Joseph Glass-Walker ("Joe Glass" to palefaces)
Salish human custom-tradition magician
Glass-Walker's first, last, and only concern is the will of the spirits. He followed their call from his native Salish-Sidhe Council to the urban wilderness of Seattle, and now seeks his destiny in their whispers. A mostly genial Amerind man in his mid-thirties, Glass-Walker has a slightly distracted air about him: the spirits of the city murmur to him almost constantly, and the words of other metahumans sometimes pass him by. His hair is long and worn loose, still black but showing threads of gray here and there. Glass-Walker typically dresses in sneakers, jeans and a t-shirt, his only concession to the weather a slightly shabby olive trenchcoat patched at the elbows. When he feels the need for visible protection, he carries a Hammerli 620S on his hip; otherwise he relies on the goodwill of the spirits. He feels it an irresponsible waste of his gift to use magic to inflict harm, and will do so only when severely pressed.
Joseph Glass-Walker
Metatype: Human (0BP)
Attributes:
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Attribute total: 260BP
Skills:
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Skills total: 153BP
Qualities:
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Qualities total: -10BP
Gear:
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Gear total: Y114695 (23BP)
Spells:
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Spells total: 24BP
Tradition: Glass-Walker's Way
Concept: Glass-Walker hears the voices of the spirits like any other shaman, he just doesn't hear the same spirits. Instead of the children of the Earth-Mother, Glass-Walker heeds the offspring of Her half-sister, the City. He hears them in the wind howling down plascrete canyons, he hears them in the rumble of a train moving through the earth, he hears them in the dead air between trid broadcasts, he hears them in the buzz and hum of sixty-cycle current. He hears, and calls to them, and they answer.
Combat: Guardian
Detection: Guidance
Health: Water
Illusion: Air
Manipulation: Task
Drain: Willpower + Intuition
Mentor Spirit: Architect
Concept: Architect is the builder and creator. Where Artificer loves tools and tool-makers, Architect is the patron of cities and city-builders. She commands her children to make her cities beautiful, to tend the worldly and spiritual needs of the people who live there, and to combat urban blight wherever it appears. She appears to Glass-Walker in the guise of a bespectacled woman in a business suit and hard-hat, with a roll of blueprints under her arm.
Advantages: +2 dice for Manipulation spells, +2 dice for Task spirits
Disadvantages: -2 dice for physical Combat spells, Architect magicians must make a Willpower [2] test to knowingly damage a road or building.