Tribebook: Glass Walkers (Revised Edition, Werewolf: The by Sean Riley

By Sean Riley

Fang, Claw and Bullet
Not all werewolves are creatures of the wild. a few stalk the town streets, looking their prey in again alleys and boardrooms. expertise is their best friend and desktops are their slaves. while the battle erupts within the urban streets, they'll have the ability to struggle with enamel and claw, with electrical energy and glass. they're the Glass Walkers.

Skating the Weaver's Webs
The 5th revised Tribebook, Glass Walkers makes a speciality of the main urbane of werewolf tribes. inside of are the secrets and techniques of the cyber-tribe's mystic powers over expertise, in addition to their strategies for scuffling with the battle of the Apocalypse over digital and urban battlefields. No modern day Werewolf fan could be with no it.

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Additional resources for Tribebook: Glass Walkers (Revised Edition, Werewolf: The Apocalypse)

Example text

Yet it is the divine spellcasting classes who receive the greatest benef its from worshiping demon lords, in the form of their class abilities.

Gain a +4 profane bonus on all saving throws against the supernatural abilities of undead creatures. Boons 1: Zura’s Favor (Sp) deathwatch 3/day, spider climb 2/day, or vampiric touch 1/day 2: Blood is Life (Su) Once per day as a fullround action, you may drink the blood of a creature that has been dead for no more than an hour to gain the benefits of heroes’ feast and death knell for 1 hour. The blood imbibed must come from a creature with a minimum CR of your character level –2. 3: Vampirism (Su) Once per day, you may infuse yourself with the qualities of a vampire.

This ability is the equivalent of a 7th-level spell. 3: Conqueror Worm (Sp) You can use summon monster IX once per day, but only to summon one advanced fiendish purple worm. Boons 1: Zevgavizeb’s Blessing (Sp) charm animal (reptiles only) 3/ day, darkness 2/day, or greater magic fang 1/day 2: Children of the Caves (Sp) Once per day you can use summon monster IX as a spell-like ability, but only to summon 1 fiendish tyrannosaurus, 1d3 fiendish elasmosauruses, or 1d4+1 fiendish ankylosauruses. 3: Primeval Might (Ex) You become infused with primeval power, and gain a +4 profane bonus to Constitution and your natural armor.

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