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: The player rolls Perception + Crafts to determine the problem. She then spends one Gnosis point as the Garou mentally convinces the spirit of the device to aid her in fixing it. (Most such spirits are happy to do so — they don’t want to be junk!) The time to fix the device is halved, and the player may subtract any successes on the Perception + Crafts roll from the successes necessary to fix the device.
Source: Core book revised.
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: The player spends a Willpower point and rolls Manipulation + Crafts (difficulty 7). The Garou’s control lasts until the end of the scene.
Source: Core book revised.
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: The player adds the character’s permanent Glory rating to his dice pool when performing a really outlandish shooting trick. Again, this Gift does not allow direct damage to targets (“I’ll shoot him between the eyes!”), but it can be used to injure opponents indirectly. (“I’ll shoot the rope that’s holding the chandelier over his head!”) The effects are permanent.
Source: Core book revised.
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: 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.
Source: Core book revised.
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: The player spends one Gnosis point per sense affected, and he rolls Perception + Science thereafter to activate the Garou’s new senses. This Gift lasts for one scene.
Source: Core book revised.
Elemental Favor
Rank 3 Glass Walker Gift / Rank 3 Red Talon Gift
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.
Red Talon: this version affects the four classic elements — fire, earth, water and air — and a natural elemental teaches it.
System: The player rolls Charisma + Subterfuge (difficulty of the spirit’s Gnosis). The Storyteller determines the precise effects.
Source: Core book revised.
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: The player spends one Willpower point and rolls Manipulation + Science (or Computer). The Storyteller sets the difficulty based on how complex the machine actually is (usually 8). The Garou’s control lasts for one scene.
Source: Core book revised.
http://www.wyrmfoe.com/382/control-simple-machine/
Data Flow
Rank 3 Glass Walker Gift
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: A successful Wits + Computer roll (difficulty 7) plus the expenditure of one Gnosis point establishes contact with the computer. As long as the Garou keeps her target in her line of sight, she can maintain contact with the machine. While this Gift allows remote access, the Garou must still make all the appropriate roll to manipulate the computer.
Source: Player’s Guide Second Edition.
Attunement
Rank 4 Bone Gnawers Gift / Rank 4 Glass Walker Gift / Rank 4 Silent Strider Gift
The Garou may commune with the spirits of a city or town and gain information about the area from them, including rough population, enclaves of Garou or other being and secret tunnels. This Gift does not function in the wilderness, since the Bone Gnawers have lost the knack for conversing with such spirits easily. A rat-spirit teaches this Gift.
Glass Walkers: a cockroach-spirit teaches this Gift.
Silent Strider: one exception: When the Garou learns the Gift, she must choose if it functions in the city or the wilderness. The “city” version is identical to the Bone Gnawer Gift. The “wilderness” version is similar, but the roll required is Perception + Survival.
System: The player spends one Gnosis and rolls Perception + Streetwise. The amount and accuracy of the information depends on the number of successes rolled. On a botch, playful spirits lie (which can be fatal, depending on the nature of misinformation).
Source: Core book revised.
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: The player spends one Gnosis point and rolls Charisma + Performance (difficulty 8). Traits aren’t duplicated, but everything else, including voice, posture and scent, is identical. The effects last for one day per success.
Source: Core book revised.
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: The player spends one Gnosis point and rolls Charisma + Computer (difficulty 8). 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.
Source: Core book revised.
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: A Garou with this Gift may use Rage and Gnosis in the same turn with no penalty. Doing so allows the Garou to use Rage actions to activate fetishes and use Gifts requiring Gnosis (provided that said Gift does not take a full turn to enact). What’s more important is that it allows the Garou to take Rage actions in the same turn that he steps sideways, provided that the player rolls enough successes to get to or from the Umbra instantly. This Gift’s effects are permanent.
Source: Core book revised.