Werewolf the Apocalypse information source

Rank 2 Glass Walker Gifts

A list of all Rank 2 Glass Walkers tribe Gifts for Werewolf: the Apocalypse, compiled from all source books, using the revised edition of books when available. For Glass Walker Gifts of all ranks, see All Glass Walker Gifts.

Fu Xi’s Honor

Rank 2 Glass Walker Gift (Boli Zouhisze)

When confronted with a threat to a helpless member of the werewolf’s family or pack, the Boli Zouhisze can rise above her normal limits to defend them. The spirit of any animal that mates for life may teach this Gift.

System: The Storyteller must agree that the member of the Garou’s family or pack is indeed helpless and unable to defend himself. (With rare exception, any human facing a werewolf should be considered helpless.) The player may then spend one Rage and add one die to all her character’s Physical Attributes for every point of permanent Honor the character possesses, for the duration of the scene.

Source: Glass Walker Tribebook (revised)

Mind Partition

Rank 2 Glass Walker Gift

Camp: Random Interrupts

A favorite among Random Interrupts 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 one Willpower point and rolls Gnosis (difficulty 6). For every success gained, the player can add work on one extra extended action every turn, one added per turn. No penalties are incurred on any of the extended actions, but if just one botch is rolled, all uncompleted tasks fail.

Example: Backup-Circuit is working on a complicated hacking job involving three separate tasks, but needs to move quickly. He spends one Willpower point, activating Mind Partition and rolls Gnosis, gaining the needed two successes. On the first turn he begins his work on cracking the door systems, rolling his standard dice pool. On the second turn he continues to work on the door systems, but also begins work on cracking the security, and rolls for both tasks. On the third turn and every turn thereafter, he is working on cracking the door system, security system and defenses system simultaneously. Had he botched the roll, he’d have begun trying to crack the system but collapse, clutching his head seconds later as his brain breaks under the pressure.

Source: Glass Walker Tribebook (revised)

Image of the Saints

Rank 2 Glass Walker Gift

Camp: Wise Guys

God or Gaia (take your pick) has His/Her touch on everyone. This Gift allows the Wise Guy to sense the spiritual or supernatural ties another individual possesses within the context of Catholic saints. A dove-spirit teaches this Gift.

System: The player spends one Gnosis point and rolls Perception + Enigmas, difficulty 8. If successful, the Wise Guy sees the image of a specific saint overlaid across a specific individual she sees. This saint will reflect specific aspects of the person depending upon their nature. Another Garou shows a saint reflecting his pack totem. A supernatural creature that isn’t a Garou reveals a saint 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.

Note to players and Storytellers: Good lists of saints can be found in books and on the Internet.

Source: Glass Walker Tribebook (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.


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.

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: The Glass Walker must don a crown of some description, a hat, or even a scrap of fabric wrapped around their head will do. The player then spends one Gnosis. For the rest of the scene, any guns fired by the Glass Walker will never run out of ammunition.

Source: Players’ Guide to Garou (revised)

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: The Glass Walker must spend one Gnosis point and successfully roll Intelligence + Repair. The difficulty varies from base metals (such as copper or lead) at difficulty 6 to complex alloys (such as steel or titanium alloy) at difficulty 8. The number of successes equals the number of rounds the metal stays heated. Touching heated metal causes one aggravated, unsoakable Health Level of damage per round.

Source: Player’s Guide Second Edition.


Rank 2 Glass Walker Gift

In the world of computers, your equipment is outdated by the time it’s 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 rolls Manipulation + Computer (difficulty 6). More successes mean more improvement. However, the Storyteller may decide that a certain number of successes are necessary to attain a certain speed. (Speeding up your 233mhz Pentium to run the latest game may need only one success, but trying to Overclock your old Amiga to render modern game graphics in less than a day may need at least three). The effect of this Gift last one scene or function (in the cases of extended renders and processes).

Source: Book of the City

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: The player spends a point of Gnosis. For the rest of the scene, any gun the Glass Walker fires won’t run out of ammunition, so long as it had ammo to begin with. Burst restrictions are still recommended with automatic weapons to keep the gun from overheating and jamming.

Source: 20th Anniversary Edition


Rank 2 Glass Walker Gift

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 her Net activity, she 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.

System: The player must spend one Willpower and roll Manipulation + Computer; the difficulty is (10 – the local Gauntlet). 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 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. A character trying to break the encryption on a connection can treat the attempt as an extended test.

With just one success, the encryption can be pierced by mortal means — a human who is not magically active can break through the encryption with a Perception + Computers roll (difficulty of the Garou’s Willpower) that achieves five or more successes. With more than one success, the encryption can only be pierced by a Garou using Weaver’s Eyes (see above) or similar magical abilities. If the Garou additionally spends one Gnosis, the message does not appear to be encrypted — it seems to be an innocuous conversation, or an income-tax spreadsheet, or the like. This Gift is taught by a squirrel-spirit.

Source: Book of the City

Buzzword Language

Rank 2 Glass Walkers Gift

Camp: Corporate Wolves

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 – toungue 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 one point of Willpower and rolls Charisma + Subterfuge, difficulty 7. Each success determines how accurately the message is conveyed. At one success the message comes out in single-word sentences. (“You. Me. Escape”) Three successes allow for simple, single-clause sentences. (“You and I will use the staircase to escape.”) Five successes, you could package a short story into the phrase “Leoni and I need to dialogue about leveraging our core competencies in order to achieve market affiliation.”

Source: Tribebook: Glass Walkers (Revised)

Steel Made Flesh

Rank 2 Glass Walkers Gift

Camp: Cyber Dogs

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 body back into flesh. While flesh, cybernetics do not operate. A snake or cicada-spirit teaches this Gift.

System: The Cyber Dog spends one Gnosis. The cybernetics become flesh immediately. The Gift lasts for the rest of the scene.

Source: Tribebook: Glass Walkers (Revised)

Steel Fur

Rank 2 Glass Walkers 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: The player spends one Willpower point and rolls Stamina + Science (difficulty 7). Each success adds one die to the Garou’s soak pool for one scene. While this Gift is active, the Garou suffers a +1 difficulty to all Dexterity rolls, and any Social rolls not involving other Glass Walkers. Obviously you must be in Crinos, Hispo or Lupus for to use this Gift.

Source: Tribebook: Glass Walkers (Revised)

Pennies from Heaven

Rank 2 Glass Walkers Gift

The Glass Walker convinces money spirits to change their denomination. the coin or note simply metamorphoses into the appropriate denomintation. Money spirits teach the Gift.

System: The Garou spends one Gnosis point and rolls Charisma + Politics. What value the money becomes determines the difficulty regardless of the original denomination.

Currency – Difficulty

Penny – 3
Nickel – 4
Dime – 5
Quarter – 6
Dollar – 7
Five Dollar – 8
Twenty Dollar – 9
One Hundred Dollar – 10

Each success can change one coin or note into another denomination. 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.

Source: Tribebook: Glass Walkers (Revised)

Jam Technology

Rank 2 Homid Gift / Rank 2 Glass Walker 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: The player spends one Gnosis point and rolls Manipulation + Crafts. 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 compledity within 50 feet 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. The difficulty of the roll is based on the following chart:


Source: Core book revised / 20th Anniversary Edition