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Glass Walkers: Of all the tribes, the Walkers are the most adapted to the city and the least trusted by the other Garou. They tend to mix with the underworld and frequently employ high technology.
Initial Willpower: 3
Backgrounds: No Mentor, Past Life, or Pure Breed.
Beginning Gifts: Control Simple Machine, Persuasion
Totem: Cockroach

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

Rank One

Control Simple Machine — 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 — 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.


Rank Two

Cybersenses — 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.

Power Surge — 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.

Successes Area Affected
One House or Single Story
Two Large Building
Three City Block
Four City Block
Five Neighborhood

Rank Three

Control Complex Machine — 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.

Elemental Favor — 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).


Rank Four

Attunement — 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 — 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.


Rank Five


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.

Summon Net Spider — The Garou can summon a Net Spider - one of the Weaver spirits that dwell within the Realm of electronic reality. Within reason, 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.


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