Glass Walker Tribe Gifts
Contents
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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Level One
Control Simple Machine
Source: WW3801 - Werewolf: the Apocalypse Revised p. 148
Description: The Garou may command the spirits of the simplest machines, causing levers to flip, doors to unbolt, pulleys to roll and so on. Any technological spirit can teach this Gift.
System: The player spends a Willpower point and rolls Manipulation + Crafts (difficulty 7). The Garou's control lasts until the end of the scene.
Diagnostics
Source: WW3801 - Werewolf: the Apocalypse Revised p. 149
Description: At a glance, the Glass Walker can tell what is wrong with a machine. He can then enlist the aid of the machine's spirit in repairing the faulty device. Any technological spirit can teach this Gift.
System: The player rolls Perception + Crafts to determine the problem. She then spends one Gnosis point as the Garou mentally convinces the spirit of the device to aid her in fixing it. (Most such spirits are happy to do so - they don't want to be junk!) The time to fix the device is halved, and the player may subtract any successes on the Perception + Crafts roll from the successes necessary to fix the device.
Skyscraper Vision
Source: WW3856 - Glass Walkers Revised p. 75
Description: Whilst the urban jungle offers many new possibilities for the hunter, it also oresents its share of difficulties. One of the most troublesome of these is the possibility of their prey slipping into a crowd and simply disappearing. With this Gift, the Glass Walker can see through the eyes of a glass spirit in a skyscraper window to pick out their prey from above. The City Father or a Glass Elemental teaches this Gift.
System: The player makes a Gnosis roll (difficulty 6). For every success rolled, the character can see from the perspective of any window in the area (about half a city block) for one turn. If used to find specific details, the Storyteller may ask for a second roll using Perception + Alertness, adding one bonus die for each success gained in the initial Gnosis roll, to see if the mark can be spotted in time. Difficulty should be set by the Storyteller to reflect the elusiveness of the target.
Trick Shot
Source: WW3801 - Werewolf: the Apocalypse Revised p. 149
Description: This Gift, once an acquired taste, has undergone a recent surge in popularity. It allows the Garou to execute brilliant feats of sharpshooting, such as shooting a weapon from an opponent's hand or firing down the barrel of an enemy's gun. The Garou cannot use this Gift to harm an opponent directly, however, and he can use Trick Shot only with rifles or pistols. Air spirits teach this Gift.
System: The player adds the character's permanent Glory rating to his dice pool when performing a really outlandish shooting trick. Again, this Gift does not allow direct damage to targets ("I'll shoot him between the eyes!", but it can be used to injure opponents indirectly ("I'll shoot the rope that's holding the chandelier over his head!") The effects are permanent.
Level Two
Cybersenses
Source: WW3801 - Werewolf: the Apocalypse Revised p. 149
Description: By studying both his natural senses and the sensory capabilities of machines, the Garou may exchange the former for the latter. He may choose to exchange normal hearing for radar, or ordinary sight for infrared or UV sight. Any technological spirit can teach this Gift.
System: The player spends one Gnosis point per sense affected and he rolls Perception + Science thereafter to activate the Garou's new senses. This Gift lasts for one scene.
Garafena's Crown
Source: WW3806 - Players Guide to Garou p. 193
Description: Garafena was a mythical serpent in Russian folklore that sat upon a golden crown and was called upon to give blessings to his followers. A recent Gift that has only been known since 1998, Garafena now offers his blessings to any Garou who wears his mark. this Gift is taught by a Snake spirit.
System: The Glass Walker must don a crown of some description, a hat or even a scrap of fabric wrapped around their head will do. The player then spends one Gnosis. for the rest of the scene, any guns fired by the Glass Walker will never run out of ammunition.
Jam Technology
Source: WW3856 - Glass Walkers Revised p. 75
Description: The werewolf can cause technological devices to cease functioning, albeit temporarily. Even the simplest of shaped objects will refuse to perform its function. A Gremlin — a type of Wyld spirit that enjoys breaking things — teaches this Gift.
System: The player spends one Gnosis point and rolls Manipulation + Crafts. The werewolf may choose the level of complexity she intends to "jam." All technological devices (i.e., any devices shaped from fabricated materials like metal or plastic) of that complexity within 50 feet cease functioning for one turn per success. The devices remain unchanged but inert. Knives won’t cut, gunpowder won’t ignite, gears won’t turn and so on. The difficulty of the roll is based on the following chart:
Difficulty | Complexity |
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4 | Computer |
6 | Phone |
8 | Automobile |
9 | Gun |
10 | Knife |
Pennies from Heaven
Source: WW3856 - Glass Walkers Revised p. 75
Description: The Glass Walker convinces money spirits to change their denomination. The coin or note simply metamorphoses into the appropriate denomination. Money spirits teach the Gift.
System: The Garou spends one Gnosis point and rolls Charisma + Politics. What value the money becomes determines the difficulty regardless of the original denomination.
Difficulty | Denomination changed to... |
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3 | Penny |
4 | Nickel |
5 | Dime |
6 | Quarter |
7 | Dollar |
8 | Five Dollar |
9 | Twenty Dollar |
10 | One Hundred Dollar |
Each success can change one coil or note into another denomination. Foreign currencies can also be converted in a similar fashion, and it is also possible to convert a currency of one country to a different denomination of another.
Power Surge
Source: WW3801 - Werewolf: the Apocalypse Revised p. 149
Description: By speaking with Electricity spirits, the Garou causes a blackout over a widespread area. An Electricity Elemental teaches this Gift.
System: The player spends one Gnosis point and rolls Wits + Science (difficulty 7). The number of successes determine how large of an area is blacked out. One success would black out a single room, while five would cut the power to a whole neighborhood.
Steel Fur
Source: WW3856 - Glass Walkers Revised p. 75
Description: Focusing on their own being, the Glass Walker wraps his own spirit with those of steel, turning his fur into hardened metal. Metal or Earth Elementals teach this Gift.
System: The player spends one Willpower point and rolls Stamina + Science (difficulty 7). Each success adds one die to the Garou's soak pool for one scene. While this Gift is active, the Garou suffers a +1 difficulty to all Dexterity rolls, and any Social rolls not involving other Glass Walkers. Obviously, you must be in Crinos, Hispo or Lupus form to use this Gift.
Level Three
Control Complex Machine
Source: WW3801 - Werewolf: the Apocalypse Revised p. 149
Description: Similar to Control Simple Machine, the Garou may now converse with and command the spirits of electronic devices such as computers, video games, and cars. One learns (or steals) this Gift from a Net Spider.
System: The player spends one Willpower point and rolls Manipulation + Science (or Computer). The Storyteller sets the difficulty based on how complex the machine actually is (usually 8). The Garou's control lasts for one scene.
Electroshock
Source: WW3856 - Glass Walkers Revised p. 75
Description: The Glass Walkers are the tribe of glass, steel, and electricity. This last element can be used to directly damage opponents that the Glass Walker can either touch, or who are touching a conductive material such as metal or water. An Electricity spirit teaches this Gift.
System: The player spends a number of Rage points. Each point of Rage spent inflicts three levels of aggravated wounds on the Glass Walker's opponents. These levels of damage may be divided among as many opponents as the number of Rage points invested in this Gift. As usual, the character cannot spend more Rage than half of his permanent rating in one turn.
Elemental Favor
Source: WW3801 - Werewolf: the Apocalypse Revised p. 149
Description: By begging, threatening or cajoling an urban elemental, a Garou can convince the spirit to do her a favor by manipulating or even destroying her earthly shell. Thus, a glass sheet might explode at the Garou's foes, a door might refuse to open, even if unlocked, or a car's brakes might fail. An urban elemental teaches this Gift.
System: The player makes a Gnosis roll (difficulty 6). For every success rolled, the character can see from the perspective of any window in the area (about half a city block) for one turn. If used to find specific details, the Storyteller may ask for a second roll using Perception + Alertness, adding one bonus die for each success gained in the initial Gnosis roll, to see if the mark can be spotted in time. Difficulty should be set by the Storyteller to reflect the elusiveness of the target.
Intrusion
Source: WW3856 - Glass Walkers Revised p. 76
Description: it's impossible to keep a cockroach out of a house, and it's equally impossible to keep a Glass Walker out, provided she has this Gift. Once this Gift is activated, the Glass Walker can easily break almost any barrier that is presented to her. Doors mysteriously unlock upon her approach; padlocks fall open with no explanation. The Gift has, however, a very short and specific time limit. A Cockroach spirit teaches this Gift.
System: The player spends one point of Gnosis and then rolls his Gnosis pool (difficulty 7). Every success will keep this Gift active for exactly one minute, and many Glass Walkers deliberately time themselves with stopwatches so they can know when this Gift will wear off. (If a hard mechanical number is needed, assume each minute is one turn.) During this time almost no door or barrier can possibly stop the Glass Walker. Highly secure doors (such as foot-thick iron security doors) may require a Dexterity or Wits + Streetwise roll, but every success on the initial Gnosis roll for this Gift adds one automatic success to such rolls.
Level Four
Attunement
Source: WW3801 - Werewolf: the Apocalypse Revised p. 149
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, a Cockroach spirit teaches this Gift to Glass Walkers.
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).
Data Flow
Source: WW3806 - Players Guide to Garou p. 193
Description: Data Flow is in a way the definitive Glass Walker Gift: Just like the tribe, it has evolved. Originally it was designed as a 'remote control' for electronic devices like electric lights and was most commonly used before an attack to put a building in a blackout. As time went on and the computer became more important, it started to be used more commonly to control computers from anywhere within line of sight. These days, it is most commonly used as a Gift of stealth: As detection and forensic investigation continue to improve, this Gift allows Glass Walkers to avoid any contact whatsoever with their targets.
System: After spending one Gnosis point, the player rolls Wits + Computer (difficulty 7) to gain control of any electronic device. They must maintain eye contact with the device, or will lose control of it. This Gift does not grant expertise in how to use a device. Operating a computer would still require additional Computer rolls, they simply can be attempted without touching the computer.
Doppelganger
Source: WW3801 - Werewolf: the Apocalypse Revised p. 149
Description:
System:
Tech Speak
Source: WW3856 - Glass Walkers Revised p. 76
Description:
System:
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
Shantar, The Loom Maker, Celestine of Neptune
Favored Tribe: Glass Walkers
Favored Auspice: Philodox
Also known as: Poseidon, Lir, Aegir, Liau
Source: WW3110 Rage Across the Heavens, p. 72
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
Threads of the Tapestry (Level One)
Source: WW3110 Rage Across the Heavens, p. 124
Description: This Gift allows the Garou to determine the basic elements of a situation that seems confused or deliberately obfuscated. The Garou can discern which individual in a group really holds power or whether someone is acting under duress.
System: The player rolls Wits + Enigmas (difficulty 7). Each success allows the character to uncover one basic behind-the-scenes fact, usually the leader of a group or the emotional contect of an otherwise poker-faced contact. Failure denotes an inability to find out anything beyond the obvious about a situation, while a botch produces incorrect conclusions.
Level Two
Fixit (Level Two)
Source: WW3110 Rage Across the Heavens, p. 124
Description: The Garou can figure out what's wrong with a device and make on-the-spot repairs which allow the item to run or function for a short time.
System: The player rolls Intelligence + Repair (difficulty 7). One success allows the character to repair the targeted item so that it functions for one turn. Two successes enable the item to work for one scene while three successes or more indicates that the item has been permanently repaired, barring excessive use or subsequent damage. Failure means the character cannot repair the item, while a botch renders the device unable to be repaired by anyone - ever.
Level Three
Tangling the Skein (Level Three)
Source: WW3110 Rage Across the Heavens, p. 124
Description: This Gift enables the Garou to cause confusion among her enemies by mixing up their perceptions so that they cannot decide who to follow or what to do next. The effect resembles that of the Gift: Mitanu's Deliberate Misinformation, except it distorts what others discern through sight or memory rather than through what they hear. Victims may mistake one person for another and follow the wrong leader or they may go to the wrong meeting place in the mistaken impression that they are proceeding to the correct spot.
System: The player spends a point of Gnosis and rolls Manipulation + Enigmas (difficulty of the victim's Willpower). Each success allows the character to alter one visual or remembered perception for her victim. She can cause a Black Spiral Dancer to confuse the weakest member of his pack for his pack leader, or make a rival show up at the wrong caern for an important meeting. No successes means that the Gift fails, while a botch actually arranges the victim's perceptions so that they work against the character rather than the victim.
Level Four
Shantar's Loom (Level Four)
Source: WW3110 Rage Across the Heavens, p. 124
Description: The use of this Gift enables the Garou to craft some item from the energy provided by either Gnosis, Rage, or Willpower. The item may not involve multiple parts or have an overly complex make-up. For example, a Garou cannot make a gun using this Gift, but she can craft a dagger or hunting knife. Although this Gift cant produce radioactive materials, it can produce metals such as silver.
System: The Garou spends either a Gnosis, Rage, or Willpower point and rolls Dexterity + Repair (difficulty 8 for simple items, 9 for more sophisticated ones). (The Storyteller may allow the player to substitute a more appropriate secondary skill possessed by the character for the Repair Ability.) One success produces the item desired, while additional successes refine its quality and durability. The Storyteller may require three successes to make an item from a less appropriate quality - such as making a blanket for a cradle by using a point of Rage, or using anything other than Gnosis to craft a silver knife. No successes means that the Gift fails to produce anything useful and allows the expended point to revert to the character. A botch uses up the expended point and produces an unusable or defective item. The item lasts for one day per success.
Level 5
Drown (Level Five)
Source: WW3110 Rage Across the Heavens, p. 125
Description: This Gift causes the lungs of an opponent to fill with liquid. The victim must receive immediate medical or magical assistance or die within a few minutes. The target of the Gift can attempt to help herself but she can do nothing except try to expel the fluid. This Gift can either function as a way to capture an opponent, render an enemy helpless, or inflict punishment on an individual.
System: The player spends a point of Rage and rolls her willpower (difficulty of the victim's Willpower). Only one success is necessary to activate this Gift. The victim must receive help immediately or else die from drowning. The victim may attempt to help herself by trying to cough up or otherwise expel the fluid, but she can take no other actions (including movement away from her surroundings) while she is making the attempt. No successes means the Gift fails, while a botch inflicts the Gift upon the character attempting to use it.