Not all werewolves are creatures of the wild. Some stalk the city streets, hunting their prey in back alleys and boardrooms. Technology is their ally and computers are their slaves. When the war erupts in the city streets, they'll be ready to fight with tooth and claw, with electricity and glass. They are the Glass Walkers, the most urbane of werewolf tribes with powers over technology and tactics for fighting the War of the Apocalypse over electronic and concrete battlefields. - Tribebook: Glass Walkers (Revised), White Wolf Publishing
Other Sources: Umbra: The Velvet Shadow, White Wolf Publishing
OVERVIEW
The Glass Walkers are werewolves unlike any other. They have largely abandoned the ancestral ways in favor of a cutting-edge, always-adapting blend of technology and shamanism. They actually prefer urban life to the wilderness, and defend the Scabs as centers of a vibrant ecology all its own. Even if that ecology is often wounded or diseased, it can be made healthy, the Glass Walkers argue. The other tribes often call them urrah, or tainted ones — but the children of Cockroach won’t give up the advantages of modern achievement just to repair their reputation.
GLASS WALKER SOCIETY
The name “Glass Walkers” makes reference to the vast skyscrapers of the modern world. Before there were cities of glass, the tribe was known as Iron Riders, having embraced the trains and machines of the Industrial Age. In the times before then, they were the City Warders, associating themselves with urban life throughout the ancient, medieval, and Renaissance eras. And before there were even cities, they were the Warders of Men, a tribe that gathered where humans did and watched what their cousins would do next. Other tribes say this proves they have no pride in their identity— but the Glass Walkers’ identity lies in adaptation.
The Glass Walkers’ fascination with human achievement carries through to their tribal customs. They borrow political structures from human government and corporate organizations, bind spirits into technological devices to create techno-fetishes, create artworks that incorporate fashionable trends and techniques, even preserve some of their tribal lore in shaman-encrypted hardcopies rather than keeping to the oral traditions. These practices can give them a much-needed edge — after all, most of the forces of the Wyrm, including the Black Spiral Dancers, haven’t adapted quite as well.
But their focus on humanity and its works has also weakened the Glass Walkers in some ways. They have few wolf bloodlines left to them —some of their lupus children find the tribal tenets too confusing and seek refuge with another tribe. They treat their Metis well, but the number of Metis in the tribe speaks to an all-too-human tendency to make bad romantic decisions. They have more enemies than most tribes: vampires are thick in the cities, and don’t care to have urban werewolves muscling in on their turf. Glass Walker Theurges are often over-specialized: they’re masters at dealing with spirits of electricity and the Weaver, but have more difficulty with older spirits of Gaia or the Wyld. If the Garou as a whole have trouble balancing their wolf and human natures, the Glass Walkers area particularly skewed example.
Some say the tribe’s in danger of forgetting that they’re Garou. It may even be true for some — but the rest make very dangerous enemies of the Wyrm. They establish urban caerns that give their territories a centralized, organized source of spiritual power. They’ve made an art of sabotage, and delight in “monkey-wrenching” companies or organizations that prey too heavily on Gaia’s creation. They followed enough data streams and paper trails to assemble a more complete picture of Pentex and its activities than any other tribe possesses. They know how the system works. They know how to pull strings. And when the time’s right to hit the Wyrm with high explosives, silver bullets, and anti-personnel ordnance, they still remember how to use their fangs and claws as well.
APPEARANCE
Glass Walkers have the easiest time blending in with other humans, but even they have a predatory presence that bleeds through from time to time. They have no Pure Breed, and their wolf forms are frequently mottled, multicolored, or brindled.
KINFOLK & TERRITORY
Glass Walkers tend to treat their Kin almost like “human resources,” with all the subcontracting and delegation that implies. Their Apex Kinfolk, which are rarer in occurrence than even among the other Garou tribes, are skilled Techno-Projectors. It is no surprise that they are coveted and valued for their abilities in furthering the Glass Walker reach into the great web. Glass Walkers breed almost exclusively with humans that catch their eye, save for a few protected packs of wolves on privately-owned land. It has been theorized this may be the reason why Apex Kinfolk are rarely born to them.
Naturally, their territories are almost entirely urban, usually tied to some human source of power — corporate, scientific, or even criminal.
TRAVERSING THE COMPUTER WEB
For more information on the CyberRealm, CLICK HERE.
Description:
As any underpaid and underprivileged office worker will tell you, getting any budget approved involves knowing whom to ask. Those types would find this Gift a blessing, as would many other types. This Gift lets you find the weak point of any social group, which person can be leaned on to get results. It is taught by either an ant- or bee-spirit.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Garou automatically knows which member of a group it would be best to approach to get results in her/his/their efforts. Working out which punk to hit in a street gang to make the rest run or which guy needs bribing to bring down an entire corporation, or getting the name of an organizations "Mr. Big" are examples of this Gift. The Storyteller also is fully within his/her/their rights to suggest that no one person holds all the cards in a group and that the Gift simply won’t work in a particular scenario.
Description:
The greatest asset a Soldier has is his/her/their equipment. The worst case scenario is the possibility of it failing. This Gift greatly reduces those chances by safeguarding machinery against environmental factors. It is taught by a dust, war, or water-spirit.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Garou safeguards one machine/weapon against natural corrosion or adverse weather for a length of time determined by the Player's roll. This machine can still be damaged by direct attacks, but cannot be damaged by water, snow, ice, sand, wind, heat, etc.
Roll Chart:
Description:
Whilst the urban jungle offers many new possibilities for the hunter, it also presents 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-spirit teaches this Gift.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. 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 Alertness, adding +5 Mod for each level dice roll achieved in the initial Gnosis roll (see Roll Chart), to see if the mark can be spotted in time.
For example: The player rolls a 63 and gains a +5 Mod for the difficulty roll to spot a man using a cell phone.) Difficulty should be set by Storyteller to reflect the elusiveness of the target.
Roll Chart for seeing specific details:
Description:
The Player spends 2 points of Energy/Gnosis and makes a successful roll. This Gift allows a Garou in Homid form to become more persuasive when dealing with others, in such a way that his statements and arguments are imbued with added meaning or credibility. An ancestor-spirit teaches this Gift.
System:
The Player spends 5 points of Energy/Gnosis and makes a successful roll. For the duration of the scene, the Character receives a Temp bonus of +15 Persuasion. If successful, the Storyteller may also reduce the difficulties of all Social rolls as well. With this Gift activated, a werewolf could win arguments with hard line opponents, or cause a cold-hearted psychopath to relent (at least for a little while).
Description:
Too many Garou are afraid of advancing beyond the limits of their bodies. This Gift banishes that fear, anxiety or any other emotion. People targeted by this Gift lose their emotions temporarily, able to think perfectly logically without the interference of fear or other irrational thoughts. A Pattern Spider teaches this Gift.
System:
The Player spends 2 Points Energy/Gnosis and makes a successful roll. The target can choose not to resist, and you may target yourself. If the Target fails to resist, he/she/they becomes cold and impersonal, thinking entirely with intellect and ignoring emotion. Emotions do still exist as abstract concepts; a target can still think, “I love this man, so it would not be to my benefit to harm him.” This Gift cannot counter the effects of the Delirium. Garou under this Gift’s effects suffer a +2 difficulty on Rage rolls, though frenzy will disrupt the Gift.
NOTE: This Gift lasts for the duration of the scene, but may be ended early if the Garou who initiated this Gift decides to do so.
Description:
The Garou may command the spirits of the simplest mechanical 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 2 Points of Energy/Gnosis and makes a successful roll. The player spends a Gnosis point and makes a successful roll. The Garou’s control lasts until the end of the scene.
Description:
When confronted with a threat to a helpless member of the werewolf’s family, pack or kinfolk, the Glass Walker can rise above his/her/their normal limits to defend them. The spirit of any animal that mates for life may teach this Gift.
System:
This is a Passive Gift and does not require a roll or Gnosis to activate. The Storyteller must agree that the member of the Garou’s family, pack or Kinfolk is indeed helpless and unable to defend themselves. (With rare exception, any human facing a werewolf, vampire or other supernatural entity should be considered helpless.)
In this situation, the Player may then add +5 mod to their Physical Attack for every point of Primal Urge they have for the duration of the scene, or until the situation is over, whichever comes first..
For Example: The Player has 4 purchased points in Primal Urge. He can now add +20 (4 Primal Urge Points x +5 Mod = +20) additional Mod to his Attack score.
Description:
The Garou can cause plants to take root and grow in places where it is usually impossible for plants to grow. The plants will thrive, even if using artificial substances such as concrete and plastic for soil. They dig their roots in and grow at 10 times the normal time it would take them normally to grow. Plants can even be coaxed to grow out of walls, as long as they are nurtured during the process. This Gift is taught by plant spirits.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. Plants will instantly begin to grow. Seeds may only take a few hours to sprout instead of weeks, and grow to full size in weeks instead of months. This will depend upon the type of plant the Glass Walker has planted. Naturally, it will still take about 5 months for the seed of a maple or oak tree to grow 15 ft. But Ivy seeds could cover an entire side of a building in just a matter of days. The general rule of thumb is:
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 spends 2 Points of Energy/Gnosis and makes a successful roll to determine the problem. The Character then mentally convinces the spirit of the device to aid in fixing it. (Most such spirits are happy to do so — they don’t want to be junk!)
The Glass Walker knows exactly what is wrong with the device and how to fix it. If the Player has rolled a natural 60 or more, then the Character can fix the device instantly IF he/she/they have all the required parts they need to do the job. Successful rolls below a natural 60 will require 3 full turns for the Character to fix the device IF he/she/they have all the required parts.
Description:
Garou with this Gift gain an insight into the Weaver’s deep and subtle patterns for decrypting information inside of other information and to the invisible patterns buried in large prime numbers. Encryption algorithms mean nothing to these Glass Walkers; using Weaver’s Eyes, they can even pierce an attempt to magically shroud data.
The Garou must have the data to be decrypted in some form — generally, residing on a local computer. Weaver’s Eyes cannot be directly used to break open the encryption on a live connection between two computers, but it will help the Garou use his own abilities to break through that encryption. This Gift is taught by a raccoon-spirit.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. How high of a roll will determine the level of difficulty to decipher the data.
Roll Chart:
NOTE: If the character comes across an encrypted connection between two computers, Weaver’s Eyes can help him break the connection in a hurry, but since the data traffic is far from him, the Gift cannot pierce the encryption directly. However, it will provide +10 on any roll used to break the encryption, and it will allow the character to attempt to break through magical encryption.
Description:
Computers have grown more and more connected in recent years, most prominently via the Internet. Meanwhile, no matter how good your computer is, there’s probably someone with a better computer and you’re likely connected to it. This Gift connects the Random Interrupt to the theoretical better computer, making all work much easier. A Pattern Spider teaches this Gift.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. This gives the Glass Walker a +10 to any roll involving Computer Knowledge or working with computers. The Gift doesn’t provide you with a computer; you actually need to be seated at a computer that has some form of network connection.
Description:
This Gift ensures that when spraying bullets from an automatic gun, not a single bullet misses its target. A bird spirit (though never a pigeon) teaches this Gift.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. On the Player's next turn successfully rolling to use an automatic the Garou will make a spray attack where every bullet successfully hits the Targets. The only exception to this is if the roll is a botch, in which case every bullet misses their target by exactly an inch.
NOTE: In addition, not one bullet is left at the scene, nor will any bullet hit anything but the Glass Walker's opponents. This Gift cannot be used on a single enemy or target; the attack must be a spray involving at least two targets.
Description:
All of the Weaver’s works are connected through the same web, the same song. The Glass Walkers exploit this truth to draw more power from the modern profusion of technology, making their devices compatible with almost everything. A Net Spider teaches this Gift.
System:
This is a Passive skill that is always active and does not require a roll or Gnosis. Any computer the Glass Walker uses — no matter how simple — is fully compatible with any other digital device, regardless of obstacles such as different operating systems, lack of physically compatible access ports, or even the complete absence of any means of receiving or interpreting a wireless signal. Generally, Glass Walkers use this Gift to turn their smart phones into omni-compatible access keys to computer networks, security feeds, and even car GPS systems.
Description:
When the chips are down and your back’s to the wall, risks need to be taken. This Gift makes those last choices a little less risky by allowing for some instinctual co-ordination to be taken when you have another Glass Walker as your ally. A bee or ant-spirit teaches this Gift
System:
There must be at least one other Glass Walker as an ally in the scene. The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Glass Walker using this skill may communicate OOCly with their Glass Walker ally to establish a plan and coordinate their actions as though by telepathy.
The ally does not need to spend Gnosis or roll, but must also be a Glass Walker. As long as the Glass Walker using this gift succeeds in his/her/their roll, the Players of each character may formulate a detailed plan out of character in IMs, which both Characters will instinctually grasp simply from making eye contact. Each character gets a +10 to Physical Defense and a +10 Mental Skill for the duration of the scene.
Description:
A favorite among Garou who discover they can’t multitask nearly as well as their computers, this Gift allows the Garou to break their own mind into segments, quickly switching their concentration to a new task while never losing their place on the old task. One Cruncher described the Gift by saying, “It’s not true multitasking, but it fakes it well.” A Pattern Spider teaches this Gift.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. For the duration of the scene, the Character can work on a number of additional tasks, depending on his/her/their current XP level. No penalties are incurred on any of the extended actions, but if just one botch is rolled, all uncompleted tasks fail.
Level Chart:
For Example: A Glass Walker who is an XP Level 9 is working on a complicated hacking job involving three separate tasks, but needs to move quickly. He makes a successful roll to use Mind Partition and can now work on a total of two additional tasks simultaneously.
In this example, the Player's turn might look like this:
NOTE: If the player rolls even one botch on ANY of his tasks, all tasks immediately fail. For example, the Glass Walker botches the roll for cracking security then collapses, clutching his head seconds later as his brain breaks under the pressure and the careful partitions he created violently collapse back into one.
Description:
Gaia has her touch on everyone. This Gift allows the Glass Walker to sense the spiritual or supernatural ties another individual possesses within the context of saints, angels or demons. A dove-spirit teaches this Gift.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. If the Target fail to resist, the information can come as either a vision, a mental impression, or both. The Glass Walker can now see the image of a specific saint, angel or demon overlaid across a specific individual he/she/they is looking at.
This Image will reflect specific aspects of that person depending upon their true nature. If that person is another Garou, the Glass Walker might see a saint reflecting his pack or tribal totem. A supernatural creature that isn’t a Garou reveals a saint, angel or demon reflecting their true form, and a normal human will be seen with a saint reflecting either their Nature or an essential moment of their personal history that says something revealing of the kind of person they are.
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 determines 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.
Rolling 1-10: Botch!
In the immediate area or room you are in, the electricity surges. Anything connected to an outlet or electrical power source starts to smoke and catches fire. All lighting sources explode, whether or not they are turned on, yet still connected to a power source.
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 2 Points of Energy/Gnosis and makes a successful roll. The werewolf may choose the level of complexity/type she/he/they 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 two turns. The devices remain unchanged but inert. Knives won’t cut, gunpowder won’t ignite, gears won’t turn and so on.
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 2 Points of Energy/Gnosis and makes a successful roll to activate the Garou’s new senses. This Gift lasts for one scene.
Description:
Garafena was a mythical serpent in Russian folklore that sat upon a golden crown and was called upon to give blessing 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:
Passive Gift. No Gnosis or roll required. However, the Glass Walker must don a crown of any type (a hat, a visor, or even a scrap of fabric wrapped around his/her/their head will do). As long as the Garou is wearing the crown, any guns fired by the Glass Walker will never run out of ammunition.
Description:
Glass Walkers — who understand the workings of science and spirits alike — can mystically excite the molecules within metal. Metal heated in such a way can be forged, molded or used to sear flesh. A red-hot crowbar can be a very effective weapon, and heating the exterior of a gasoline tanker can have explosive results. Glass Walkers learn this Gift from fire, earth, or metal elementals.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The difficulty varies from base metals (such as copper or lead). Depending on how high of a number the Player rolls will determine how many turns the metal will stay heated.
NOTES:
Description:
In the world of computers, your equipment is outdated by the time you take it out of the box. This Gift allows the Garou to make a piece of computer equipment perform beyond its specifications. This includes speeding up a processor to render a 3D image quicker, improving video cards to display more polygons than usual or adding more memory to hold larger amounts of information. Any technological spirit can teach this Gift.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The effect of this Gift last one scene or function (in the cases of extended renders and processes as determined by the Storyteller).
Description:
Paranoid Glass Walkers — which is to say, most of them — use the best encryption technologies available on the open market when they send data through the Internet or Digital Web. If a Glass Walker suspects that a Netspider is watching his/her/their Net activity, they may even choose to use this Gift, which magically protects data against snooping.
Encrypt doesn’t ordinarily hide itself from magical observers — anyone with the ability to see into the spirit world will notice that the message has been enshrouded, unless the Glass Walker takes special care to hide that. This Gift is taught by a squirrel-spirit.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. Success means that the character’s message has been encrypted beyond the ability of most mortals to pierce. This encryption can apply to either a single message (one email or burst of data) or to a connection (such as might exist between two computers for a long download or chat-conversation).
A character or Foe trying to break the encryption on a single message gets just one chance to do so — the magic surrounding the message deletes it if the character fails.
Break Encryption Attempt:
Description:
The Glass Walkers have always needed the ability to hide in plain sight more than other tribes by virtue of being in plain sight so much more often. As a result, they’ve developed many Gifts for communicating unnoticed, but very few have been so successful as this. The Corporate Wolf simply begins to babble in the incoherent – yet entirely accepted – tongue of modern business and the person he’s talking to will completely comprehend his message, which can be totally unrelated to a single word in the conversation.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll to communicate on a covert level with your designated 1-3 people. Depending on how high the roll was determines how much information you can convey using this business techno-babble. What is said in chat during a scene does not have to reflect the actual underlying message that your 1-3 people will hear, which can be sent to each via an IM.
You can speak in local chat using words like synergy, deep dive, ballpark estimates, visibility, ROI, quota, big data, move the needle, drill down, etc. This is what everyone else around you will hear. But your Target(s) will here a different message. How much actual information is conveyed is determined by how well you roll. (See Chart)
Roll Chart:
1-10: Botch! Your message is unintelligible garbage and your target recipient(s) looks at you strangely.
11-59: Your Targets get nothing but what you post in chat.
60-79: The underlying message comes out in single-word sentences. (“You. Me. Escape”)
80-89: Your underlying message comes out in simple, single-clause sentences. (“You and I will use the staircase to escape.”)
90+: You could package a short story of your plans into the phrase “Bob and I need to leverage our synergies regarding how to optimize our core competencies in order to achieve market domination.”
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Description:
Glass Walkers who have learned this special Gift have hacked into the back end of the Universal Knowledge Stream and gained permanent access to any and all computer languages. This includes any language that has been created, and any language that may have been created 5 minutes previously. While the Universal Knowledge Stream is a vast torrent of even the smallest information minutia, Glass Walkers have created a permanent cyber-web filter to gain a direct access to all things related to the languages of computers, and how to program with them.
System:
This is a Passive Gift and requires no use of Energy/Gnosis, nor a roll for success. Players gain a permanent +10 to all rolls related to computer programming, encryption, viruses, hacking and issues related to software. This Gift does not include any rolls related to hardware or fixing computer hardware.
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 declares to the Storyteller exactly what kind of trick shot he/she/they wishes to execute, spends 2 Points of Energy/Gnosis and makes a successful roll. The shot will happen as the Player described it to the Storyteller.
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!”), disarm an opponent, or other cool effect like ricocheting the bullet from a wall, then hitting a door lever around a corner. The effects are permanent.
Description:
Sometimes it’s useful to take a step back in order to facilitate many steps forward. An example would be in airports or other places with metal detectors. This Gift allows the Garou to change all cybernetics in his/her/their own body back into flesh. While flesh, cybernetics do not operate. A snake or cicada-spirit teaches this Gift.
System:
This is a Passive Gift and can be activated at will. The cybernetics become flesh immediately for the duration of the scene, or until the Garou dispels it. However, it is active for a minimum of three full turns.
Description:
The Glass Walker focuses on his/her/their own body and wraps it with those of steel, turning fur into hardened metal. Metal or Earth elementals teach this Gift.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Character must be in any form except for Homid. The Garou gains a +10 Defense for the duration of one scene while this Gift is active, but suffers a -5 on all rolls for reflexes/athletics. Obviously you must be in Crinos, Hispo or Lupus for this Gift to work.
Description:
The Glass Walker convinces the spirits in money to change their denominations. The coin or note simply metamorphoses into the appropriate denomination and is undetectable by any means. For example, you turn a $1 bill into a $100 bill. Special markers or machines that detect official money will not see any difference. However, you can only turn coins into other coins and paper money into other paper money. Country of origin is also not an issue. Garou traveling from one country to another need only use this Gift to have the correct monetary type in the right denomination. Money spirits teach the Gift.
System:
The Player declares what kind of money (paper or coin) he/she/they is attempting to transmute, spends 2 Points of Energy/Gnosis and makes a successful roll.
The end value the money can become is determined by the Player's roll, regardless of the original denomination. (See Roll Chart.)
Roll Chart:
1-10: Botch! Paper money burns up in a ball of flame like flash paper. Coins disintegrate into a dusty foil-like substance and blow away.
11-59: You stare intently at the money with great purpose. Nothing happens. Bummer!
60-69: You can turn any coin into any other coin.
70-79: You can turn a $1 denomination bill into a $5 or $10 bill. (Or equivalent in a foreign currency.)
80-89: You can turn a $5 or $10 bill into a $20 bill. (Or equivalent in a foreign currency.)
90-99: You can turn a $20 bill into a $50 or $100 bill. (Or equivalent in a foreign currency.)
100+: Not only can you transmute any coin or bill into any amount you desire, the money multiplies 10 fold for paper money and 100 fold for coins. One $1 bill can become ten $100 bills. A penny becomes 100 quarters or 100 Susan B dollar coins. The only restriction is that the coin or bill MUST have been in general circulation and cannot be special uncirculated collector coins.
NOTE: Foreign currencies can also be converted in similar fashion, and it is also possible to convert a currency of one country to a different denomination of another. Years and dates are variable and cannot be specified.
Description:
Many Glass Walkers regard the gun as the ultimate sign of power in the modern age, and make pacts with the spirits to assure that their firearms do not become useless, primitive clubs in the midst of battle. A technological spirit or war-spirit teaches this Gift.
System:
This is a passive Gift and does not require the use of Energy/Gnosis or a roll. However, it must be declared in group chat in order to activate it. For the rest of the scene, any gun the Glass Walker fires won’t run out of ammunition, so long as it had at least one bullet to begin with. Burst restrictions are still recommended with automatic weapons to keep the gun from overheating and jamming.
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 beings 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.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The amount and accuracy of the information depends on the level of the roll.
Roll Chart:
1-10: Botch! Playful spirits "can" lie (which can be fatal, depending on the nature of misinformation). Or, at the Storyteller's discretion, can tell a truth among the lies. Ignoring the truth as a lie could also prove to be fatal. But who knows which is truth and which is lie?
11-59: The Spirits say nothing.
60-80: The Spirits answer one question about the city or town.
81-94: The Spirits answer two questions about the city or town.
95+: The Spirits are chatty tonight! Whatever it is about you, the Spirits are vying for your attention. They not only answer 3 specific questions you ask them about the city, they tell you about any secret passages, tunnels or doors in the city that they are aware of. They also tell you the name and species of the leading bad guy to watch out for.
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 spends 2 Points of Energy/Gnosis and makes a successful roll. The Character tells the spirit exactly what he/she/they want it to do. The Storyteller determines the precise effects.
Description:
Most Glass Walkers use two methods for dealing with computers. Some use mundane computers and techniques, others leap into the Umbra and deal with the technological spirits driving computers directly. This Gift allows a Glass Walker to strike a balance between these two techniques, using the Umbra itself as a computer. The Garou can simply type on air and visualize a screen in his/her/their own mind. A Pattern Spider teaches this Gift.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Glass Walker need not be in the Umbra to use this Gift, and the intangible computer is considered to be connected to both the Internet and GWnet.
In addition, when the Player is using this computer it will give him/her/them a modifier on Computer Skills that is equal to the roll made when creating it. This mod is stackable. A Glass Walker may only have one of these computers at a time. To create another one, in the hopes of a chance at better stats, the first one must be destroyed before another one can be fashioned.
Roll Chart:
NOTE: This Gift can only be used in the presence of a Storyteller, and it can only be used once an OOC week.
Description:
The Glass Walkers’ enemies have historically been non-werewolves for the most part, since even the Black Spiral Dancers used to avoid the city. It’s no surprise that Gianluigi Lucci invented a Gift that allows communication exclusively between Garou. By picking up an object and whispering to the spirits surrounding it, the Garou can imbue it with a message that can be heard subconsciously by every werewolf picking it up within a mile radius. Sadly, this includes Black Spiral Dancers. A Pattern Spider or insect spirit teaches this Gift.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The message will be broadcast from that object in a one-mile radius for a length of time determined by the Player's roll. Any Garou entering this area will hear the message.
Roll Chart:
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 2 Points of Energy/Gnosis and makes a successful roll. At the Storyteller's discretion, he/she they may require a second or even third successful roll (no additional Gnosis points required) based on how complex the machine actually is. The Garou’s control lasts for one scene.
Description:
This Gift is an extension of the Steel Fur Gift. Like it, the Garou's fur becomes metallic, but the metal is much harder with this version, and the Garou puffs up to three times his normal size! However, this also makes him so heavy that he becomes utterly immobile. But he makes excellent cover, and it is to this purpose that the Gift is usually employed. The Gift can only be taught by a Pattern Spider found in a car wreck in which at least one person died, and the airbag failed to deploy. Somewhat depressingly, the Gift is widely known.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. For the duration of the scene, the Garou receives a temp +15 Physical Defense and a +5 Physical Attack. However, while activated the Garou (who must be in Crinos, Hispo or Lupus form) is three times his/her/their normal size in all directions and weighs three times as much.
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/he/they has this Gift. Once this Gift is activated, the Glass Walker can easily break almost any barrier that presents itself. Doors mysteriously unlock upon the Garou's approach; padlocks fall open with no explanation.
Electronic locks do not respond to this gift, only mechanical locks using tumblers and keys. The Gift has, however, a very short and specific time limit. A cockroach-spirit teaches the Gift.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The level of success in the roll determines how long the Gift is active. 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.
Roll Chart:
Description:
The Garou may move across the Pattern Web through the Umbra, ignored and unmolested by any Weaver-spirits in the area. This Gift is taught by any Weaver-spirit.
System:
To activate this Gift, the Garou spends two Gnosis points and makes a successful roll. Success enables the Garou to travel through the Umbra on the Pattern Web as though she were on a moon bridge.
Description:
The Boli Zouhisze can see from the perspective of his tools and draw on their concentration for the task at hand, allowing him to perform multiple actions with ease. While this was originally used to wield two swords with equal dexterity, any tools can be used; even the werewolf’s own hands count as a “tool.” Either a monkey-spirit or a spirit of war teaches this Gift.
System:
This is a Passive Gift and requires no use of Gnosis or a successful roll. This Gift is always active. Receive an extra action (two attacks) per turn. The Garou need not be able to see his opponents in order to attack them. No negative visibility modifiers or off-hand penalties affect his actions.
Description:
A feared Gift, this allows the Wise Guy to shoot around corners. Packs were fond of timing this Gift with multiple guns, creating hails of gunfire through open doorways before entering a room. A bird spirit (again, never a pigeon) teaches the Gift.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll to initiate this Gift. On the Garou's next roll for shooting a gun, he/she/they can shoot around a corner IF that roll to shoot the gun is successful. If the Player fails this roll, then the Player must reinitiate Corner Shot and try to shoot the gun again with another successful roll for shooting. Only single shots may be fired with this Gift, never auto-fire.
Description:
The werewolf can shape once-living material (but not undead!) into a variety of objects instantly. Trees may become shelter, buck antlers become spears, animal hides become armor, and flowers become perfumes.
The item will resemble the object from which it was shaped (e.g., the aforementioned spear is made of antler, not wood. Perfume comes in a bottle that looks like a glass replica of the real thing, etc.). A Pattern Spider — one of the Weaver’s spirits — teaches this Gift.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Character may look to turn a broken tree limb into a spear, turn a plant into a floatable raft, a rose into perfume, a bone into a teacup and saucer, etc.
The created object is not necessarily permanent; it will last only until the end of the scene, unless the player has rolled a natural 90+, then the object is permanent.
Description:
The Glass Walkers originally developed this Gift as a “remote control” for new electronic devices. As the computer gained importance, this Gift gained a whole new utility. Glass Walkers now use this ability to take control of the data resources that are so important to the world’s economy and to society in general. By focusing her attention on a single computer, a Glass Walker can take control of that machine from across the room. She can order it to erase its memory, alter security clearances, transmit false data or simply print a document. An electrical spirit or the even more complex computer spirits can teach this Gift
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll to establish contact with the computer. As long as the Garou keeps the Target computer or electronic device in her/his/their line of sight, the Glass Walker can maintain contact with the machine.
NOTE: While this Gift allows easy remote access, the Garou must still make all the appropriate rolls to manipulate the computer at a temp +10 Mod for Computers.
Description:
The Glass Walkers are the tribe with expertise in the world 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 that the Glass Walker can touch in turn to deliver the shock. An electricity-spirit teaches this Gift.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. If the Target fails to defend, the Target receives 10 points of damage due to electricity.
Description:
The Glass Walker is a master of technology. Using his specialty skills he can craft a trap that actually draws the enemy in through curiosity or greed for maximum damage.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Glass Walker may craft an intriguing object of their choice to act as bait. This object may appear to be a large gemstone, a stack of $100 bills, a treasure chest, ladies underwear, pretty much anything that the Glass Walker thinks will attract the right kind of attention.
Whatever the item is, the Glass Walker must set it in the area he intends to set the trap. Once the item is in place, the Glass Walker steps sideways in the Prenumbra and sets an incendiary device (10 HP of damage) or gas bomb (2HP of damage, plus 3HP of poison every turn until cured) that is directly ported to the device.
Once connected, it cannot be set off by anyone coming across it in the Prenumbra. The device will go off only when someone picks up the bait object. At that time, the bomb slips silently and instantly from the Prenumbra and ports into the object in the physical world. Area of effect is 20'x20'.
NOTE: By spending 5 extra Energy/Gnosis Points, the Glass Walker may fine tune the device to only go off when someone of a particular race picks it up. For example, only demons, vampires, humans, Garou, etc. Anyone else picking it up will not set off the device. If they take the item and carry it out of the 20'x20 area it was in, the port to the bomb will be severed. In addition, the Glass Walker may chose to use a Sedative Bomb that instantly fills the space with a gas that knocks everyone in the area unconscious. This should be treated as a poison for resisting the effects.
Description:
Stolen long ago from the Wendigo by the Iron Riders wo used it to preserve food by freezing it, this Gift was rediscovered by the Glass Walkers, who use it both in combat and to keep server rooms cool. Since Great Wendigo would usually rather murder a Glass Walker than teach them anything, a Penguin spirit or a Pattern Spider teaches this Gift.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The temperature drops to a bit below freezing in a up to a five-mile radius, or even further below zero if it was already winter. All creatures without a parka or natural coat of fur receive a -5 Physical Defense. This Gift can be downsized in size to as small as a 10x10 room or area. This Gift wreaks pure havoc in urban environments, as pipes burst and roads freeze. This Gift lasts for the duration of the scene, or until the Garou using this Gift ends it early.
Rolling a Botch (natural 1-10): The temperature dips to -10F as a small dark snow cloud gathers directly over the Garou's head who botched this roll. The snow cloud creates a highly localized blizzard right over the unfortunate Garou, blinding him with a white out for 2 full turns and causing frost bite.
Description:
A “motorcade murder” was the Mafia equivalent of a drive-by killing. The idea was to be gone the moment after the deed was done. Gianluigi Lucci always felt this never went far enough, and came up with the trick of never being there in the first place. This Gift allows the Glass Walker to shoot a victim in the physical world from the Umbra. A rat spirit teaches this Gift, a fact that made the Gift unpopular in some quarters.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Garou then enters the Umbra at the point in the Physical World where they plan to make their sneak attack, and fires a gun at the Target as normal.
In effect, the Glass Walker is making the bullet “reach” across the Umbra, which is why it is so difficult to do. However, the loud report of the gun stays in the Umbra and there is no sound in the physical world except the whizzing of the bullet. Think of it as a mega silencer, making the shot exceptionally quiet.
Since the Target is probably unaware of the attack, most attacks made with this Gift are at point blank range and probably lethal.
NOTE: Due to the unusual stealth involved, Targets can roll to dodge the bullet, but only if they successfully resist to detect.
Description:
From the telegraph to the cell phone, the Glass Walkers have always kept good relations with spirits of cutting-edge communication. This Gift allows the Garou to open a moon bridge that rides the back of a telephone signal, transporting her instantly to the location of whoever is on the other end of the line. A Pattern Spider teaches this Gift.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll to activate the gift while on the phone and open a moon bridge. The Garou must have a connection between a telephone at their location and a receiving telephone at the Target's destination to use this Gift, although it doesn’t discriminate between landlines or cell phones — some werewolves have even reported success in riding the back of online conferencing software. Signal Rider can take the Player's character no more than (Occult x 5) miles (or 8 km per point of purchased Occult) — if the other end of the line isn’t within that range, the Gift fails.
Example: 5 dots purchased in Occult would create a distance range of of a 25 mile radius around the Garou from which he/she/they can teleport through an pen communication line.
Description:
The city is a rich and complex ecosystem, and humans, animals and machines fill the roles that natural creatures fill in the wilderness. The Glass Walkers cannot often get wild wolves to aid them, but the city has its own predators. With this Gift, the Glass Walker can make a phone call, send an email or fax and expect some sort of backup; some master Theurges simply knock on the nearest door and wait to see who emerges. A City Mother or Father teaches this Gift.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The number of city predators who answer is determined by how high the Player rolls. These may be gang kids, members of citizen vigilante groups, vicious cops, or even wild and/or diseased dogs/coyotes.
The spiritually-summoned backup arrives two turns later. The “wolves” will be disposed to cooperate with the Glass Walkers, but won’t charge blindly into battle for him without proper motivation, unless the predators called have an innate dislike for the Glass Walker's enemies. For example: Street Gang members would happily help the Player dispatch a rival Gang or police. The effects last for one scene.
Description:
Glass Walkers have a natural, though relatively unspoken, relationship with electricity. It is the force that drives all of the Weaver's most powerful machines, and is a fierce and unpredictable weapon in its own right. With this Gift, the Glass Walker will never fear the effects of electrical shock, nor suffer from lightning strikes. This Gift is taught by a lightning elemental.
System:
This is a Passive Gift which is always active and does not require any use of Gnosis or a successful roll. The Garou is impervious to electrical shocks, lightning, and any aspect of electricity. He/she/they can handle live wires with no ill effects and will safely channel into the ground.
Description:
This Gift enables a Garou to transport himself into the Cyber Realm’s Computer Web (Umbra: The Velvet Shadow, page 61) from any part of the Pattern Web. Any spirit affiliated with computers can teach this Gift.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Glass Walker may also transport other (willing) characters into the Computer Web, but attempting this feat raises the difficulty to 80+.
Description:
The Garou can transport up to five non-living objects with her/him/they to the Umbra when the Garou steps sideways. The Garou may not take living creatures, only physical objects. This Gift is taught by Weaver spirits.
System:
This is a passive gift and does not require the use of Gnosis or a roll. This Gift is always active. It must be something the Garou can carry on their own and is limited to five items. However, two or more Garou with this Gift can team up and carry larger items into the Spirit World. Despite its name, the user of this Gift does not emit a beam.
Description:
The Garou may take the exact likeness of any other human, wolf or Garou. A chameleon-spirit teaches this Gift.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. Traits aren’t duplicated (such as a person's skill at playing a piano or shooting a gun for example, but everything else is identical. This includes the person's voice, posture and scent. The effects last for the duration of the scene.
Description:
This Gift allows the Glass Walker to contact others and send a message of no longer than 5 sentences through any technological device. The Garou speaks to a Pattern Spider in or near a technological device, telling the Pattern Spider the message and to whom it must be delivered. The Pattern Spider then finds the receiver and uses any communications technology near the intended recipient to deliver the message.
Telephones yell out the message, (without the recipient picking up the handset), electronic billboards display it, computer printers print it out as text, computer screens display it, a radio will appear to have the DJ announce it. If no communications technology is present, any other technology will activate, though no message will be imparted. If no technology whatsoever is present near the receiver, the Gift fails. A Pattern Spider teaches this Gift.
System:
The Character writes a message of 5 sentences or less. The Player then spends 2 Points of Energy/Gnosis and makes a successful roll. The distance achieved is determined by the Player's roll. With the exception of botching the roll, the higher the roll the farther the message can travel.
Roll Chart:
Description:
Though Huang Di was best known for his inventions, he was also the Yellow Lord and a great leader. Normally used by the pack’s alpha, this Gift allows a leader to revitalize his/her/their followers in moments of darkness. This Gift is taught by only one spirit, who lives at the foot of Bull Mountain and cries eternally. The spirit resembles nothing, and only teaches the Gift at sunrise.
System:
The Player spends 2 Points of Gnosis and makes a successful roll. The number of packmates who can be healed 10 HP is determined by the player's roll. (See Roll Chart)
Roll Chart:
Description:
The Garou can summon a Weaver Spirit called a Net Spider. It gives its summoner near-absolute control over any computer system. The Net Spider can disrupt, erase or destroy whatever system it is sent into (the exact effects are left to the Storyteller, but they are typically destructive). An avatar of Cockroach teaches this Gift.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Net Spider appears and follows the Garou’s commands. This Gift allows the Garou to receive a +15 on all computer-related difficulties, along with the aforementioned destructive capacity inheritant to Net Spider Spirits.
Description:
The Glass Walker of this level can effectively reach into any telephone line or cell phone connection and either emerge on the other end, OR can pull the person holding the phone through to their location. However, this Gift is not without its risks. The Glass Walker must first dial the number of the place or person he wishes to connect to, and someone must answer. An answering machine does not count. It must be a physical person or sentient entity. A Pattern Spider teaches this Gift.
System:
The Character declares if he/she/they wishes to travel to the other side of the connection, or if the Garou wishes to pull the person answering through to his/her/their location. The Player then spends 2 Points of Energy/Gnosis and makes a successful roll.
Description:
With this power, the Garou may walk among humans without accidentally evoking the Curse or the Delirium. This allows her/him/them to live among humans and maintain a family. The effects, however, do not last for long, requiring the Garou to continually invoke this Gift to keep up the charade. This Gift is taught by a homid Ancestor spirit.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. For one full OOC Day, the Garou will not evoke Delirium or trigger a human's fear. The Player reduces his/her/their Rage Meter by 1 Point for both Temporary and Permanent Rage.
This effect lasts for one full day.
NOTE: Botch! (Rolling a natural 1-10) The Garou will immediately Frenzy. No roll to resist.
Description:
The werewolves of many tribes know the Songs of the Great Beast, which can summon semi-legendary monsters such as giant sharks, ape men and dinosaurs. While skunk-apes, Jersey Devils and mothmen are not common in cities, the knowledgeable Glass Walker can call forces of equal power with this Gift. This Gift is usually taught by a City Father or Mother, often in return for the accomplishment of a great deed.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. A City-Beast is less of an actual mythological entity and more of an event — rampaging construction machinery, a collapsing building, a plague of hell-rats, even an incredibly aggressive St. James Day parade or a block party gone riot. The Beast will stay long enough to assist in immobilizing or defeating Gaia’s enemies, up to the duration of the scene. Its nature depends on the story and the type of City Beast that answer the call, but it is likely to be very powerful.
NOTE: While the Player determines the type/form of the beast, the Storyteller decides its destructive abilities and stats. The Storyteller will also roll and play the Beast.
Description:
The most destructive power a Glass Walker wields is that of electricity. A Garou of this level is indeed a force of nature that rivals those of the god this Gift was named after. At the snap of a finger, the Glass Walker is capable of destroying electronic equipment and causing severe damage or destruction to physical and spiritual beings alike. An Electric Elemental teaches this Gift.
System:
The Character must be in proximity to a source of electricity. This can be a transformer, a power outlet, or even lightning if there is a storm. The Character cannot generate his/her/their own electricity, but only channel any available electricity.
The Player then identifies his/her/their Character's Target, spends 2 Points of Energy/Gnosis and makes a successful roll. Electricity snaps and crackles about the Glass Walker as a blinding white bolt of lightning strikes the Target from the Garou's pointed finger. Area of effect is 40 meters from the Glass Walker. There is no resist.
If the Target is not grounded, such as sitting in a car or other situation where electricity would naturally pass through him/her/them harmlessly, the Target will suffer the following affects:
Affects on the Glass Walker using this Gift:
Cooldown: Due to the tremendous amount of power that courses through the Glass Walker, this Gift can only be used every third turn.
Description:
They say the Glass Walkers worship their technology. That’s foolishness. Worshipping mere tools confuses the master with the servant. Worshipping monsters, now that has some more flair. This Gift allows the Glass Walker to turn all machines in the room into possessed monsters; mobile phones suddenly beginning ringing at their loudest volume and hurl themselves at the person nearest to them, televisions deliberately explode, and electrical wires whip around, striking, tripping and strangling whomever is in their reach. This Gift is taught by a Pattern Spider.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. This takes one full turn to complete. On the following turn, every electric device in the room the Glass Walker is in will begin to shake and animate. On the next turn following this, the entire room is filled with monstrous electrical appliances that begin to spontaneously attack.
Everyone in a room no bigger than 10m x 10m suffers 5 HP in wounds every turn they fail to resist.
If the Player rolled a natural 90+, then everyone takes 10 HP of damage every turn they fail to resist. Since this includes the Glass Walker, it behooves him to leave the room in the time he has. This Gift lasts for 4 turns, after which the electrical devices will return to normal, inanimate objects.
Description:
Werewolves pulse with the energy of the Wyld, but all creatures with form and nature have something of the Weaver in them, or so the Glass Walkers argue. Upon learning this Gift, the Glass Walker reconciles these two sides of his/her/their being, and can summon both primal energy and mystical form at the same time.
System:
This is a Passive skill and an intellectual epiphany requiring no points of Gnosis or a roll for success. A Garou with this Gift may use Permanent Rage Points and Energy/Gnosis Points interchangeably. Doing so allows the Garou to shift any number of Permanent Rage Points into Energy/Gnosis Points and use to activate fetishes and Gifts requiring Gnosis. OR, shift Energy/Gnosis Points to Permanent Rage Points. But more importantly, because this Gift allows the Garou to shift Permanent Rage Points into Energy/Gnosis Points, it effectively gives them complete control over when or if they Frenzy.
Description:
The Garou is capable of using computer connections and the internet to physically hide themselves. This lasts for up to 5 turns or until the Garou wills himself/herself/themselves back into the physical world. This gift is taught by a Wyldling Spirit.
System:
The Player spends 2 points of Energy/Gnosis and makes a successful roll. The Garou physically slips into the computer connections and is not capable of movement or to use the connections to travel. Think of it like hiding in a dark closet for up to 5 Turns. (The Garou can end it early if desired but must use this Gift again to extend it for longer). While in hiding, the Garou can still hear what is going on in the room, but he/she/they cannot move.
Botch! Rolling a natural 1-10 will leave the Garou trapped in the Pattern Web for the duration of the scene or until freed.
Description:
This Gift is both revered and reviled. Treating spirits as data, the Glass Walker can manipulate the spirit of a tool to turn it into any other tool. The actual object doesn’t change, but its properties and use does. A PDA can become razor sharp, or a knife could be tapped on to hack into a system. Once the object has been used once, though, the spirit dies and the object breaks beyond repair. A Pattern Spider can teach this Gift, but they never do so willingly and must be coerced. More commonly, other Garou teach it.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The success level of the task depends on how high the roll is.
Roll Chart:
Many Glass Walkers consider this Gift a heinous murder, and if it is used in anything short of a dire emergency the user could lose respect among his Sept, Tribe and Pack. Simply knowing the Gift is enough to be shunned by some. Ironically, this attitude is most common among other Glass Walkers.
Description:
In the modern corporate world, the clothes make the man, and determine your worth as a human being in the eyes of others. If you live outside the business, you are a number with a dollar sign in front of it, representing what you own and how much it, and you, are worth.
For a business, you are your possessions, and this Gift makes it literally true. With this Gift, the Corporate Wolf can attack and physically harm or destroy another person by destroying their personal possessions. Attacks can be made with weapons (firearms or Melee, or fangs/claws, blunt force punches, etc. The item owned literally becomes a proxy for the person who owns it, transferring any damage to the item directly to the owner. A money spirit teaches this Gift.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll to activate the Gift and allow the Character to begin to damage the Target's personal items IF their roll is high enough to damage a particular item. (See Roll Chart.)
The ability to hurt the owner of an object is determined by how long they have owned the possession. The longer they have owned the item, the closer the personal tie the target is to the item and the easier it is to harm them by attacking it. How much damage is inflicted is determined by the weapon used to destroy the item.
For Example: Trashing a store owner's inventory won't cause them any physical damage because the items are for resale, not his personal possessions. However, if you steal the man's watch and smash it with a battle ax, he will receive the damage as he himself had been hit by a battle ax, IF he has failed his defensive roll. Once the item has been destroyed, the attacking Glass Walker can no longer hurt the target.
The Target of the attack can be anywhere in the world. Up to three personal items can be attacked at once. Distance does not matter. However, the Target can defend themselves in the same way they would any attack. BUT, the Target will need to successfully roll to defend for each item. While the attacking Garou is attacking with every ability in his arsonel, the target of the attack can not use any physicial attacks since their attacker is not physicially there. Unless the target is capable of mental or emotional attacks, the only thing they can do is try to defend themselves until the attack ceases. (See Roll Chart)
Roll Chart:
1-10: Botch! (Rolling a natural 1-10) Your attack ricochets and hits you for 10HP of Damage, which also causes the Gift to instantly fail. OUCH!
11-79: No effect, but you can try using the Gift again on your next turn.
80-85: You can attack and destroy items the Target has owned for 1 or more years.
86-89: You can attack and destroy items the Target has owned for under 1 or more year to 6 months.
90-95: You can attack and destroy items the Target has owned for a month or more.
96-99: You can attack and destroy items the target has owned for a week or more.
100+: You can attack and destroy items the Target has owned for a day or more.
For example: If the target you are trying to harm only bought an item today, then you will need to have rolled 100+ to hurt that person by doing damage to the item. But, if the target has owned the item for 6 months, the Glass Walker will need to roll 86 or higher, with Mods of course.
Assuming the roll is successful, the Corporate Wolf may proceed to make an attack on the object and any damage done to the object will also be inflicted upon the item's owner. The damage still applies to the object, however, and if the object is destroyed then any connection between the object and the opponent is destroyed with it. If it still stands, the Corporate Wolf may continue to attack. If a Corporate Wolf obtains your priceless Ming vase, you should be all right, but worry if they ever steal your car.