure. A Lune teaches the Gift.
System: Spend one Gnosis point for every 100 miles the Garou needs to travel. She then roll Intelligence + Alertness (DC 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.
Reach the Umbra
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, at any time, with no fear of being "caught". No roll is necessary. In addition, all roll made to enter or leave Umbral Realms receive a -2 DC bonus. She may not, however, spend Rage in the same turn that she steps sideways.