Gift category

Glass Walker Gifts

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 Walker Gifts of a specific rank, see the Werewolf Gifts section.

63 Gifts Found

Showing 63
RANK1

Agro Culture

Glass Walkers

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.

Source: Glass Walker TribebookView Gift
RANK1

Budget Approval Process

Glass Walkers

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

Source: Tribebook: Glass Walkers (Revised)View Gift
RANK1

Control Simple Machine

Glass Walkers

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.

Source: Core book revisedView Gift
RANK1

Cool Mind

Glass Walkers

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

Source: Tribebook: Glass Walkers (Revised)View Gift
RANK1

Diagnostics

Glass Walkers

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.

Source: Core book revisedView Gift
RANK1

Last Ditch

Glass Walkers

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

Source: Tribebook: Glass Walkers (Revised)View Gift
RANK1

Mother's Touch

TheurgeBlack FuriesChildren of GaiaGlass WalkersBunyip

Camp: Wise Guys

Camp: Order of Our Merciful Mother (Black Furies)

The Garou is able to heal the wounds of any living creature, aggravated or otherwise, simply by laying hands over the afflicted area. The Garou may not heal herself, spirits or the undead with this Gift. A bear- or unicorn-spirit teaches this Gift.

Source: Core book revised / 20th Anniversary Edition / Glass Walker TribebookView Gift
RANK1

Network Terminal

Glass Walkers

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.

Source: Glass Walker Tribebook (revised)View Gift
RANK1

Persuasion

HomidFiannaGlass Walkers

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.

Source: Core book revised / 20th Anniversary EditionView Gift
RANK1

Plug and Play

Glass Walkers

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.

Source: 20th Anniversary EditionView Gift
RANK1

Sheng-Nong's Eyes

Glass Walkers

(Boli Zouhisze)

The Boli Zouhisze can see from the perspective of his tools and draw on their concentration for the task at hand, allowing him to perform multiple actions with ease. While this was originally used to wield two swords with equal dexterity, any tools can be used; even the werewolf’s own hands count as a “tool.” Either a monkey-spirit or a spirit of war teaches this Gift.

Source: Glass Walker Tribebook (revised)View Gift
RANK1

Skyscraper Vision

Glass Walkers

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.

Source: Tribebook: Glass Walkers (Revised)View Gift
RANK1

Tommy's New Trick

Glass Walkers

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.

Source: Glass Walker Tribebook (revised)View Gift
RANK1

Trick Shot

Glass Walkers

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

Source: Core book revisedView Gift
RANK1

Weaver's Eyes

Glass Walkers

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.

Source: Book of the CityView Gift
RANK1

Well-Oiled Running

Glass Walkers

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.

Source: Tribebook: Glass Walkers (Revised)View Gift
RANK2

Buzzword Language

Glass Walkers

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.

Source: Tribebook: Glass Walkers (Revised)View Gift
RANK2

Cybersenses

Glass Walkers

By studying both his natural senses and the sensory capabilities of machines, the Garou may exchange the former for the latter. He may choose to exchange normal hearing for radar, or ordinary sight for infrared or UV sight. Any technological spirit can teach this Gift.

Source: Core book revisedView Gift
RANK2

Encrypt

Glass Walkers

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.

Source: Book of the CityView Gift
RANK2

Fu Xi's Honor

Glass Walkers

(Boli Zouhisze)

When confronted with a threat to a helpless member of the werewolf’s family or pack, the Boli Zouhisze can rise above her normal limits to defend them. The spirit of any animal that mates for life may teach this Gift.

Source: Glass Walker Tribebook (revised)View Gift
RANK2

Garafena's Crown

Glass Walkers

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.

Source: Players' Guide to Garou (revised)View Gift
RANK2

Hands Full of Thunder

Glass Walkers

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.

Source: 20th Anniversary EditionView Gift
RANK2

Heat Metal

Glass Walkers

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.

Source: Player's Guide Second EditionView Gift
RANK2

Image of the Saints

Glass Walkers

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.

Source: Glass Walker Tribebook (revised)View Gift
RANK2

Jam Technology

HomidGlass Walkers

The werewolf can cause technological devices to cease functioning, albeit temporarily. Even the simplest of shaped objects will refuse to perform its function. A Gremlin -- a type of Wyld-spirit that enjoys breaking things -- teaches this Gift

Source: Core book revised / 20th Anniversary EditionView Gift
RANK2

Mind Partition

Glass Walkers

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.

Source: Glass Walker Tribebook (revised)View Gift
RANK2

Overclock

Glass Walkers

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.

Source: Book of the CityView Gift
RANK2

Pennies from Heaven

Glass Walkers

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.

Source: Tribebook: Glass Walkers (Revised)View Gift
RANK2

Power Surge

Glass Walkers

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

Source: Core book revisedView Gift
RANK2

Steel Fur

Glass Walkers

Focusing in on their own being, the Glass Walker wraps his own spirit with those of steel, turning his fur into hardened metal. Metal or Earth elementals teach this Gift.

Source: Tribebook: Glass Walkers (Revised)View Gift
RANK2

Steel Made Flesh

Glass Walkers

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.

Source: Tribebook: Glass Walkers (Revised)View Gift
RANK3

Data Flow

Glass Walkers

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.

Source: Player's Guide Second EditionView Gift
RANK3

Electroshock

Glass Walkers

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 electricity-spirit teaches this Gift.

Source: Tribebook: Glass Walkers (Revised)View Gift
RANK3

Elemental Favor / Yao's Commands

Glass WalkersRed Talons

(Glass Walker)

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

Source: Core book revised / Glass Walker Tribebook (revised)View Gift
RANK3

Intrusion

Glass Walkers

It's impossible to keep a cockroach out of a house, and it's equally impossible to keep a Glass Walker out, provided she has this Gift. Once this Gift is activated, the Glass Walker can easily break almost any barrier that is presented to her. Doors mysteriously unlock upon her approach; padlocks fall open with no explanation. The Gift has, however, a very short and specific time limit. A cockroach-spirit teaches the Gift.

Source: Tribebook: Glass Walkers (Revised)View Gift
RANK3

Reshape Object

HomidBone GnawersFiannaGlass Walkers

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.

Source: Core book revisedView Gift
RANK3

Steel Blowfish

Glass Walkers

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.

Source: Glass Walkers (Revised)View Gift
RANK3

Tongues

HomidGlass WalkersSilent Striders

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.

Source: Player's Guide Second Edition / 20th Anniversary EditionView Gift
RANK3

Universal Interface

Glass Walkers

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.

Source: Glass Walker Tribebook (revised)View Gift
RANK3

Web Walker

TheurgeGlass Walkers

The Garou may move across the Pattern Web through the Umbra, ignored and unmolested by any Weaver-spirits in the area. This Gift is taught by any Weaver-spirit.

Source: UmbraView Gift
RANK3

Whispers on the Street

Glass Walkers

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.

Source: Glass Walker Tribebook (revised)View Gift
RANK4

Attunement / Lay of the Land

Bone GnawersGlass WalkersSilent StridersUktena

(Lay of the Land)

The Garou may commune with the spirits of a city or town and gain information about the area from them, including rough population, enclaves of Garou or other being and secret tunnels. This Gift does not function in the wilderness, since the Bone Gnawers have lost the knack for conversing with such spirits easily. A rat-spirit teaches this Gift.

Source: Core book revised / Tribebook: Uktena (revised)View Gift
RANK4

Call the City's Wolves

Glass Walkers

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.

Source: Book of the CityView Gift
RANK4

Cooling System

Glass Walkers

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.

Source: Glass Walker Tribebook (revised)View Gift
RANK4

Corner Shot

Glass Walkers

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.

Source: Glass Walker Tribebook (revised)View Gift
RANK4

Doppelganger

Glass Walkers

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

Source: Core book revisedView Gift
RANK4

Signal Rider

Glass Walkers

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.

Source: 20th Anniversary EditionView Gift
RANK4

Tech Speak

Glass Walkers

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; Telephones yell it out, (without picking up the handset), electronic billboards display it, 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.

Source: Tribebook: Glass Walkers (Revised)View Gift
RANK4

Tractor Beam

Glass Walkers

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.

Source: Glass Walker TribebookView Gift
RANK4

Umbral Motorcade

Glass Walkers

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.

Source: Glass Walker Tribebook (revised)View Gift
RANK4

Virtual Umbra

Glass Walkers

This Gift enables a Garou to transport himself into the CyberRealm's Computer Web (Umbra page 61) from any part of the Pattern Web. Any spirit affiliated with computers can teach this Gift.

Source: UmbraView Gift
RANK5

Calm the Flock

Glass Walkers

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.

Source: 20th Anniversary EditionView Gift
RANK5

Chaos Mechanics

Glass Walkers

Werewolves pulse with the Wyld's energy, of course, but all creatures with form and nature have something of the Weaver in them, or so the Glass Walkers argue. Upon learning this Gift, the Glass Walker reconciles these two sides of his being, and he can summon primal energy and mystical form at the same time.

Source: Core book revisedView Gift
RANK5

Custom Built

Glass Walkers

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.

Source: Tribebook: Glass Walkers (Revised)View Gift
RANK5

Family Debt

Glass Walkers

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.

Source: Glass Walker TribebookView Gift
RANK5

Huang Di's Sacrifice

Glass Walkers

(Boli Zouhisze)

Whilst Huang Di was known for his inventions, he was also the Yellow Lord and a great leader. Normally used by the pack’s alpha, this Gift allows a leader to revitalize his followers in moments of darkness. This Gift is taught by only one spirit, who lives at the foot of Bull Mountain and cries eternally. The spirit resembles nothing, and only teaches the Gift at sunrise.

Source: Glass Walker Tribebook (revised)View Gift
RANK5

Phone Travel

Glass Walkers

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.

Source: Glass Walker Tribebook (revised)View Gift
RANK5

Song of the City-Beast

Glass Walkers

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.

Source: Book of the CityView Gift
RANK5

Summon Net-Spider

Glass Walkers

The Garou 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.

Source: Core book revisedView Gift
RANK5

Takeover

Glass Walkers

Camp: Corporate Wolves

Whate 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.

Source: Tribebook: Glass Walkers (Revised)View Gift
RANK5

Technotheocratic Apocalyptica

Glass Walkers

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.

Source: Players' Guide to Garou (revised)View Gift
Search the complete Gift database