Glass Walker Tribe Gifts

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Tribal Gifts

Level 1

  • Control Simple Machine
  • Diagnostics
  • Skyscraper Vision
  • Trick Shot

Level 2

  • Cybersenses
  • Garafena's Crown
  • Jam Technology
  • Pennies from Heaven
  • Power Surge
  • Steel Fur

Level 3

  • Control Complex Machine
  • Electroshock
  • Elemental Favor
  • Intrusion

Level 4

  • Attunement
  • Data Flow
  • Doppelganger
  • Tech Speak

Level 5

  • Chaos Mechanics
  • Custom Built
  • Summon Net Spider
  • Technotheocratic Apocalyptica

Level One

Control Simple Machine

Source: WW3801 - Werewolf: the Apocalypse Revised p. 148

Description: 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

Source: WW3801 - Werewolf: the Apocalypse Revised p. 149

Description: 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.

System: The player rolls Perception + Crafts to determine the problem. She then spends one Gnosis point as the Garou mentally convinces the spirit of the device to aid her in fixing it. (Most such spirits are happy to do so - they don't want to be junk!) The time to fix the device is halved, and the player may subtract any successes on the Perception + Crafts roll from the successes necessary to fix the device.




Skyscraper Vision

Source: WW3856 - Glass Walkers Revised p. 75

Description: Whilst the urban jungle offers many new possibilities for the hunter, it also oresents 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 Elemental 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 the Storyteller to reflect the elusiveness of the target.




Skyscraper Vision

Source: WW3801 - Werewolf: the Apocalypse Revised p. 149

Description: 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.

System: The player adds the character's permanent Glory rating to his dice pool when performing a really outlandish shooting trick. Again, this Gift does not allow direct damage to targets ("I'll shoot him between the eyes!", but it can be used to injure opponents indirectly ("I'll shoot the rope that's holding the chandelier over his head!") The effects are permanent.



Level Two

Level Three

Level Four

Level Five

Camp Gifts

Level 1

Level 2

Level 3

Level 4

Level 5

Level One

Level Two

Level Three

Level Four

Level Five

Planetary Gifts

Shantar, The Loom Maker, Celestine of Neptune
Favored Tribe: Glass Walkers
Favored Auspice: Philodox
Also known as: Poseidon, Lir, Aegir, Liau
Source: WW3110 Rage Across the Heavens, p. 72

Level 1

  • Threads of the Tapestry

Level 2

  • Fixit

Level 3

  • Tangling the Skein

Level 4

  • Shantar's Loom

Level 5

  • Drown


Level One

Threads of the Tapestry (Level One)

Source: WW3110 Rage Across the Heavens, p. 124

Description: This Gift allows the Garou to determine the basic elements of a situation that seems confused or deliberately obfuscated. The Garou can discern which individual in a group really holds power or whether someone is acting under duress.

System: The player rolls Wits + Enigmas (difficulty 7). Each success allows the character to uncover one basic behind-the-scenes fact, usually the leader of a group or the emotional contect of an otherwise poker-faced contact. Failure denotes an inability to find out anything beyond the obvious about a situation, while a botch produces incorrect conclusions.



Level Two

Fixit (Level Two)

Source: WW3110 Rage Across the Heavens, p. 124

Description: The Garou can figure out what's wrong with a device and make on-the-spot repairs which allow the item to run or function for a short time.

System: The player rolls Intelligence + Repair (difficulty 7). One success allows the character to repair the targeted item so that it functions for one turn. Two successes enable the item to work for one scene while three successes or more indicates that the item has been permanently repaired, barring excessive use or subsequent damage. Failure means the character cannot repair the item, while a botch renders the device unable to be repaired by anyone - ever.



Level Three

Tangling the Skein (Level Three)

Source: WW3110 Rage Across the Heavens, p. 124

Description: This Gift enables the Garou to cause confusion among her enemies by mixing up their perceptions so that they cannot decide who to follow or what to do next. The effect resembles that of the Gift: Mitanu's Deliberate Misinformation, except it distorts what others discern through sight or memory rather than through what they hear. Victims may mistake one person for another and follow the wrong leader or they may go to the wrong meeting place in the mistaken impression that they are proceeding to the correct spot.

System: The player spends a point of Gnosis and rolls Manipulation + Enigmas (difficulty of the victim's Willpower). Each success allows the character to alter one visual or remembered perception for her victim. She can cause a Black Spiral Dancer to confuse the weakest member of his pack for his pack leader, or make a rival show up at the wrong caern for an important meeting. No successes means that the Gift fails, while a botch actually arranges the victim's perceptions so that they work against the character rather than the victim.



Level Four

Shantar's Loom (Level Four)

Source: WW3110 Rage Across the Heavens, p. 124

Description: The use of this Gift enables the Garou to craft some item from the energy provided by either Gnosis, Rage, or Willpower. The item may not involve multiple parts or have an overly complex make-up. For example, a Garou cannot make a gun using this Gift, but she can craft a dagger or hunting knife. Although this Gift cant produce radioactive materials, it can produce metals such as silver.

System: The Garou spends either a Gnosis, Rage, or Willpower point and rolls Dexterity + Repair (difficulty 8 for simple items, 9 for more sophisticated ones). (The Storyteller may allow the player to substitute a more appropriate secondary skill possessed by the character for the Repair Ability.) One success produces the item desired, while additional successes refine its quality and durability. The Storyteller may require three successes to make an item from a less appropriate quality - such as making a blanket for a cradle by using a point of Rage, or using anything other than Gnosis to craft a silver knife. No successes means that the Gift fails to produce anything useful and allows the expended point to revert to the character. A botch uses up the expended point and produces an unusable or defective item. The item lasts for one day per success.


Level 5

Drown (Level Five)

Source: WW3110 Rage Across the Heavens, p. 125

Description: This Gift causes the lungs of an opponent to fill with liquid. The victim must receive immediate medical or magical assistance or die within a few minutes. The target of the Gift can attempt to help herself but she can do nothing except try to expel the fluid. This Gift can either function as a way to capture an opponent, render an enemy helpless, or inflict punishment on an individual.

System: The player spends a point of Rage and rolls her willpower (difficulty of the victim's Willpower). Only one success is necessary to activate this Gift. The victim must receive help immediately or else die from drowning. The victim may attempt to help herself by trying to cough up or otherwise expel the fluid, but she can take no other actions (including movement away from her surroundings) while she is making the attempt. No successes means the Gift fails, while a botch inflicts the Gift upon the character attempting to use it.