Werewolf the Apocalypse information source

Rank 5 Glass Walker Gifts

A list of all Rank 5 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.

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: The Boli Zouhisze spends two points of Gnosis and rolls Stamina + Leadership (difficulty 8). Each success allows one packmate to heal a number of health levels (even aggravated) equal to the number of successes rolled.

Source: Glass Walker Tribebook (revised)

Family Debt

Rank 5 Glass Walker Gift

Camp: Central House / Wise Guys

Only Dons of the Central House may learn this Gift, for they are the caretakers of the tribal debt and favors pool.

The Garou can call upon the past lives of other Garou to return a favor owed to the Glass Walker tribe, even if the debt was made centuries ago. Using this Gift will cause another Garou with the Past Life Background to become possessed by the ancestor whom the Glass Walker summons. The living Garou must be of the same tribe as the ancestor who is called (a Glass Walker cannot make a Bone Gnawer summon a Silver Fang ancestor). The Gift is taught by any long-lived spirit, such as a turtle or an elephant, and the Glass Walker often have such spirits witness any business transactions they make with other Garou.

System: The Garou spends one Willpower point and rolls Gnosis against a difficulty of 10 minus the target’s Past Life Background rating. If there is no Garou with Past Life present, this Gift will not work; it requires a Garou with deep connections to her ancestors to act as a conduit. If successful, the desired ancestor is summoned and possesses the target. This ancestor will then perform a duty to make up for a favor the Glass Walkers did for him in his lifetime.

The Central House keeps vast records of every debt owed the tribe. It usually requires a committee vote to summon one of their debtors and thus use up the favor owed. However, Dons who learn this Gift are considered to have the power to use it whenever desired, although Dons who abuse it may wind up being voted off the board, so to speak.

The player should be allowed to create the original debt condition and the debtor. “Grom Wyrmfoe of the Silver Fangs owes the Glass Walkers big, because they helped him root out vampires in Moscow in in the late 1600s. Well, my character feels it’s about time he repaid the favor by helping me kill that damn Gangrel.” The Storyteller, however, is the ultimate arbiter of this Gift. It should be used to enhance a story, never to simply power game. If the Storyteller feels the player is asking a greater favor than what was originally given to the ancestor, he is free to have the ancestor deny the call.

Glass Walker characters should also realize that most Garou do not like being puppets for their Past Lives simply at the whim of some damn city Urrah. They will usually try to get revenge at some later date — to do so immediately is to insult the ancestor.

Source: Glass Walker Tribebook

Phone Travel

Rank 5 Glass Walker Gift

Camp: Random Interrupts

The Random Interrupt can effectively reach into a telephone line and emerge on the other end. She must first dial the number of where she wishes to arrive and someone must answer. A Patter Spider teaches this Gift.

System: After the phone is picked up, the Random Interrupt rolls Gnosis, the difficulty being the local Gauntlet. As with stepping sideways, three successes are needed to transmit instantly. If fewer successes are rolled, and the other side hangs up before she emerges at the other end, the Garou is spat back out at her phone and takes three levels of lethal damage.

Source: Glass Walker Tribebook (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.

Song of the City-Beast

Rank 5 Glass Walker Gift

The lupus of many tribes know the Songs of the Great Beast, which can summon semi-legendary monsters such as giant sharks, apemen 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 two Gnosis points and rolls Charisma + Streetwise, difficulty 8. 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. Its nature depends on the story but it is likely to be very powerful.

Source: Book of the City

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: The player spends three Rage and rolls Charisma + Science, difficulty 8. Assuming at least one success, every electric device in the room the Glass Walker is in will begin to shake. Two turns after that, the entire room is filled with monstrous electrical appliances, and everyone in the room suffers a number of unsoakable aggravated wounds equal to the number of successes rolled. Since this includes the Glass Walker, it behooves him to leave the room in the time he has.

Source: Players’ Guide to Garou (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.

Calm the Flock

Rank 5 Glass Walker Gift

With this power, the Garou may walk among humans without accidentally evoking the Curse or the Delirium. This allows her to live among humans and maintain a family. The effects, however, do not last for long. This Gift is taught by a homid Ancestor spirit.

System: The Garou rolls Manipulation + Subterfuge (difficulty 7). The number of successes indicates the number of hours that the effect lasts.

Source: 20th Anniversary Edition


Rank 5 Glass Walkers Gift

Camp: Corporate Wolves

Whate you wear determines your worth as a human being in the modern corporate world. 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 destroy another person by destroying their possesions. A money spirit teaches this Gift.

System: The player spends three Rage points and rolls Strength + Enigmas (difficulty 8). The number of successes needed is determined by how long her opponent has owned the object. If he only bought it today, five successes are needed. If he has owned it for less than a month, four successes are needed; while if he has owned it for at least six months, then three successes are required. Finally i, if it has been owned for over a year, only a single success is necessary.

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 her opponent. 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.

Source: Tribebook: Glass Walkers (Revised)

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: A Glass Walker using this Gift spends one Gnosis and rolls Manipulation + Science. Difficulty depends on the degree of change. Turning a tool into another of much the same purpose is difficulty 5, (turning a sword into a pistol), changing a tool into another of different purpose but similar complexity is difficulty 7, (turning a sword into a frying pan), while turning a tool into another of vastly varying complexity is difficulty 9 (turning a sword into a laptop computer). This tool can be used exactly onec; 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.

Source: Tribebook: Glass Walkers (Revised)