Glass Walkers
Trible Gifts
Basic Gifts
Control Simple Machine — The Garou can control very simple
technological items. The Garou can cause nearby, nonelectronic machinery to turn on and off and/or perform a normal range
of functions. Using this Gift to affect one item costs a variable number of Gnosis Traits. Each command requires the Garou
to win or tie a Simple Test. The Gift ends when the Garou loses one of the Simple Tests or a full minute has passed. This
Gift costs a variable number of Gnosis Traits. One Gnosis Lock, doorknob, pistol or small lever Two Gnosis Rifle, safe door
or hydraulic jack Three Gnosis Crane or watermill
Persuasion — As the Homid Gift.
Cybersenses — The Garou may alter his senses to
a degree to gain access to a range of sensory information he could not normally comprehend. This power cost a Gnosis to use
and lasts for ten minutes.
Sight:
• Infrared — See heat sources, ignore most darkness
penalties or detect a vampire (unless they’ve fed in the last hour or they’ve been in a very warm area).
• High band transmissions — Watch television programs
as transmissions pass through the air; the Garou must win a Simple Test to find a specific station.
Hearing:
• Radio Band — Listen to random
radio transmissions; the Garou must win a Simple Test to find a specific band.
• Radar — See immediate surroundings,
ignore darkness penalties.
• Supersonic/Subsonic — See
motion-sensor beams.
Touch:
• Electric (Stream) — Feel
the transmission of electricity, find live wires, or tap a phone line or intercom by touching the wiring.
Note only one effect of this Gift may be in use at a time.
Intermediate Gifts
Heat Metal — The Garou can quickly heat a metal
object to the point of damaging anyone touching the object. By spending a Gnosis Trait, the Garou may drastically raise the
temperature of a small object that she can readily see, such as a knife, pistol, doorknob or
wristwatch. The victim must make a Simple Test. Winning means the object and anyone touching it will avoid damage. A tie
means the object heats up, but anyone holding or touching may let go or drop the object to escape harm. Losing the challenge
means the object heats up and there is no chance to let go before being burned. Each level of Celerity (Celerity, Rapidity
or Fleetness) allows the character to retest a loss, but not a tie. Damage suffered is aggravated. The object returns to normal
temperature in one minute, but if the number of times the object is exposed to this Gift exceeds the number of Traits it possesses,
it is ruined.
Power Surge — The character can make a large surge
of uncontrolled electricity overload existing lines, possibly causing an outage. The Garou must spend a varying amount of
Gnosis Traits and win a Mental Challenge.
The minimum number of Traits risked depends on the area to be affected. Medium sized room Two Traits Small house or single
story Three Traits Large building Four Traits City block Six Traits Neighborhood Nine Traits
Control Complex Machine — As the Gift: Control
Simple Machine, except electronic devices can be controlled as well. The Gnosis costs are as follows:
Phone, calculator, watch or light fixture One Gnosis
Computer, arcade games, TVs and VCRs Two Gnosis
Cars and industrial machinery Three Gnosis
Attunement— As the Bone Gnawer Gift.
Doppleganger — The Garou may take on the likenes
of an individual she has had the chance to closely study or examine. By spending a Gnosis Trait, she may assume the subject’s
Physical appearance, not including clothes or other belongings. Someone familiar with the original person will sense something
is amiss, and if he wins or ties a Simple Test, he will realize that he is dealing with an
impostor. Those with powers that reveal the hidden may uncover the truth if the individual thinks to use her power. The
Gift lasts for one hour.
Advanced Gifts
Long Distance Running — The Garou can take advantage of
time-slippage associated with the Gauntlet, drastically reducing the travel time between two points in the physical world.
Spending more Gnosis can make the journey quicker. However, once the trip begins, it
may not be interrupted or any bonuses will be lost. This power may only be used once per session.
One Gnosis Multiply travel time by 3/4
Two Gnosis Multiply travel time by 1/2
Three Gnosis Multiply travel time by 1/4
Phone Travel — The Garou may travel through a
physical phone line to reach a destination. This power only works over physical lines and cannot be used with satellite relays,
cellular systems, pagers or the like. Furthermore, the Garou must know the number. The phone
on the other end must actually be picked up — an answering machine or a computer modem
isn’t good enough. Otherwise, this Gift provides almost instant transportation. It cost a Gnosis Trait to use.
Calm the Flock — The Garou can negate the effects
of the Delirium in normal humans near her. For each Gnosis Trait spent, the effects of Delirium are suspended for one hour.