Silent Striders
Nomadic, introspective, and highly spiritual, the Silent Striders have plumbed the depths of the Umbra, perhaps more deeply than any other tribe of Garou.
The Silent Striders appear to have roots in Africa and the Middle East. Alongside the Children of Gaia, the Silent Striders were among the first of the tribes to protest against the Impergium, although the reason for this was more pragmatism (humans getting increasingly hostile, stronger, and aggressive with every passing generation) than actual concern for them. In their tribal homeland of Egypt, the Silent Striders were among the few tribes still on terms with some of the remaining Fera following the genocides of the War of Rage. The River Pact between the local Mokolé and the Silent Striders ensured a clear division in territory and allowed for a peaceful coexistence. The Silent Striders allied themselves with the Osirian League to stop the Antediluvian Sutekh, a vampire of immense power and deeply tainted by the touch of the Corruptor. Their struggles lasted centuries, until Shu-Horus managed to wound the great vampire, who in turn spoke out one last terrible curse that severed the tribe from their ancestor spirits and banished the tribe from the ground of Khem. The curse took one year to scatter the Silent Striders to the four corners of the earth, forcing them to abandon most of their caerns and making them homeless vagabond in the eyes of their peers.
Tribal Trait - Cursed to Wander
If the characters Rage is higher than his Willpower before he goes to rest than the character will be compelled to wander the surrounding area for several hours. This will prevent the character from properly resting or recuperating.Background
All Silent Striders follow the rules bellow during character creation:- Tribal Totem: Owl.
- Curse of Sutekh: The character cannot use Ancestral Guidance and a cannot take the Garou specific Advantage - Ancestors. Additionally whenever interacting with a Kindred from the Followers of Set Clan the character treats their Wyrm Aura as being level 3. The character also cannot travel to Egypt.
- Well Traveled: You can advise the storyteller on 3 separate countries or cultures the character had immersed themselves in. Not only is the character wise as to the traditions of those cultures but can also speak and write their language fluently.
- The River Pact: You gain a 1 Point Bonus for all Social rolls when dealing with any other (non-corrupted) changing breeds.
- Gifts of the Owl: Chose a single permanent Level 1 Silent Strider Tribal Gift for your character to possess.
Camp
A Silent Strider may chose to belong to one of the following Camps within his Tribe. This is an optional choice the character can take and should really only be taken by characters of Rank 2 or greater.Harbingers
These were the first Garou to take the Prophecy of the Phoenix seriously, or so some say. They spilt up and wandered the world looking for Wyrmsign and brought the word back. They are still not done telling the Garou of all the Wyrmsign they found. Most importantly, they bring hope. They are among the wisest of the Garou.- Bonus: Start the game with an additional dot in Wisdom.
- Negative: Whenever you get a chance to investigate signs of Wyrm corruption but fail to do so you lose 1 Point of Wisdom.
Seekers
Most Silent Striders fall under this Camp in some form or another. Seekers wander from place to place looking for information they have not yet learned. Seekers tend to be clever, resourceful, inquisitive, and stubborn as all hell. If you want to know something, ask a Seeker. If they do not know the answer, they will point you in the right direction. Seekers usually know what has happened and what is happening now.- Bonus: You start the game with 2 additional dots in Connections.
- Negative: Whenever exposed to new potential information, that your character does not know about, roll a Willpower test (3). If the test if failed the character must investigate the enigma or suffer 1 Point of Aggravated Willpower Damage.
The Dispossessed
One cannot help to worry about the Dispossessed. They try nothing harder than to settle down somewhere. Something always prevents them from settling down. It is no wonder that they are so bitter. They study about the Apocalypse and are the most morbid amongst the Silent Striders. They watch for portents of the coming Apocalypse and tell their warnings to those who will listen. There are even rumors that they try to help bring about the Apocalypse. They believe that they will have a home after the Apocalypse.- Bonus/Negative: Replace the text in your Tribal Trait with - This Tribal Trait is active regardless of the amount of Rage the character possesses. Whenever provide refuge in a Caren the Garou will do everything in their power to gain a position and bring in more fellow Silent Striders. Failing to pursue this goal will mean that the character does not gain any Renown at the end of the session. Note that actively pursuing this goal can sometimes mean going on a prolonged campaign or similar. It is best to speak to the Storyteller ahead of time to outline the condition on when this Tribal Trait applies.
The Swords of the Night
Originally known as the Daggers of Nut, the Swords are dedicated to break the hold of Sutekh's descendants over Egypt, and by extension, that of vampires over their territory in general. Other Tribes are often not happy to be drawn in conflicts created by assaults of the Swords against the local Leech population, which forces the Swords to act undercover.- Bonus: Add a 1 Point Bonus to all Brawl rolls when targeting Vampires.
- Negative: Treat the Wyrm Aura of all Vampires as being 1 Level Higher than it actually is. If meting a Vampire who directly declared that he is a Setite than immediately gain 3 Rage Points.
Wayfarers
Perhaps the ones that really make the rest of of the Tribe angry. These Striders sell their services to the highest bidder. They are talented, though. If one says he will get your message through, it will go through. Just because the Silent Striders have talents that make them good messengers, doesn't mean they should be selling their talents to the highest bidder.- Bonus: You start the game with at least 1 dot in Scalable advantages - Resources. This dot can be combined with other dots in the same advantage (provided you meet the requirements).
- Negative: Start the game with 1 dot less in Honor.
The Bitter Hex
These Striders are so ill-natured and spiteful at this point that they have taken it upon themselves to avenge all the slights the Striders have suffered over time. They are not violent like some camps in the Fianna. They use the evil-eye, the curse, the bad mojo, the Amria. Be careful not to cross them or you will find yourself on the receiving end of a curse. Your guts will be twisted into knots and leave you puking and feeble as a cub for a week.- Bonus: Start the game with an additional Level 1 Rite and 1 Level 1 Common Ritual.
- Negative: You suffer a 1 Point Penalty on Social rolls with other Garou, with the exception of Intimidation.
Eaters of The Dead (Corrupted)
When the Silent Striders were exiled, they stopped eating the brains of humans due to possible Wyrm taint. Some of the tribe did not stop. The Eaters of the Dead still practice the Rite of Dormant Wisdom in secrecy. Sure they know a lot, but at what cost? Some say they have begun to perform the rite on immobilized Leeches while they are still conscious.- Bonus: Start the game with the Rite of Dormant Wisdom.
- Negative: Increase the Corruption Difficulty by 1 Point.
Remove these ads. Join the Worldbuilders Guild
Comments