Glasswalkers
They have taken the uprising of man and embraced it. Living at home within the cities they relish technology. They do not see their advancement and acceptance of this as corruption, merely, a further step in the ongoing battle. They use the wyrms own toys against it, but to use them one has to know them.......
••• Gifts •••
• Control Simple Machine (Level One) - The Garou may speak to the primal urban spirits in the simplest mechanical devices (no electronics, et at.), causing them to operate or shut down as he sees fit. Levers flip, pulleys roll, doors unbolt, etc. This Gifts is taught by any technological spirit.
System: The Garou spends a Willpower point and rolls Manipulation + Repair (difficulty 7). The Glass Walker's control lasts for the duration of the scene.
• Persuasion (Level One) - This Gift allows a homid to become more persuasive when dealing with others; his statements and arguments are imbued with meaning or credibility. This Gift is taught by an Ancestor-spirit.
System: The Garou rolls Charisma + Subterfuge (difficulty 6.) If successful, the difficulties of all Social rolls are reduced by one for the remainder of the scene.
•• Cybersenses (Level Two) - The Garou, through studying both his own senses and the tools of science, may alter his sensory perceptions to those of a machine. Thus, he can change his hearing to detect radar, change his eyes to detect UV emissions or radiation, etc. This Gift is taught by any technological spirit.
System: The Garou spends one Gnosis point per sense affected. Thereafter, he substitutes a Perception + Science roll for any Perception rolls involving the new sense(s), The effects last for a scene.
•• Heat Metal (Level Two) - 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, ear, 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.
•• Power Surge (Level Two) - By speaking with the spirits of electricity, the Garou may cause a blackout over a wide- spread area. This Gift is taught by an electricity elemental.
System: The Garou spends one Gnosis point and rolls Wits + Science (difficulty 7). The area blacked or browned out depends on the number of successes rolled. Device Area Affected One House or Single Story Two Large Building Three City Block Four City Block Five Neighborhood
••• Control Complex Machine (Level Three) - The Garou may bargain with the strange spirit life of the electronic world, thereby controlling cars, calculators, computers, video games, et al. This Gift is taught by a Net-Spider (the knowledge is actually stolen from the spirit, much as a hacker copies protected files).
System: The Garou spends one Willpower point and rolls Manipulation + Science (or Computer) against a difficulty ascertained by the Storyteller (usually 8). The control lasts for the duration of the scene.
••• Data Flow (Level Three) - 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 machin. while this Gift allows remote access, the Garou must still make all the appropriate rolls to manipulate the computer.
••• Elemental Favor (Level Three) - By cajoling a nearby urban elemental, the Garou can get the elemental to perform one "favor" for her. This can include the manipulation or even destruction of the elemental's housing - thus a metal vault door might unlock itself, a glass sheet might explode at the Garou's enemies, cables might coil around the Garou's opponents, etc. This Gift is taught by any urban elemental.
System: The Garou rolls Charisma + Subterfuge (difficulty of the elemental's Gnosis).
•••• Attunement (Level Four) - By standing in a particular area, the character can commune with the spirits of the area, thus getting an overview of what exists or has happened in the area - rough population, secret tunnels, places of note and so on. This Gift is taught by a Cockroach-spirit.
System: The Garou spends one Gnosis point and rolls Perception + Streetwise (difficulty 6). The Amount of information gained depends on the number of successes; on a botch, the spirits lie. This Gift may only be sued in urban areas, as the Gnawers have become desensitized to the wilderness.
•••• Doppelganger (Level Four) - The Garou may take the exact likeness of a particular human or wolf, or even another Garou. This is taught by a Chameleon-spirit, or a spirit of Illusion.
System: The Garou spends one Gnosis point and rolls Charisma + Performance (difficulty 8). The effect lasts for one day per success.
••••• Calm the Flock (Level Five) - 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.
••••• Summon Net-Spider (Level Five) - The Garou can summon a Net-Spider - one of the Weaver-spirits that dwell within the Realm of electronic reality. Within rea- son, the Net-Spider gives its summoner absolute control over computers. The Garou can also send the Spider into someone else's system to disrupt it - the effects of this are left up to the Storyteller, but should be destructive. This Gift is taught by an avatar of Cockroach.
System: The Garou spends one Gnosis point and rolls Charisma + Computer (difficulty 8). If successful, the Net- Spider appears and will heed the Garou (see Net-Spider, pg. 269). The Spider allows the Garou to halve all difficulty rolls involving computers.