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GLASS WALKER

Color Key:

RAGE GIFTS (Glory)

NON POWERED GIFTS (Honor)

GNOSIS GIFTS (Wisdom)

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RANK 1

 



Weaver's Eyes
Rank 1 Glass Walker Gift

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:

Normal Action

Roll Gnosis, Difficulty 14

Every success adds +1 (Max. +5) to any roll involving the Computer Knowledge. 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.


Tommy’s New Trick
Rank 1 Glass Walker Gift

While one of the Wise Guys favorite gun Gifts (Trick Shot, rediscovered from the Iron Riders by Gianluigi Lucci) eventually leaked to the whole tribe, this one may well go with them to their grave. 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:

Free Action

Costs 1 Gnosis 

Next spray from automatic gun attack gets +2 to it's roll. 


Diagnostics
Rank 1 Glass Walker Gift

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:

Normal Action

Costs 1 Gnosis

Roll Perception + Technology, Difficulty 16

Every success earned on this roll adds +1 to repair roll of that item if attempted. 


Control Simple Machine
Rank 1 Glass Walker Gift

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:

Normal Action

Roll Intelligence + Technology, Difficulty 14

The Garou’s control lasts until the end of the scene.


Trick Shot
Rank 1 Glass Walker Gift

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:

Passive

Add characters rank rating to any trick shots. 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.


Persuasion
Rank 1 Homid / Fianna / Children of Gaia / Glass Walkers Gift

This Gift allows a homid 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:

Resisted Action

Roll Manipulation + Persuasion vs Wits + Empathy

Targets that failed must see garou's point, although this affect will only last for one scene. The target can't be persuaded to do something that is dangerous, too out of character, or would break their code morale o belief. Can't be used in combat.

 

A werewolf could win arguments with hard line opponents, or cause a cold-hearted psychopath to relent (at least for a little while).

((more useful against NPC characters than player characters)

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Mother’s Touch
Rank 1 Theurge / Children of Gaia / Black Furies / Glass Walker Gift

The Garou is able to heal the wounds of any living creature, aggravated or otherwise, simply by laying hands over the afflicted area. The Garou may not heal herself, spirits or the undead with this Gift. A bear- or unicorn-spirit teaches this Gift.
System:

Normal Action

Costs 1 Gnosis

Roll Intelligence + Medicine Difficulty 16

Not Usable on Self

Each success heals 1 HP (max 5 HP). The Theurge may heal even Battle Scars in this manner if the Theurge uses the Gift in the same scene in which the scar was obtained and she spends a second Gnosis point. 

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Last Ditch
Rank 1 Glass Walker Gift

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. A bee or ant-spirit teaches this Gift
System:

Free Action

Costs 1 Gnosis

With a single look garou may communicate the next step in their plan of actions to others. This adds +2 bonus to any physical action that follows the plan. Note that this bonus only affects the person that Laast Ditch was used on. 

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RANK 2




Power Surge
Rank 2 Glass Walker Gift

By speaking with electricity spirits, the Garou causes a blackout over a widespread area. An electricity elemental teaches this Gift.

System:

Normal Action

Costs 1 Gnosis

Roll Intelligence + Technology, Difficulty 16

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.


Cybersenses
Rank 2 Glass Walker Gift

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:

Free Action

Costs 1 Gnosis

Duration: a Scene

+2 to Perception


Garafena’s Crown
Rank 2 Glass Walker Gift

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:

Free Action

Costs 1 Gnosis

Duration: a Scene

Any guns fired by the Glass Walker will never run out of ammunition.


Heat Metal
Rank 2 Glass Walker Gift

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:

Free Action

Costs 1 Gnosis

Duration: a Scene

Makes any weapon made out of metal deal aggravated damage. 


Hands Full of Thunder
Rank 2 Glass Walker Gift

Many Glass Walkers regard the gun as the ultimate sign of the power of 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:

Free Action

Costs 1 Gnosis

Duration: a Scene

Any guns fired by the Glass Walker will never jam.


Steel Fur
Rank 2 Glass Walker Gift

Focusing in 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:

Free Action

Costs 1 Gnosis

Duration: a Scene

+2 to Stamina
 

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Jam Technology
Rank 2 Homid / Glass Walker / Children of Gaia / Ragabash Gift

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:

Normal Action

Costs 1 Gnosis point

Roll  Manipulation + Crafts.

The difficulty of the roll is based on the following chart:


Device             Difficulty
Computer         10
Phone              14
Automobile       16
Gun                 18
Blade               20

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DURATION I round per success

Range 20 meters.

The werewolf may choose the level of complexity she inteds to “jam.” All technological devices (i.e., any devices shaped from fabricated materials like metal or plastic) of that complexity within 15 meters  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. Magically enhanced weapons have some degree of immunity to this gift.

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RANK 3

 


Universal Interface
Rank 3 Glass Walker Gift

Most Random Interrupts 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 Random Interrupt to strike a balance between these two techniques, using the Umbra itself as a computer. He can simply type on air and visualize a screen in his own mind. A Pattern Spider teaches this Gift.

System:

Normal Action

Costs 1 Gnosis

Roll Gnosis, Difficulty 14

Only one success is needed to fashion the intangible computer, but no more successes may be achieved using the computer than were achieved on the original roll. The Glass Walker need not be in the Umbra to use this Gift, and the computer is considered to be connected to both the Internet and GWnet.

 

 

Cool Mind 
Rank 3 Glass Walkers Gift

Too many Garou are afraid of advancing beyond the limits of their bodies. To counter this, the Cyber Dogs have a Gift that banishes fear, anxiety or any other emotion. People targeted by this Gift lose their emotion temporarily, able to think perfectly logically. A Pattern Spider teaches this Gift

System:

Resisted Action

Roll Resolve + Composure, Difficulty 16

Duration: 1 turn per success

As long as garou do not have any rage accumulated they may use this gift. Garou becomes cold and impersonal, thinking entirely with intellect and ignoring emotion. Garou may not gain Rage, use any rage related gifts, roll Rage, Primal-Urge, or Empathy while under effect of this gift. This allows to resist effects of any emotion influence but not mental commands like Dominate. 



Whispers on the Street
Rank 3 Glass Walker Gift

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. Sadly, this includes Black Spiral Dancers and, some argue, non-Wise Guy Glass Walkers. A Pattern Spider or insect spirit teaches this Gift.

System:

Normal Action

Roll Gnosis, Difficulty 14

Duration: 1 Day per success

The number of successes determines how long the message stays within the object. 


Control Complex Machine 
Rank 3 Glass Walker Gift

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:

Normal Action

Costs 1 Gnosis

Roll Intelligence + Technology, Difficulty 14

Duration: a Scene

This gift grants access to a complex machinery like cars, computers, phones, allowing to control them from distance as long as it's in line of sight. 


Steel Blowfish
Rank 3 Glass Walkers Gift

One of the stranger Dies Ultimae Gifts, this trick comes as an extension of the Steel Fur Gift. Like it, the Soldier’s fur becomes metallic, however 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:

Normal Action

Roll Stamina + Primal Urge, Difficulty 16

Garou may not attack, defend, or even move, but as long as they have this gift on Garou reduces all physical damage done to them by 3. 


Intrusion
Rank 3 Glass Walkers Gift

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 navigate locks with more ease. 

System:

Free Action

Costs 1 Gnosis

Adds +3 to Larceny rolls


Electroshock
Rank 3 Glass Walkers Gift

he 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:

Normal Action

Gain 1 Rage

Roll Strength + Brawl vs Dexterity + Athletics 

Upon touch deal 3 aggravated damage to someone. This does not stack with regular damage, so when you are opting for using this power, you forego normal damage application and just deal 3 aggravated damage flat. 

 

Reshape Object

Rank 3 Homid / Bone Gnawers / Fianna / Glass Walker Gift
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). A Pattern Spider — one of the Weaver’s spirits — teaches this Gift.
System:

Normal Action

Costs 1 Gnosis

Roll Manipulation + Craft ((Difficulty variable))

Example Difficulties

6+  to turn a broken tree limb into a spear,

12+ to turn a plant into a floatable raft

Duration: A Scene

 The created object will break after the scene ends. Expending an additional Gnosis point allows a created weapon to inflect aggravated damage  

Weapons created with this Gift have +3 attack modifier. Armor Created with this Gift have +2 defense modifier. 




Tongues
Rank 3 Homid / Silent Strider / Glass Walker Gift

This Gift allows the user to read or write any human language encountered, no matter how ancient or obscure. Galliards often use this Gift when translating ancient texts to revive old legends or compose new songs for moots. This Gift is taught by a Raven-spirit.

System:

Normal Action

Roll  Intelligence + Linguistics

he obscurity and relative age of the language determines the difficulty. A common modern language such as Spanish is difficulty 8. An ancient and obscure tongue, such as Etruscan, would be difficulty 20. The number of successes determines the character’s fluency with the language.

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RANK 4

 

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Heart of the Mountain 
Rank 4 Get of Fenris / Glass Walker Gift 

The werewolf becomes as untiring and eternal as the mountains, and cannot be defeated in a test of endurance. A mountain goat-spirit teaches this Gift.

System:

Free Action

Gain 1 Rage
For the rest of the scene, the Garou cannot fail any task involving Stamina. Torturers can never break him; though he can’t breathe underwater and his lungs may fill with water, he will not die. The only exception to this is when garou uses Stamina to affect others, like a power that can do something to someone, that works normally. 


Umbral Motorcade
Rank 4 Glass Walker Gift

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 Wise Guy 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:

Free Action

Costs 1 Gnosis
The next bullet fired by garou enters umbra and then exists close to the target, adding +5 to a gun shot. 


Signal Rider
Rank 4 Glass Walker Gift

From the telegraph to the cell phone, the Glass Walkers have always kept up 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. The call must be made adn someone must answer it for this to work. A Pattern Spider teaches this Gift.

System:

Normal Action

Costs 1 Gnosis

Roll Resolve + Composure, Difficulty Gauntlet 16

The Garou must have a connection between a telephone at her location and one at the target destination to use this Gift, although it doesn’t discriminate between landlines or cell phones. 

 

 

Corner Shot
Rank 4 Glass Walker Gift

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:

Normal Action

Costs 1 Gnosis

This allows the garou to shoot around corners, be it with bullets or arrows. This means that not only they may not be shot back at till they are in line of sight, but also that this attack carries the element of surprise and comes at +3 bonus. 


Call the City’s Wolves
Rank 4 Glass Walker Gift

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:

Normal Action

Gain 1 Rage

Roll Intellect + Primal Urge, Difficulty 16

Upon 1-2 successes summon 1 city dog. While 3+ successes summons a pack. See Bestiary.


Tractor Beam
Rank 4 Glass Walker Gift

The Garou can transport non-dedicated objects with her to the Umbra when she steps sideways. She may not take living creatures, only objects. This Gift is taught by Weaver spirits.

System:

Normal Action

Costs 1 Gnosis

Roll Resolve + Composure, Difficulty Gauntlet 

It must be something she can carry and it must weigh no more than her own body weight. However, two or more Garou with this Gift can team up and carry larger items into the Spirit World. Despite it’s name, the user of this Gift does not emit a beam.


Doppelganger
Rank 4 Glass Walker Gift

The Garou may take the exact likeness of any other human, wolf or Garou. A chameleon-spirit teaches this Gift.

System:

Normal Action

Costs 1 Gnosis

Roll Charisma + Performance, Difficulty 16

Duration: 1 day per success

Traits aren’t duplicated, but everything else, including voice, posture and scent, is identical. 


Virtual Umbra
Rank 4 Glass Walker Gift

This Gift enables a Garou to transport himself into the CyberRealm’s Computer Web from any part of the Pattern Web. Any spirit affiliated with computers can teach this Gift.

System:

Normal Action

Costs 1 Gnosis

Roll Intellect + Technology, Difficulty 16

The Glass Walker may also transport other (willing) characters into the ComputerWeb, but attempting this feat raises the difficulty to 20.


Tech Speak
Rank 4 Glass Walkers Gift

This Gift allows the Glass Walker to contact others through any technological device. The Garou speaks to a Pattern Spider in or near a technological device and tells them the message to be delivered and whom it should be delivered to. The Pattern Spider then finds the receiver and uses any communications technology near them to deliver the message; Telephones yell it out, (without picking up the handset), electronic billboards display it, computer printers print it out as text. 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:

Normal Action

Costs 1 Gnosis

Roll Intelligence + Technology, Difficulty 16

The more successes achieved, the longer the message can be. A single success will only allow one word to be sent, five would allow unlimited length.

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RANK 5


Huang Di’s Sacrifice
Rank 5 Glass Walker Gift (Boli Zouhisze)

Whilst Huang Di was 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 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:

Normal Action

Costs 2 Gnosis

Roll Stamina + Primal Urge, Difficulty 16

Each success allows one packmate to heal a number of health levels (even aggravated) equal to the number of successes rolled (Max. 10).


Summon Net-Spider
Rank 5 Glass Walker Gift

The Garou can summon a Net-Spider, a Weaver spirit that gives its summoner near-absolute control over any computer system. The Spider can disrupt, erase or destroy whatever system it is sent into (the exact effects are left to the Storyteller, but are typically destructive). An avatar of Cockroach teaches this Gift.

System:

Normal Action

Costs 1 Gnosis

Roll Technology + Primal Urge, Difficulty 18

If successful, the Net-Spider appears and heeds the Garou’s commands. This Gift allows the Garou to halve all computer-related difficulties along with the aforementioned destructive capacity of the spirit.


Chaos Mechanics
Rank 5 Glass Walker Gift

Werewolves pulse with the Wyld’s energy, of course, 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 being, and he can summon primal energy and mystical form at the same time.

System:

Free Action

Costs 1 Gnosis and Gain 1 Rage
A Garou with this Gift may use Rage and Gnosis in the same turn for the rest of the scene. 

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Technotheocratic Apocalyptica
Rank 5 Glass Walker Gift

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, tripping and strangling whomever they can see. This Gift is taught by a Pattern Spider.

System:

Normal Action

Gain 2 Rage

Roll Resolve + Gnosis, Difficulty 18

On first turn after the success the electronic items in the room begin to shake, on second turn these items get tossed around and explode. Everyone in the room must roll Dexterity + Athletics to dodge (The damage is applied normally). Since this includes the Glass Walker, it behooves him to leave the room in the time he has. Keep in mind that the room must have electrical appliances, if there just cellphones in the room then nothing can deal damage there. Call Storyteller to see if this gift will have any significant effect or not. 


Custom Built
Rank 5 Glass Walkers Gift

Initially a Random Interruption invention but now spread throughout the tribe, 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:

Normal Action

Costs 1 Gnosis 

Roll Manipulation + Craft

Difficulty depends on the degree of change. Turning a tool into another of much the same purpose is difficulty 10, (turning a sword into a pistol), changing a tool into another of different purpose but similar complexity is difficulty 14, (turning a sword into a frying pan), while turning a tool into another of vastly varying complexity is difficulty 18 (turning a sword into a laptop computer). This tool can be used exactly once; one bullet may be fired, one egg may be fried, one password may be cracked. After that, the object falls apart.

Many Glass Walkers consider this Gift heinous murder, and if it is used in anything short of a dire emergency the user will lose Honor and Wisdom. (Storyteller’s discretion.) Simply knowing the Gift is enough to be shunned by some. Ironically, this attitude is most common among the Random Interrupts, and almost none know the Gift.

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