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Glasswalker Tribal Gifts

 

The Glasswalkers tend to need some time in development in order to bridge the gap between the civil world that they seem to be closer to than the other tribes of the nation and then mixing in with garou life on septs and Caerns. Remember to keep your Glasswalker current and workable in both directions and make sure your concept is able to move without major issue or problems. A glasswalker who decided to never walk on a Sept again is not going to work in Game after all. 

 

Basic Gifts

Control Simple Machine: You can command the spirits within simple devices and order levers to flip, doors to bolt or unbolt, pulleys to roll and so on. Spend one Willpower and make a Social Challenge (retest with Repair). You gain control of one device until the end of the scene.

Cybersenses: You can exchange your normal senses with the sensory capabilities of a nearby machine, replacing normal hearing with radar, ordinary sight with ultraviolet sight or magnetic field sensing and the like. Spend one Gnosis Trait per sense affected, and thereafter make challenges using the new senses as Mental Challenges, retesting with Science. The effects last for the rest of the scene.

Diagnostics: You can tell what’s wrong with a machine just by looking at it, and can enlist the machine-spirit’s help infixing it. Make a Mental Challenge (retest with Crafts) to determine the problem. Spend one Gnosis to persuade the device’s spirit to help fix the problem. Most spirits are willing to do this, since they don’t want to inhabit junk, but not all automatically like Garou. (At the Storyteller’s discretion, this exchange can be roleplayed out.) Once persuaded, the spirit’s help halves the time to fix the device, and you receive a one-Trait bonus on the challenge to fix the device, plus an additional bonus Trait for each Social Trait spent.

Power Surge: You persuade electricity#spirits to cease their usual activities, causing a blackout. Spend Gnosis according to the desired effect and make a Social Challenge (retest with Science). One success suffices to black out a single room; two can black out a home or floor of an office building; three can black out an entire block of residences or even the largest skyscraper; four can black out several blocks; five can black out an entire neighborhood.

Trick Shot: This Gift used to be obscure, but has become increasingly popular in modern times. You can perform brilliant feats of marksmanship, such as shooting a weapon out of an opponent’s hand and firing down the barrel of an enemy’s gun. Trick Shot cannot directly harm an opponent, though it can really mess up a gun, and only works on rifles and pistols. Add your permanent Glory rating to your Trait total when performing particularly exuberant shooting tricks. It can inflict indirect damage on opponents, by (for instance) shooting the rope that holds achandelierover an enemy’s head, but will not work for any shot that aims to put a bullet into a living target. The effect is permanent.

Intermediate Gifts

Control Complex Machine: This Gift builds on the principles ofControl Simple Machine, but applies to much more sophisticated devices, including electronic equipment. Spend one Willpower and make a Static Social Challenge (retest with Science) against a number of Traits depending on the device’s complexity. Most computers have a difficulty of eight Traits; the Storyteller can modify this up or down for special cases. This Gift lasts for the rest of the scene.

Attunement: You can communicate with the spirits of a city or town and leam useful things from them: The population of the city (in general terms), Garou and other supernatural beings’ enclaves, secret tunnels and the like. This Gift only works in urban areas. Spend one Gnosis and make a Mental Challenge (retest with Streetwise). Success provides you with general information. Spend one additional Mental Trait for precise answers to one or two questions, and two additional Mental Traits for detailed information on a whole category of questions like “supernatural enclaves,” “derelict buildings” and so on.

Doppelganger: You take on the exact likeness of another person, wolf or Garou. Spend one Gnosis and make a Social Challenge (retest with Performance). This Gift doesn’t duplicate Traits, Abilities or Gifts, but does include voice, posture and scent. The effects last one day, plus an additional day for each Mental Trait spent.

Elemental Favor: You persuade, beg, threaten or cajole an urban elemental into destroying its earthly shell. A glass sheet might explode at foes, a door refuse to open even if unlocked, a car’s brakes suddenly melt or fail, and so on. Make a Static Social Challenge (retest with Subterfuge) against the spirit’s Gnosis. The Storyteller and player must work out the precise effects; most severe damage will be indirect.

Advanced Gifts

Chaos Mechanics: Glass Walkers respect both the Wyld and the Weaver, and this Gift most fruitfully combines the power of the two. It infuses you with the power to overcome normal limits the Changing Breeds confront, drawing on primal energy and mystical form simultaneously. You may spend Rage and Gnosis in the same turn without penalty. Among other things, this means that you can use Rage actions to activate fetishes and use Gifts requiring Gnosis all in the same turn, as long as the Gifts  don’t require a full turn or more to become active. In addition, you can take Ragefueled

actions in the same turn as stepping sideways, provided the Umbral crossing isn’t delayed and you succeed in the necessary challenges. This Gift is always in effect

Summon Net-Spider: You can summon a Net-Spider, a very potent Weaver spirit, and use it to gain control over any computer. The Spider can modify or destroy all data in the system and extensively manipulate its physical features: turning power on and off, overloading circuits and so on. Spend one Gnosis and make a Static Social Challenge (retest with Computer) against eight Traits. If successful, the Net-Spider appears and heeds your commands. Halve the difficulty of all computer-related challenges, in addition to whatever deviltry you and Net-Spider cook up. The Net-Spider remains for the rest of the scene. The Net-Spider has 5 Willpower, 4 Rage, 6 Gnosis, 12 Essence.

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