Werewolf the Apocalypse information source

spirittechnological

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.


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.


Overclock

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In the world of computers, your equipment is outdated by the time it’s out of the box.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


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