The fifth revised Tribebook, Glass Walkers focuses on the most urbane of werewolf . As to the book itself, the Glass Walker Tribebook for anyone who runs. During the 20th century Glass Walker septs were organized in Houses (as described in the 1st Edition Tribe book). The four Houses were both. 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.
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Here are some of the more notable flasswalker Should you roll five successes, then the message is permanently locked into the object. The Garou spends one Willpower point for each object brought over to the Umbra. Dies Ultimae – An offshoot of the Corporate Wolves, Dies Ultimae is a powerful mercenary force, using its mercenary cover to attack Wyrm-tainted targets.
If successful, the Wise Guy sees the image bok a specific saint overlaid across a specific individual she sees. The spirit resembles nothing, and only teaches the Gift at sunrise. Corporate Wolves Whate you wear determines your worth as a human being in the modern corporate world.
The spirit of any animal that mates for life may teach this Gift.
People targeted by this Gift lose their emotion temporarily, able to think perfectly logically. Wyrmfoe Wyrmfoe is an information database for Werewolf: A character trying to break the encryption on a single message gets just one chance to do so — the magic surrounding the message deletes it if the character fails. An electricity elemental teaches this Gift.
The difficulty of the roll is based on the following chart: The ally does not need to spend Gnosis or roll, but must also know the Gift. The Garou fires a gun at the target as normal, but the player should then spend on Willpower point and roll Gnosis, difficulty equal to the Gauntlet in the area. The senior most Glass Walker in a city is called the “Don” or “Lord”, another holdover from the heyday of the Wise Guys. Wise Guys using this Gift often recite Luke The player spends one Willpower point.
Galliards often use this Gift when translating ancient texts to revive old legends or compose new songs for moots. A technological spirit or war-spirit teaches this Gift. Metal or Earth elementals teach this Gift.
The number of successes equals the number of rounds the metal stays heated. 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. Metal heated in such a way can be forged, molded or used to sear flesh. This camp is unique in that Kinfolk function as near-equal members of the strike teams.
The Garou must plant seeds in the area to be fertilized. 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. A Gremlin — a type of Wyld-spirit that enjoys breaking things — teaches this Gift System: While flesh, cybernetics do not operate. The player spends one Rage point and one Willpower point. A Pattern Spider can teach this Gift, but they never do so willingly and must be coerced.
Should the target be immobile for some reason such as being asleepthen one or two successes might be sufficient. The player spends a point of Gnosis. Some use mundane computers and techniques, others leap into the Umbra and deal with the technological spirits driving computers directly. Ascendant campaigns can view previous versions of their pages, see what has changed and who did itand even restore old versions.
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One learns or steals this Gift from a Net-Spider. Obviously you must be in Crinos, Hispo or Lupus for to use this Gift. This Gift allows the Garou to make a piece of computer equipment perform beyond its specifications. It adds four dice to all soak rolls, even against aggravated damage.
The player then spends one Gnosis. They were deeply involved in Rome, battling both the vampires and Silver Fangs for control of the city, and remained in the bok throughout the Middle Ages. They are generally allied with, but not officially considered part of, the multi-species Beast Courts of the Emerald Mother which govern the shapeshifters of Asia.
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The player spends one Gnosis point to receive an extra action. Although it seems second-nature to us, the cerebral burden of controlling four autonomous appendages is computationally daunting, and tampered with only at great risk to the experimenter.
An urban elemental teaches this Gift. Click here to edit contents of this page.