Glass Walker Gifts

A list of all Glass Walker tribe Gifts for Werewolf: the Apocalypse, compiled from all source books, using the revised edition of books when available. For Glass Walker Gifts of a specific rank, see the Werewolf Gifts section.

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 …

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Call the City’s Wolves

Rank 4 Glass Walker Gift The city is a rich and complex ecosystem, and humans, animals and machines fill the roles that natural creatures fill in the wilderness. The Glass Walkers cannot often get wild wolves to aid them, but the city has its own predators. With this Gift, the Glass Walker can make a …

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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Rank 2 Glass Walker Gift In the world of computers, your equipment is outdated by the time it’s out of the box.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 …

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Encrypt

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 …

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Weaver’s Eyes

Rank 1 Glass Walker Gift Garou with this Gift gain an insight into the Weaver’s deep and subtle patterns for hiding information inside of other information and to the invisible patterns buried in large prime numbers. Encryption algorithms mean nothing to these Glass Walkers; using Weaver’s Eyes, they can even pierce magical shrouding of data. …

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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 …

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Agro Culture

Rank 1 Glass Walker Gift Camp: City Farmer The Garou can cause plants to take root and grow in places where it is usually impossible for plants to grow. This Gift does not make plants grow supernaturally fast; it simply gives them a chance for life where none existed before. The plants must still be …

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Tractor Beam

Rank 4 Glass Walker Gift The Garou can transport non-dedicated objects with her to the Umbra when she steps sideways. She may not take living creatures, only objects. This Gift is taught by Weaver spirits. System: The Garou spends one Willpower point for each object brought over to the Umbra. It must be something she …

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Virtual Umbra

Rank 4 Glass Walker Gift This Gift enables a Garou to transport himself into the CyberRealm’s Computer Web (Umbra page 61) from any part of the Pattern Web. Any spirit affiliated with computers can teach this Gift. System: The player spends a Gnosis point and rolls Intelligence + Computer (difficulty 8). The Glass Walker may …

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Web Walker

Rank 3 Theurge Gift / Rank 3 Glass Walker Gift The Garou may move across the Pattern Web through the Umbra, ignored and unmolested by any Weaver-spirits in the area. This Gift is taught by any Weaver-spirit. System: To activate this Gift, the Garou spends two Gnosis points, then rolls Charisma + Science (difficulty 7). …

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