Glass Walker Gifts

# Glass Walkers

Many Glass Walker Gifts involve Weaver-spirits of one type or another. This association grants the Glass Walkers great versatility and an unparalleled rapport with modern technology; hopefully, it’s enough to make up for the lack of respect with which other tribes view their pacts.

## Level One Gifts

### Control Simple Machine

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.

### Diagnostics

The Glass Walker can tell at a glance what is wrong with a machine. He can then enlist the aid of the machine’s spirit in repairing it. Any technological spirit can teach this Gift.

System: The character automatically succeeds at all attempts to diagnose a problem with broken technological devices. The player spends one point of Gnosis as the Garou mentally convinces the spirit of a broken device to aid her in fixing it. The time required to fix the device is halved, as are the number of successes needed to repair it.

### Persuasion

This Gift imbues a homid’s words with intrinsic credibility and conviction, causing them to ring true to the ear and lay heavy on the heart. An ancestor-spirit teaches this Gift.

System: The player rolls Charisma + Subterfuge (difficulty 7). Success lowers the difficulty of all social rolls by one for the rest of the scene, and allows successful rolls to have uncommonly strong impact (such as changing long-held political views, or causing an addict to seriously reconsider the course of his life).

### Plug and Play

All of the Weaver’s works are connected through the same web, the same song. The Glass Walkers exploit this truth to draw more power from the modern profusion of technology, making their devices compatible with almost everything. A Net Spider teaches this Gift.

System: The player spends one Willpower point. For the next day, any computer the Glass Walker uses — no matter how simple — becomes fully compatible with any other digital device, regardless of obstacles such as different operating systems, lack of physically compatible access ports, or even the complete absence of any means of receiving or interpreting a wireless signal. Generally, Glass Walkers use this Gift to turn their smart phones into omni-compatible access keys to computer networks, security feeds, and even car GPS systems.

### Skyscraper Vision

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 a glass spirit in a skyscraper window to pick out their prey from above. The City Father or a glass-spirit teaches this Gift.

System**:** The player makes a Gnosis roll (difficulty 6). For every success rolled, the character can see from the perspective of any window in the area (about half a city block) for one turn. If used to find specific details, the Storyteller may ask for a second roll using Perception + Alertness, adding one bonus die for each success gained in the initial Gnosis roll, to see if the mark can be spotted in time. Difficulty should be set by Storyteller to reflect the elusiveness of the target.

### Trick Shot

This Gift 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 opponent directly, however, and can use Trick Shot only with rifles or pistols. Air-spirits teach this Gift.

System: As a permanent enhancement, the player adds his character’s permanent Glory rating to his dice pool when performing a really outlandish shooting trick. Again, the Gift does not allow direct damage to targets (“I’ll shoot the armored fomor through the eye!”), but can be used to injure opponents indirectly (“I’ll shoot out the blacked-out window behind the vampire so the sunlight hits him!”).

### Weaver’s Eyes

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. The Garou must have the data to be decrypted in some form — generally, residing on a local computer. Weaver’s Eyes cannot be directly used to break open the encryption on a live connection between two computers, but it will help the Garou use his own abilities to break through that encryption.

System: The player spends one Willpower and rolls Perception + Computer (difficulty of 10 – the local Gauntlet). The number of successes necessary depends on the encryption used on the message or connection that the character is trying to pierce. Encryption created by ordinary mortal programmers requires one success to pierce; mundane encryption created by the top echelon of mortal programmers requires two successes to pierce. Magical encryption, such as that created by the Gift: Encrypt or similar magical abilities performed by non-Garou, requires three or more successes — generally speaking, the character must achieve more successes on the Weaver’s Eyes roll than his opposite number got on an Encrypt roll.

If the character comes across an encrypted connection between two computers, Weaver’s Eyes can help him break the connection in a hurry, but since the data traffic is far from him, the Gift cannot pierce the encryption directly. However, it will provide one extra success on the Perception + Computer roll used to break the encryption, and it will allow the character to attempt to break through magical encryption. This Gift is taught by a raccoon-spirit.

## Level Two Gifts

### Cybersenses

The Garou may exchange his natural senses for those of machines, witnessing the world in ways more traditional werewolves could never imagine. He might exchange normal hearing for radar, or ordinary sight for infrared or UV vision. Any technological spirit can teach this Gift

System: The player spends one Gnosis point per sense affected. This Gift lasts for one scene.

### Encrypt

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 use this Gift, which magically protects data against snooping. Encrypt doesn’t ordinarily hide itself from magical observers — anyone with the ability to see into the spirit world will notice that the message has been enshrouded, unless the Glass Walker takes special care to hide that.

System: The player must spend one Willpower and roll Manipulation + Computer; the difficulty is (10 – the local Gauntlet). Success means that the character’s message has been encrypted beyond the ability of most mortals to pierce. This encryption can apply to either a single message (one email or burst of data) or to a connection (such as might exist between two computers for a long download or chat-conversation). 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. A character trying to break the encryption on a connection can treat the attempt as an extended test.

With just one success, the encryption can be pierced by mortal means — a human who is not magically active can break through the encryption with a Perception + Computers roll (difficulty of the Garou’s Willpower) that achieves five or more successes. With more than one success, the encryption can only be pierced by a Garou using Weaver’s Eyes (see above) or similar magical abilities. If the Garou additionally spends one Gnosis, the message does not appear to be encrypted — it seems to be an innocuous conversation, or an income-tax spreadsheet, or the like. This Gift is taught by a squirrel-spirit.

### Garafena’s Crown

Garafena was a mythical serpent in Russian folklore that sat upon a golden crown and was called upon to give blessing to his followers. A recent Gift that has only been known since 1998, Garafena now offers his blessings to any Garou who wears his mark. This Gift is taught by a snake-spirit.

System: The Glass Walker must don a crown of some description, a hat, or even a scrap of fabric wrapped around their head will do. The player then spends one Gnosis. For the rest of the scene, any guns fired by the Glass Walker will never run out of ammunition.

### Hands Full of Thunder

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.

### Heat Metal

Glass Walkers — who understand the workings of science and spirits alike — can mystically excite the molecules within metal. Metal heated in such a way can be forged, molded or used to sear flesh. A red-hot crowbar can be a very effective weapon, and heating the exterior of a gasoline tanker can have explosive results. Glass Walkers learn this Gift from fire, earth, or metal elementals.

System: The Glass Walker must spend one Gnosis point and successfully roll Intelligence + Repair. The difficulty varies from base metals (such as copper or lead) at difficulty 6 to complex alloys (such as steel or titanium alloy) at difficulty 8. The number of successes equals the number of rounds the metal stays heated. Touching heated metal causes one aggravated, unsoakable Health Level of damage per round.

### Jam Technology

With a slight gesture, the werewolf unbalances the Wyld and Weaver energies within technological devices, either suffusing them with destructive chaos or amplifying their inherent stasis until they refuse to do anything at all. Computers crash, guns jam, cars stall, and even the simplest of shaped objects refuse to function. A gremlin — a type of Wyldspirit that enjoys breaking things — teaches this Gift.

System: The player spends one Gnosis point, rolls (Manipulation + Crafts) and chooses the level of complexity she intends to jam. All technological devices (i.e. any devices shaped from fabricated materials like metal or plastic) of that complexity within 50 feet (15 m) cease to function for two turns per success. The devices remain unchanged, but inert — knives won’t cut, gunpowder won’t ignite, gears won’t turn, and so on. The difficulty of the roll is based on the following chart:

Device Difficulty

Computer 4

Phone 5

Automobile 7

Gun 8

Knife 9

### Overclock

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).

### Pennies from Heaven

The Glass Walker convinces money spirits to change their denomination. the coin or note simply metamorphoses into the appropriate denomintation. Money spirits teach the Gift.

System**:** The Garou spends one Gnosis point and rolls Charisma + Politics. What value the money becomes determines the difficulty regardless of the original denomination.

Currency Difficulty

Penny 3

Nickel 4

Dime 5

Quarter 6

Dollar 7

Five Dollar 8

Twenty Dollar 9

One Hundred Dollar 10

Each success can change one coin or note into another denomination. Foreign currencies can also be converted in similar fashion, and it is also possible to convert a currency of one country to a different denomination of another.

### Power Surge

By speaking with electricity spirits, the Garou causes a blackout over a widespread area. An electricity elemental teaches this Gift.

System: The player spends one Gnosis point and rolls Wits + Science (difficulty 7). The number of successes determines how large of an area is blacked out. One success would black out a single room, while five would cut the power to a whole neighborhood.

### Steel Fur

Focusing on his own being, the Glass Walker wraps himself in spiritual steel, turning his fur into hardened metal. Metal or earth elementals teach this Gift.

System: The player spends one Willpower point and rolls Stamina + Science (difficulty 7). Each success adds one die to the Garou’s soak pool for the rest of the scene. While this Gift is active, the Garou suffers +1 difficulty to all Dexterity rolls, and any Social rolls not involving other Glass Walkers. This Gift only functions in Crinos, Hispo, and Lupus forms.

## Level Three Gifts

### Control Complex Machine

Similar to Control Simple Machine, the Glass Walker may now converse with and command the spirits of electronic devices such as computers, smart phones, and cars. A Net-Spider teaches this Gift.

System: The player spends one Willpower point and rolls Manipulation + Science or Computer. The Storyteller sets the difficulty based on how complex the machine is (8 for a standard laptop). The Garou’s control lasts for one scene.

### Data Flow

The Glass Walkers originally developed this Gift as a “remote control” for new electronic devices. As the computer gained importance, this Gift gained a whole new utility. Glass Walkers now use this ability to take control of the data resources that are so important to the world’s economy and to society in general. By focusing her attention on a single computer, a Glass Walker can take control of that machine from across the room. She can order it to erase its memory, alter security clearances, transmit false data or simply print a document. An electrical spirit or the even more complex computer spirits can teach this Gift.

System: A successful Wits + Computer roll (difficulty 7) plus the expenditure of one Gnosis point establishes contact with the computer. As long as the Garou keeps her target in her line of sight, she can maintain contact with the machine. While this Gift allows remote access, the Garou must still make all the appropriate roll to manipulate the computer.

### Intrusion

It’s impossible to keep a cockroach out of a house, and equally impossible to keep out a Glass Walker with this Gift. Once activated, this Gift allows the Glass Walker to open any barrier presented to her: doors unlock at her approach, and padlocks fall open with no explanation. A cockroach-spirit teaches this Gift.

System: The player spends one point of Gnosis and rolls Gnosis (difficulty 7). For exactly one minute afterward, all forms of locks and barriers allow her passage, from computerized vault locks to barricades of 2x4s nailed up across doors. Mystically sealed barriers still require a roll to bypass, but every success on the initial Gnosis roll adds one automatic success to such attempts. Barriers disabled by this Gift do not automatically re-seal themselves.

### Electroshock

The Glass Walkers are the tribe of glass, steel, and electricity. This last element can be used to directly damage opponents that the Glass Walker can either touch, or who are touching a conductive material such as metal or water. An electricityspirit teaches this Gift.

System: The player spends a number of Rage points. Each point of Rage spent inflicts two levels of aggravated wounds on the Glass Walker’s opponents. These levels of damage may be divided among as many opponents as the number of Rage points invested in this Gift. As usual, the character cannot spend more Rage than half of his permanent rating in one turn.

### Elemental Favor

By begging, threatening or cajoling an urban elemental, a werewolf can convince the spirit to do her a favor such as manipulating or even destroying its earthly shell. Thus, a glass sheet might explode at the Garou’s foes an unlocked door might refuse to open, or a car’s brakes might fail. An urban elemental teaches this Gift.

System: The player rolls Charisma + Subterfuge (difficulty 7). The Storyteller determines the precise effects

### Reshape Object

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.

Two
Three
Four
Five
10 minutes
One scene
One story
Permanent

### Tongues

This Gift allows the user to read or write any human language encountered, no matter how ancient or obscure. Galliards often use this Gift when translating ancient texts to revive old legends or compose new songs for moots. This Gift is taught by a Raven-spirit.

System: After spending one Willpower point, the player rolls her Intelligence + Academics. The obscurity and relative age of the language determines the difficulty. A common modern language such as Spanish is difficulty 4. An ancient and obscure tongue, such as Etruscan, would be difficulty 10. The number of successes determines the character’s fluency with the language.

### Web Walker

The Garou may travel on the Pattern Web through the Umbra without physical difficulty, and without attracting the unfriendly attention of Weaver-spirits in the area. Any Weaver-spirit can teach this Gift.

System: The player spends one Gnosis point and rolls Charisma + Science (difficulty 7). Success enables the Garou (and her pack, so long as they stick close to her) to travel through the Umbra across the Pattern Web as though she were on a moon bridge. Whether the Web’s strands go where the Garou wants to travel is another matter entirely

## Level Four Gifts

### Attunement

The werewolf may commune with the spirits of a city or town and gain information about the area from them, including a rough population estimate, enclaves of Garou or other beings, and any secret tunnels. This Gift doesn’t function in the wilderness, since theGlass Walkers have lost the knack for conversing with such spirits easily. A cockroach-spirit teaches this Gift.

System: The player spends one point of Gnosis and rolls Perception + Streetwise (difficulty 6). The amount and accuracy of the information depend on the number of successes rolled.

### Call the City’s Wolves

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 phone call, send an email or fax and expect some sort of backup; some master Theurges simply knock on the nearest door and wait to see who emerges. A City Mother or Father teaches this Gift.

System: The player spends a Rage point and rolls Wits + Leadership. The number of successes equals the number of city predators who will emerge: the figures who control and cull the human herd. These may be gang kids, members of citizen vigilante groups, vicious cops, or even wild, diseased dogs. The spiritually summoned backup arrives a scene later, although the Garou can convert extra successes to speed the arrival of assistance rather than adding to the numbers. (One success spent in this fashion brings the help in ten turns; two successes halve the wait to five turns, while three successes brings backup on the next turn.) The “wolves” will be disposed to cooperate with the Glass Walkers, but won’t charge blindly into battle for him. The effects last for one scene.

### Doppelganger

The Garou may take the exact likeness of any other human, wolf, or Garou. A chameleon-spirit teaches this Gift.

System: The player spends one Gnosis point and rolls Charisma + Performance (difficulty 8). Traits aren’t duplicated, but everything else, including voice, posture, and scent, are identical. The effects last for one day per success (though the Garou may end them at will).

### Signal Rider

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). System: The player spends one Gnosis point per sense affected. This Gift lasts for one scene. 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.

### Tech Speak

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: Phones yell it out (without picking up the handset or needing to be turned on), electronic billboards display it, and 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 depends on the distance the message needs to be sent: The next room is difficulty 4, the same building 5, one block away 6, ten miles (16 km) 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.

### Tractor Beam

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 can carry and it must weigh no more than her own body weight. However, two or more Garou with this Gift can team up and carry larger items into the Spirit World. Despite it’s name, the user of this Gift does not emit a beam.

### Virtual Umbra

This Gift enables a Garou to transport himself into the CyberRealm’s Computer Web 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 also transport other (willing) characters into the ComputerWeb, but attempting this feat raises the difficulty to 10.

## Level Five Gifts

### Calm the Flock

With this power, the Garou may walk among humans without accidentally evoking the Curse or the Delirium. This allows her to live among humans and maintain a family. The effects, however, do not last for long. This Gift is taught by a homid Ancestor spirit.

System: The Garou rolls Manipulation + Subterfuge (difficulty 7). The number of successes indicates the number of hours that the effect lasts.

### Chaos Mechanics

Werewolves pulse with the Wyld’s energy, but all creatures with form and nature have something of the Weaver in them as well. Upon learning this Gift, the Glass Walker reconciles these aspects of his being, enabling him to summon primal energy and mystical form at the same time. Luna, who balances mercurial chaos into an orderly cycle of phases, sends the most powerful of her Lunes to teach this Gift.

System: A werewolf with this Gift may use Rage and Gnosis in the same turn with no penalty. This Gift’s effects are permanent.

### Custom Built

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.

### Song of the City-Beast

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 is usually taught by a City Father or Mother, often in return for the accomplishment of a great deed.

System: The player spends two Gnosis points and rolls Charisma + Streetwise, difficulty 8. A City-Beast is less of an actual mythological entity and more of an event — rampaging construction machinery, a collapsing building, a plague of hell-rats, even an incredibly aggressive St. James Day parade or a block party gone riot. The Beast will stay long enough to assist in immobilizing or defeating Gaia’s enemies. Its nature depends on the story but it is likely to be very powerful.

### Summon Net-Spider

The Garou carries a great technological blessing, granting him an intuitive understanding of the ways of computers; additionally, he can summon a Net-Spider — a Weaver spirit that gives its summoner near-absolute control over any computer system. The Spider can disrupt, erase, or destroy whatever system it is sent into. (The exact effects are left to the Storyteller, but are typically destructive.) An avatar of Cockroach teaches this Gift.

System: The player spends one Gnosis point and rolls Charisma + Computer (difficulty 8). If successful, the Net-Spider appears and heeds the Garou’s commands. In addition to the destructive power of the summoned spirit, this Gift allows the Garou to permanently halve the difficulty of all rolls to use, build, or hack computers.

### Technotheocratic Apocalyptica

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.

## Camp Gifts

### Level One Camp Gifts

#### Agro Culture

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 tended to and watered. However, the plants can use artificial substances such as concrete and plastic for soil. They dig their roots in and grow. Plants can even be coaxed to grow out of walls, as long as they are nurtured during the process. This Gift is taught by plant spirits.

System: The Garou must plant seeds in the area to be fertilized. If this is a concrete wall, he must place the seeds in cracks within the surface. He then rolls Charisma + Science (or Herbalism) against a difficulty dependent on the toxicity of the area. An abandoned lot might be 5, a typical city building bathed in the smog of passing cars might be a 6 or 7, while an oil spill site might be 9.

#### Budget Approval Process

Camp: Corporate Wolves

As any underpaid and underprivileged office worker will tell you, getting any budget approved involves knowing whom to ask. Those types would find this Gift a blessing, as would many other types. This Gift lets you find the weak point of any social group, which person can be leaned on to get results. It is taught by either an ant- or bee-spirit

System**:** The player spends one Willpower and rolls Perception + Etiquette (difficulty 5). If successful, the Garou automatically knows which member of a group it would be best to approach to get results in her efforts. The number of success determines how large a group can be scanned. Working out which punk to hit in a street gang to make the rest run would only require one success, working out which guy needs to bribing to bring down an entire corporation would require at least five. The Storyteller also is fully within his rights to suggest that no one person holds all the cards in a group and that the Gift simply won’t work.

#### Cool Mind

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.

#### Last Ditch

Camp: Dies Ultimae

When the chips are down and your back’s to the wall, risks need to be taken. This Gift makes those last choices a little less risky by allowing for some instinctual co-ordination to be taken. A bee or ant-spirit teaches this Gift

System**:** The Soldier looks toward an ally and spends one point of Gnosis before rolling Intelligence + Primal Urge (difficulty 7). The ally does not need to spend Gnosis or roll, but must also know the Gift. As long as one success is rolled, the players of each character may formulate a detailed plan out of character, which both characters instinctually grasp simply from making eye contact.  Each character adds two bonus dice to his or her next roll, but for the rest of the scene after that they lose two dice from all actions.

#### Mother’s Touch

Camp: Wise Guys

The Wise Guy channels spiritual power through her hands, mending the wounds of any other living creature. This Gift may not heal the werewolf herself, spirits, or the undead. A bear- or unicorn-spirit teaches it.

System: The player spends one Gnosis point and rolls Intelligence + Empathy (difficulty is the target’s current Rage, or 5 for those with no Rage). Each success heals one level of lethal, bashing, or aggravated damage. The healer may even heal fresh Battle Scars in this manner, if the Gift is applied during the same scene in which the scar is received and an extra Gnosis point is spent.

#### Network Terminal

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.

#### Tommy’s New Trick

Camp: Wise Guys

While one of the Wise Guys favorite gun Gifts (Trick Shot, rediscovered from the Iron Riders by Gianluigi Lucci) eventually leaked to the whole tribe, this one may well go with them to their grave. This Gift ensures that when spraying bullets from an automatic gun, not a single bullet misses its target. A bird spirit (though never a pigeon) teaches this Gift.

System: The player spends one point of Gnosis and makes a standard Dexterity + Firearms roll to make a spray attack. However, the standard +2 difficulty does not apply. Before the attack is resolved, the Wise Guy may spend one Willpower point to turn one failed die into a success, and this may be repeated until all dice are considered successes. The only exception to this is if the roll is a botch, in which case no Willpower may be spent and every bullet misses their target by exactly an inch.

In addition, not one bullet is left at the scene, nor will any bullet hit anything but the Wise Guy’s opponents. This Gift cannot be used on a single enemy; the attack must be a spray involving at least two targets.

#### Well-Oiled Running

Camp: Dies Ultimae

The greatest toll a Soldier has is her equipment. The worst enemy she has is the possibility of it failing. This Gift greatly reduces those chances by safeguarding machinery against environmental factors. It is taught by a dust, war, or water-spirit.

System: The player spends one Gnosis point and rolls Stamina + Crafts (difficulty 7). The Garou safeguards one machine against natural corrosion or adverse weather for one day per success. This machine can still be damaged by direct attacks.

### Level Two Camp Gifts

#### Buzzword Language

Camp: Corporate Wolves

The Glass Walkers have always needed the ability to hide in plain sight more than other tribes by virtue of being in plain sight so much more often. As a result, they’ve developed many Gifts for communicating unnoticed, but very few have been so successful as this. The Corporate Wolf simply begins to babble in the incoherent – yet entirely accepted – toungue of modern business and the person he’s talking to will completely comprehend his message, which can be totally unrelated to a single word in the conversation.

System**:** The player spends one point of Willpower and rolls Charisma + Subterfuge, difficulty 7. Each success determines how accurately the message is conveyed. At one success the message comes out in single-word sentences. (“You. Me. Escape”) Three successes allow for simple, single-clause sentences. (“You and I will use the staircase to escape.”) Five successes, you could package a short story into the phrase “Leoni and I need to dialogue about leveraging our core competencies in order to achieve market affiliation.”

#### Image of the Saints

Camp: Wise Guys

God or Gaia (take your pick) has His/Her touch on everyone. This Gift allows the Wise Guy to sense the spiritual or supernatural ties another individual possesses within the context of Catholic saints. A dove-spirit teaches this Gift.

System: The player spends one Gnosis point and rolls Perception + Enigmas, difficulty 8. If successful, the Wise Guy sees the image of a specific saint overlaid across a specific individual she sees. This saint will reflect specific aspects of the person depending upon their nature. Another Garou shows a saint reflecting his pack totem. A supernatural creature that isn’t a Garou reveals a saint reflecting their true form, and a normal human will be seen with a saint reflecting either their Nature or an essential moment of their personal history.

Note to players and Storytellers: Good lists of saints can be found in books and on the Internet.

#### Mind Partition

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.

#### Steel Made Flesh

Camp: Cyber Dogs

Sometimes it’s useful to take a step back in order to facilitate many steps forward. An example would be in airports or other places with metal detectors. This Gift allows the Garou to change all cybernetics in his body back into flesh. While flesh, cybernetics do not operate. A snake or cicada-spirit teaches this Gift.

System**:** The Cyber Dog spends one Gnosis. The cybernetics become flesh immediately. The Gift lasts for the rest of the scene.

### Level Three Camp Gifts

#### Steel Blowfish

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.

#### Universal Interface

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.

#### Whispers on the Street

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.

### Level Four Camp Gifts

#### Cooling System

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.

#### Corner Shot

Camp: Wise Guys

A feared Gift, this allows the Wise Guy to shoot around corners. Packs were fond of timing this Gift with multiple guns, creating hails of gunfire through open doorways before entering a room. A bird spirit (again, never a pigeon) teaches the Gift.

System: The player spends one Gnosis point and rolls Perception + Marksmanship, difficulty 9. Only one success is needed. Only single shots may be fired with this Gift, never autofire.

#### Umbral Motorcade

Camp: Wise Guys

A “motorcade murder” was the Mafia equivalent of a drive-by killing. The idea was to be gone the moment after the deed was done. Gianluigi Lucci always felt this never went far enough, and came up with the trick of never being there in the first place. This Gift allows the Wise Guy to shoot a victim in the physical world from the Umbra. A rat spirit teaches this Gift, a fact that made the Gift unpopular in some quarters.

System: 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. In effect, the Wise Guy is making the bullet “reach” across the Umbra, so normally three successes are needed. Should the target be immobile for some reason (such as being asleep), then one or two successes might be sufficient. Since the target is probably unaware of the attack, most attacks made with this Gift are at point blank range and probably lethal.

### Level Five Camp Gifts

#### Family Debt

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 if the debt was made centuries ago. Using this Gift will cause another Garou with the Past Life Background to become possessed by the ancestor whom the Glass Walker summons. The living Garou must be of the same tribe as the ancestor who is called (a Glass Walker cannot make a Bone Gnawer summon a Silver Fang ancestor). The Gift is taught by any long-lived spirit, such as a turtle or an elephant, and the Glass Walker often have such spirits witness any business transactions they make with other Garou.

System: The Garou spends one Willpower point and rolls Gnosis against a difficulty of 10 minus the target’s Ancestors Background rating. If there is no Garou with Ancestors present, this Gift will not work; it requires a Garou with deep connections to her ancestors to act as a conduit. If successful, the desired ancestor is summoned and possesses the target. This ancestor will then perform a duty to make up for a favor the Glass Walkers did for him in his lifetime.

The Central House keeps vast records of every debt owed the tribe. It usually requires a committee vote to summon one of their debtors and thus use up the favor owed. However, Dons who learn this Gift are considered to have the power to use it whenever desired, although Dons who abuse it may wind up being voted off the board, so to speak.

The player should be allowed to create the original debt condition and the debtor. “Grom Wyrmfoe of the Silver Fangs owes the Glass Walkers big, because they helped him root out vampires in Moscow in in the late 1600s. Well, my character feels it’s about time he repaid the favor by helping me kill that damn Gangrel.” The Storyteller, however, is the ultimate arbiter of this Gift. It should be used to enhance a story, never to simply power game. If the Storyteller feels the player is asking a greater favor than what was originally given to the ancestor, he is free to have the ancestor deny the call.

Glass Walker characters should also realize that most Garou do not like being puppets for their Past Lives simply at the whim of some damn city Urrah. They will usually try to get revenge at some later date — to do so immediately is to insult the ancestor.

#### Phone Travel

Camp: Random Interrupts

The Random Interrupt can effectively reach into a telephone line and emerge on the other end. She must first dial the number of where she wishes to arrive and someone must answer. A Patter Spider teaches this Gift.

System: After the phone is picked up, the Random Interrupt rolls Gnosis, the difficulty being the local Gauntlet. As with stepping sideways, three successes are needed to transmit instantly. If fewer successes are rolled, and the other side hangs up before she emerges at the other end, the Garou is spat back out at her phone and takes three levels of lethal damage.

#### Takeover

Camp: Corporate Wolves

What you wear determines your worth as a human being in the modern corporate world. If you live outside the business, you are a number with a dollar sign in front of it, representing what you own and how much it, and you, are worth. For a business, you are your possessions, and this Gift makes it literally true. With this Gift, the Corporate Wolf can attack and physically destroy another person by destroying their possesions. A money spirit teaches this Gift.

System**:** The player spends three Rage points and rolls Strength + Enigmas (difficulty 8). The number of successes needed is determined by how long her opponent has owned the object. If he only bought it today, five successes are needed. If he has owned it for less than a month, four successes are needed; while if he has owned it for at least six months, then three successes are required. Finally i, if it has been owned for over a year, only a single success is necessary.

Assuming the roll is successful, the Corporate Wolf may proceed to make an attack on the object and any damage done to the object will also be inflicted upon her opponent. 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. If it still stands, the Corporate Wolf may continue to attack. If a Corporate Wolf obtains your priceless Ming vase, you should be all right, but worry if they ever steal your car.