Classification: Union // Open
Classification: Union // Open Ref werewolf/faction/tribe/glass-walkers

Glass Walkers

Tribe · Werewolf

Werewolf

Cities are the Wyrm’s scales shed upon the Earth. The Glass Walkers are a problem, because they’ve learned to thrive in the world to come without shedding any of their Gaian delusions. That makes them crazy, but it also makes them good at hiding among the sheep. Lots of times, the hardest thing about dealing with Glass Walk­ ers is figuring out what to hit in the first place. That’s the bad news. The good news is, we have all those same strengths, in greater abundance, and the city is more inviting to us than it is to them.

Cockroach’s children are survivors. They learn, change, and adapt their methods faster than any other tribe. They take their fight to domains that most of us fail to understand. But they also fight a battle more fruitless than most of the Garou Nation.

Every day a Glass Walker tries to work in a system that just doesn’t care. Pentex rips open bleeding wounds all over Gaia’s flesh, the political system is in the pockets of the corporations, and most people just don’t give a shit. The Glass Walkers may be miles ahead of other Garou, but that puts them alone against the human-caused horrors they face. For every minion of the Weaver that falls, two more rise.

Lure the Glass Walkers with the power to do more. Leave fetishes in the boardrooms they cleanse, and offer them significant support — at one remove — that has a

tiny price attached. What’s one tree, one werewolf, one pack if the Glass Walker can take down a major nest of Pattern Spiders? What’s one sept if an entire Pentex subsidiary collapses under the Glass Walker’s might? And what is Pentex compared to a string of new Black Spiral Dancers?

See also 2

Bestiary

Other Factions

Referenced by 52

Bestiary

Gifts

Items

Other Factions

Places

Rites & Rituals

Tribes & Fera

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