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Glass Walker Gifts

Basic Gifts

 

Control Simple Machine

Cost: One Willpower

Challenge: automatic if the device is unattended; Social vs. the operator otherwise

Retest: Repair

Effect: You harness the spirits of a simple devices to obey your mental commands. This gift will flip a switch, unbolt a door, open a valve, turn an axle, etc.

Duration: One Scene

 

Cybersenses

Cost: One Gnosis per sense replaced

Effect: You can replace one or more of your senses with a machine's capabilities -- you can replace your sight with infrared vision, your hearing with sonar, your touch with a magnetic card reader, etc. Using the new sense requires Mental Challenges (retest Science) at the Storyteller's discretion.

Duration: One Scene

 

Diagnostics

Challenge: Mental vs. eight Traits

Retest: Crafts

Followup Cost: optionally, one Gnosis; also, 0-5 Social Traits

Effect: You can tell at a glance precisely what is wrong with a malfunctioning machine. If you spend the Gnosis, you enlist the machine's own spirit to help you fix the problem; the time required for the work is halved, and on all challenges to repair the device, you gain a bonus of one Trait plus one per Social Trait you spent.

Duration: Until the device is repaired

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Encrypt

Challenge: Mental vs. Gauntlet rating

Retest: Computer

Followup Cost: Optionally, one Willpower and/or one Gnosis

Effect: You mystically encrypt your electronic communications, protecting one message (like an e-mail or an upload) or one active connection (like a cell phone or LAN connection) from others' investigations. By default, the message is encrypted with a state-of-the-art (but mundane) algorithm; if you spent the Willpower, the algorithm becomes supernatural, and only a gift like Weaver's Eyes or comparable magics can crack it. In either case, spiritual senses can detect a shroud over the message -- unless you've also spent one Gnosis, in which case not even spiritual senses can determine that your communications are anything but innocuous. 

Duration: Until the message is delivered or the connection ends

 

Garafena's Crown

Required: You must be wearing some kind of hat, bandanna, or improvised headgear

Cost: One Gnosis

Effect: Firearms you use do not run out of bullets. Once your current clip, cylinder, or magazine is empty, the firearm can continue to fire from it -- generating bullets that are standard-issue to the firearm. (I.e., the gift does not create special ammunition like silver bullets.) This gift doesn't affect single-shot weapons like break-action shotguns, and will not create explosives.

Duration: One scene or hour

 

Jam Technology

Initial Cost: One Gnosis

Challenge: Social vs. variable difficulty (see below)

Retest: Repair

Followup Cost: 0 to 5 Mental Traits

Effect: This Gift allows you to disable technological devices. “Technology” in this case extends to all tools, though it’s harder to break simple tools. Spend one Gnosis Trait and make a Static Social Challenge, the number of Traits depending on the nature of the device. 

 

Traits             Complexity of Device


  4                   Computers, complex electronics
  6                   Telephones, simple electronics
  8                   Cars, complex menchanical devices
  9                   Guns, straightforward machines
 10                  Knives, levers, simple tools

 

If the challenge succeeds, all devices of the target complexity and higher within 50 feet cease to work for one turn, plus an additional turn for each Mental Trait the Garou spends. Affected devices remain unchanged but inert, and resume working when the jamming wears off. This gift cannot effect Fetishes or Talens.

 

Modern Prometheus

Cost: One Gnosis

Effect: Weaver spirits have taught you the secret to resisting the damaging effects of electricity. You heal damage from electricity (including Lightning) as if it were merely Bashing damage.

          Duration: One scene or hour

Note: This is a custom Gift discovered by a PC.  In order to learn it you must learn it from a PC that already knows this gift, or earn it through appropriate RP on the game floor with the spirits that can teach this gift.

 

Pennies from Heaven

Required: One item of modern currency, like a coin or a dollar bill

Initial Cost: One Gnosis

Challenge: Social vs. Storyteller 7 Traits (bid two Traits in this challenge for extra effect)

Retest: Politics

Effect: You persuade your cash on hand to increase in value to the next higher valid denomination -- a five-dollar bill becomes a ten, for example, or a penny becomes a nickel. If you risked two Traits on the challenge, this effect happens twice -- e.g., a five becomes a twenty. If you like, the new currency can even be foreign, such as changing a dollar to a Euro. No currency may have its value increased in this way more than twice.

Duration: Permanent

 

Persuasion

Cost: One Social Trait

Activation Time: At will

Frequency: Once per Social Challenge

Effect: Your ancestors have imbued you with sublime composure and a keen ability to drive an argument home. You may immediately retest a Social Challenge you've just failed.

 

Power Surge

Cost: One Gnosis

Challenge: Mental vs. difficulty based on the size of the area, from 5 Traits for a room to 20 Traits for a neighborhood

Follow up Cost: 0-5 Social Traits

Retest: Science

Effect: You produce a surge of electrical energy that overloads the power grid, resulting in an electrical blackout across an area. The area is dependant on traits spent in follow up costs.

Duration: Permanent (until the power company comes and fixes things)

 

Sense Weaver

Challenge: Mental vs. Storyteller difficulty based on intensity of Weaver influence (high intensity is low difficulty, low intensity is high difficulty)

Retest: Science or Investigation

Effect: A mystical sense not unlike a scent tells you whether the Weaver has reinforced anything in the area. This "Weaver-Taint" may mean there is a Weaver-servant nearby, or it may simply mean that an ordinary person attends a Weaver-designed church or keeps a very orderly house. You can discover Hunters this way, also items under the influence of Hunter Praxis.

 

Skyscraper Vision

Required: A window within your own line of sight

Cost: One Gnosis

Challenge: Mental vs. Storyteller 8 Traits

Retest: Awareness

Effect: You reach out to the spirit of a window within your line of sight, gaining the ability to look out on a scene as if you were standing behind that window. This trick is a good way to peek around corners and survey a crowd from on high. If you choose a particularly high window, the Storyteller is justified in asking you to win a Mental Challenge to pick out the details you seek.

Duration: Until you end the effect

 

Steel Fur

Required: You are in Crinos, Hispo or Lupus form

Frequency: Once per scene

Challenge: Physical Vs Storyteller 8 traits.

Cost: One Willpower

Effect: You transmute your fur into a shining coat of steel fibers, granting you two additional Healthy Health Levels. You also gain the Negative Physical Trait Clumsy, and, in challenges with non-Glass Walkers, the Negative Social Trait Repugnant.

Armor Type: Skin

Duration: One scene

 

Tommy's New Trick

To Learn: You must be a member of the Wise Guys camp to learn this gift.

Required: You are using a weapon with the Spray ability to make a Firearms challenge against at least two targets in a single challenge

Activation Time: At will

Cost: One Gnosis

Followup Cost: 0-3 Willpower

Effect: Using this Gift ensures that unloading your clip will never result in a strike on anyone you don't intend to hit, and that in fact your gun will leave no stray evidence of its firing at all -- bullet casings and missed shots simply vanish. Each Willpower you spend converts a failed Firearms test to a success -- but only once per target, and only for the initial test of the challenge. Both you and your targets may then invoke retests as usual.

 

Trick Shot

Required: You're making a non-damaging attack with a firearm

Activation Time: At will

Effect: Add your Glory rating to your Trait total when performing a ridiculous feats of marksmanship -- blasting a weapon out of someone's hand, shooting down the barrel of someone's gun, severing the rope of a hangman's noose, etc. You may only apply this bonus to attacks that don't deal damage to anyone, although the indirect effect of the attack may lead to injury -- shooting the tires out from a moving vehicle, for example. May not be combined with the Full-Auto or Spray abilities.

 

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Intermediate Gifts

 

Attunement

Required: You're in an urban area

Initial Cost: One Gnosis

Challenge: Mental vs. Storyteller-determined difficulty

Retest: Streetwise

Followup Cost: 0-5 Mental Traits

Effect: You commune with the ambient spirits of the city, learning useful information about the area. Success gets you general information on a topic, such as the human population count, locations of supernatural hideouts, the presence of hidden tunnels, etc. Each Mental Trait you spend gives you an accurate answer to one specific yes-or-no question about the area.

 

Control Complex Machine

Cost: One Willpower

Challenge: static Social vs. a difficulty based on the device's complexity -- eight Traits for a personal computer or comparable device, more for advanced tech

Retest: Science

Effect: You gain psychic control over a complex machine, including electronic devices. It obeys your mental directions for the duration. You may only use this gift on one device at a time.

Duration: One Scene

 

Doppelganger

Cost: One Gnosis, plus 0-5 Mental Traits

Effect: You shapeshift your body to imitate another person, taking on their appearance, voice, scent and posture. If you are imitating a Garou, all your forms resemble their forms, but you can't disguise one form as another. Your disguise does not overcome your physical flaws (like One Arm) -- it only conceals them (by giving you a nonfunctional arm, for example). Nor does the change grant you any mechanical bonuses (such as for Pure Breed).

Duration: One day, plus one for each Mental Trait spent

 

Electroshock

Cost: 1-5 Rage

Challenge: see effect

Effect: You release a powerful charge of electricity, damaging opponents you touch yourself, or opponents who are touching the same conductive material as you (like a pool of water). This charge deals two Aggravated damage, plus one additional damage per Rage you spent in its activation. Divide this damage as you please among the opponents you affect up to three targets. Touching one or more opponents in combat requires a standard Physical Challenge with appropriate combat retests; electrocuting foes who are touching the same metal or water as you requires no challenge. This power has no power on non-conductive materials and cannot effect a target protected by them. You cannot spent more rage than half your perminent rating on this gift. No single target can take more than 5 AGG levels of damage from this gift.

 

Elemental Favor

Challenge: static Social vs. the spirit of an object

Retest: Subterfuge

Effect: You compel an urban elemental to destroy its material form, destroying a particular object -- a bulletproof window would shatter, a car's brakes could fail, a set of locked doors could become permanently jammed, etc. The Storyteller adjudicates the specific effect, though it usually won't cause severe direct damage. (Although if your car's brakes are failing, that'll be cold comfort.)

 

Heat Metal

Cost: One Gnosis

Effect: You incite searing heat in any metal object you can see. It deals Lethal damage to anyone touching it unless they can win or tie a Simple Test in order to drop or avoid the object. If you heat an object this way a number of times equal to any bonus traits it possesses, it melts to slag.

Duration: One Scene

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Intrusion

Cost: One Gnosis

Effect: This Gift takes the breaking out of breaking and entering. Doors, locks and barriers permit you to pass through as if you have the right of way: gates swing open, doors unlock, key-card readers blink green. The Storyteller may call for a challenge from you (retest Security) to open doors that have unusually effective protection. This challenge will be Mental Vs traits at Storyteller discretion.

Duration: Three minutes

 

Tech Speak

Required: You must first locate a pattern spider to carry your message.

Cost: One Gnosis

Challenge: Social vs. the pattern spider

Retest: Science

Effect: You compel a pattern spider to carry a message of your choice directly and swiftly to a chosen recipient. When the spider arrives, it possesses whatever appropriate technology is available and broadcasts the message loud and clear: electronic billboards spell it out, copy machines print an image, stereo systems play your voice at full volume. It's not a subtle delivery. If the only technology near the target isn't capable of communication, the spider simply activates it. The spider gives up if there's no technology at all near the recipient.

 

Tractor Beam

Cost: One Willpower per object to transport

Activation Time: At will as you cross the Gauntlet

Effect: For each Willpower you spend, you may carry one additional object with you when you cross the Gauntlet, despite the object not being dedicated to you. You must be capable of carrying the object, it must weigh less than you do, and it cannot be a living creature. Multiple Garou with this Gift can team up to transport larger objects. Despite the name of the Gift, there is no actual visible "beam" effect involved.

 

Umbral Motorcade

To Learn: You must be a member of the Wise Guys camp to learn this gift.

Required: You are in the Umbra and your target is in the physical world

Cost: One Willpower

Challenge: first, the standard Firearms challenge vs. your target; then, a Gnosis challenge vs. the Gauntlet as if stepping sideways 

Retest: Primal-Urge

Effect: After firing your gun in the Umbra, you propel the bullet across the Gauntlet into the physical world -- resulting in a perfectly evidence-free assassination. You may affect only a single shot per use of this gift.

 

Virtual Umbra

Required: You must be on the Pattern Web.

Cost: One Gnosis

Challenge: Mental vs 8 traits, plus two additional traits per willing character carried along.

Retest: Computers

Effect: The character may step from the Pattern Web of the Tellurian directly to the Computer Web of the Cyber-Realm. This Gift conveys no particular ability to make a return journey.

 

Web Walker

Required: You must be able to move at least one step to use this gift.

Initial Cost: One Gnosis (or two Gnosis if you're not a Glass Walker)

Effect: You travel through the Umbra along the Pattern Web as if it were a moon bridge. It takes one percent of your usual travel time to use this bridge (so if you can run a six-minute mile, you can travel a mile by Pattern Web in three seconds).

 

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Advanced Gifts

 

Calm the Flock

Cost: One Gnosis

Challenge: Social vs. target human

Retest: Empathy

Effect: Glass Walkers consider themselves protectors of humanity; with this gift, you tap into the psyche of one such human you want to protect, making them immune to the Delirium for the scene.

Duration: One Scene

 

Chaos Mechanics

Effect: You have mastered the two opposing energies that fuel the Garou -- the Gnosis of Gaia and the Rage of Luna. You may use both during your combat rounds. This allows to you use Gnostic gifts in the same round you take Rage actions, step sideways on a Rage action, etc.

Duration: Always in effect

 

Custom Built

Required: You must coerce a pattern spider into teaching you this gift -- they don't give it up willingly.

Cost: One Gnosis

Challenge: static Social vs. variable difficulty -- four Traits for two items of similar purpose, six Traits for items of similar complexity, eight Traits for wildly different items.

Retest: Science

Effect: You imbue a tool you have on hand with the function of a tool you don't have -- allowing you to use your cell phone like a knife, or place a call with a crowbar. After the item is used once, it breaks beyond repair. Frivolous use of this Gift may result in loss of Honor and Wisdom, as well as Spirit Enmity.

Duration: One use

 

Family Debt

To Learn: You must be a member of the Wise Guys camp to learn this gift.

Required: The target of this gift must possess the background Ancestors

Cost: One Willpower

Challenge: Static Gnosis Challenge vs 10 minus their number of dots in Ancestors

Retest: Finance

Effect: Use of this gift upon a Garou causes their Ancestor spirit to be summoned forth, to discuss repaying a debt he owes to the Glasswalker Tribe.  This Gift also opens up a negotiation of the debt, not a straight demand of service.  If the favor requested is too excessive (at Storyteller's discretion), the Ancestor can simply refuse.  In addition, while this gift can be used upon an unwilling Garou, doing so is an excellent way to make an enemy.

Duration: As long as it takes to finish negotiations.

 

Long Running

Cost: 1-3 Gnosis

Effect: You imbue a journey with the malleable time associated with the Umbra, reducing the time it takes for you to reach a destination in the physical world. Each Gnosis you spend reduces your travel time by an additional 25%. If you're traveling in the city or on a highway, you get a one-Gnosis discount to the cost of activating the gift.

Duration: One journey

 

Phone Travel

Required: A land line connection between two telephones

Cost: One Gnosis

Effect: Dialing a number, you activate this gift; if anyone physically picks up the receiver on the other end, you immediate step sideways through the phone to that location. This is a good example of how many Glass Walker gifts are subject to obsolescence with time -- while it was very useful for most of the twentieth century, today's cell phones and cordless phones make this gift difficult to use today.

 

Summon Net-Spider

Cost: One Gnosis

Effect: You summon a Weaver-spirit called a Net Spider, capable of gaining full control over any computer system. It obeys your commands, performing tasks such as turning power on and off, overloading circuits, destroying data and the like. In addition, its assistance halves the difficulty of all other Computer-related challenges you make. The spirit has 5 Willpower, 4 Rage, 6 Gnosis and 24 Essence.

Duration: One scene

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