Rank 1 Glass Walker Gifts

A list of all Rank 1 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.

Skyscraper Vision

Rank 1 Glass Walkers Gift Whilst the urban jungle offers many new possibilities for the hunter, it also presents its share of difficulties. One of the most troublesome of these is the possibility of their prey slipping into a crowd and simply disappearing. With this Gift, the Glass Walker can see through the eyes of […]

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Trick Shot

Rank 1 Glass Walker Gift This Gift, once an acquired taste, has undergone a recent surge in popularity. It allows the Garou to execute brilliant feats of sharpshooting, such as shooting a weapon from an opponent’s hand or firing down the barrel of an enemy’s gun. The Garou cannot use this Gift to harm an

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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

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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

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Mother’s Touch

Rank 1 Theurge Gift / Rank 1 Children of Gaia Gift / Rank 1 Black Furies Gift / Rank 1 Glass Walker Gift, Camp: Wise Guys / Rank 1 Bunyip Gift Camp: Order of Our Merciful Mother (Black Furies) The Garou is able to heal the wounds of any living creature, aggravated or otherwise, simply

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Persuasion

Rank 1 Homid Gift / Rank 1 Fianna Gift / Rank 1 Glass Walkers Gift This Gift allows a homid to become more persuasive when dealing with others, in such a way that his statements and arguments are imbued with added meaning or credibility. An ancestor-spirit teaches this Gift. System: The player rolls Charisma +

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