Werewolf the Apocalypse information source


Network Terminal

Rank 1 Glass Walker Gift

Camp: Random Interrupts

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 rolls Gnosis, difficulty 7. Every success adds one die 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.

Source: Glass Walker Tribebook (revised)

Cool Mind

Rank 1 Glass Walkers Gift

Camp: Cyber Dogs

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: The Cyber Dog spends one Willpower and rolls Intelligence + Investigation (difficulty 7) in a resisted roll against the target’s Wits + Primal Urge (difficulty 7). The target can choose not to resist, and you may target yourself. If successful, the target becomes cold and impersonal for as many turns as successes achieved, 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.

Source: Tribebook: Glass Walkers (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)

Universal Interface

Rank 3 Glass Walker Gift

Camp: Random Interrupts

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: The player spends one point of Gnosis and rolls Wits + Enigmas (difficulty 7). 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 Wits + Enigmas 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.

Source: Glass Walker Tribebook (revised)

Whispers on the Street

Rank 3 Glass Walker Gift

Camp: Wise Guys

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: The player spends one Willpower point and rolls Gnosis, difficulty 7. The number of successes determines how long the message stays within the object. One success means the message will endure for a scene, two successes a day, three successes a week, and four successes a year. Should you roll five successes, then the message is permanently locked into the object.

Source: Glass Walker Tribebook (revised)

Steel Blowfish

Rank 3 Glass Walkers Gift

Camp: Dies Ultimae

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: As with Steel Fur, the player spends one Willpower point and rolls Stamina + Science (difficulty 7). Each success adds one die to the Garou’s soak pool; once the final total has been added up, the soak pool is doubled. However, while activated the Garou (who must be in Crinos, Hispo or Lupus form) is three times his normal size in all directions and weighs too much to move. Most Dies Ultimae employing this Gift first curl into a ball in order to not crash through the ceiling.

Source: Glass Walkers (Revised)

Reshape Object

Rank 3 Homid Gift / Rank 3 Bone Gnawers Gift / Rank 3 Fianna Gift / Rank 3 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: The player rolls Manipulation + Crafts against a variable difficulty (5 to turn a broken tree limb into a spear, 8 to turn a plant into a floatable raft) and spends a Gnosis point. The created object is not necessarily permanent; it will last a length of time according to the following chart. Expending an additional Gnosis point allows a created weapon to inflect aggravated damage for the scene’s duration or until the object returns to its original form. This effect can be made permanent with the sacrifice of a permanent point of Gnosis if the object itself if changed permanently.

5 minutes
10 minutes
One scene
One story

Source: Core book revised.

Cooling System

Rank 4 Glass Walker Gift

Camp: Random Interrupts

As per the Wendigo Level Four Gift: Chill of Early Frost. This Gift was originally copied from the Wendigo by the Iron Riders, who employed it to preserve food by freezing it, and was rediscovered by the Random Interrupts, who use it both in combat and to keep server rooms cool. The Random Interrupts often favor spending a point of Willpower in addition to the point of Gnosis to control the temperate and keep it just above freezing. Since Great Wendigo would usually rather murder a Glass Walker than teach them, a Penguin spirit or a Pattern Spider teaches this Gift.

System: Chill of Early Frost system: The player spends one Gnosis point and rolls Intelligence + Occult (difficulty varies: 4 if it is already winter, 6 for spring, 9 for summer). Success drops the temperature to a bit below freezing in a five-mile radius, or even further below zero if it was already winter. All creatures without a natural coat of fur lose two dice from all pools. This Gift wreaks pure havoc in urban environments, as pipes burst and roads freeze. This Gift lasts for one hour per success.

Source: Glass Walker Tribebook (revised)

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. A Pattern Spider teaches this Gift.

System: The player spends one Willpower and one Gnosis to open the moon bridge. 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 — some werewolves have even reported success in riding the back of online conferencing software, although doing so successfully requires a Wits + Computers roll (difficulty 7). Signal Rider can take the character no more than (Gnosis x 5) miles (or 8 km per Gnosis dot) — if the other end of the line isn’t within that range, the Gift fails.

Source: 20th Anniversary Edition

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: The player spends a Gnosis point and rolls Charisma + Science. The difficulty is relevant to the distance the message needs to be sent: The next room is difficulty 4, the same building 5, one block away 6, one mile away 7, a time-zone away 8. Beyond that is difficulty 9. 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.

Source: Tribebook: Glass Walkers (Revised)

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)

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)

Umbral Body

Rank 5 Metis Gift

The metis body is strange. Born in a form not intended by Gaia or nature, deformed and occasionally showing signs of animals entirely unrelated to man or wolf, it is little wonder the breed has been outcast and hated. But some metis have used this body to their advantage, and it is perhaps this strangeness that allows their body to withstand the pressures this Gift inflicts. With this Gift, the metis can partially reach into the Umbra, sending certain body parts into the Umbra while maintaining others in the physical world. Doing so makes the metis difficult to hit in combat, to say the least. A Pattern spider teaches this Gift.

System: The metis rolls Gnosis (difficulty of the local Gauntlet) and if the roll succeeds spends 1 Gnosis. For the rest of the scene, the metis receives one extra automatic success on all Dodge rolls.

Source: Players’ Guide to Garou (revised)