Classification: Union // Open
Classification: Union // Open Ref werewolf/location/umbral_realm/walking-the-web

WALKING THE WEB

Umbral Realm · Werewolf

Werewolf

The dangers are significant for using the Pat­ tern Web without the Web Walker Gift. Those werewolves who try discover that getting lost is a distinct possibility, even when trying to remember the way they came — navigating requires an Intelli­ gence + Engimas roll, difficulty 7. Avoiding dangers or finding a specific part of the Pattern Web may push the difficulty as high as 9.

p. 165) allows a Theurge and her pack to travel upon the Web just like a Pattern Spider, free of interference from Weaver-spirits. The Gift still doesn’t tell the travelers just where they’re going, but experienced Web walkers know how to orient themselves properly. While traveling, packs enjoy the safety of traversing a Moon Bridge, though the Pattern Web does not yet reach the Aetherial Realm and Celestines can offer no protection to the pack. Werewolves protected by the Gift rarely need it, anyway.

Theurges and Glass Walkers often employ Pattern Spiders to help them negotiate the Web. The Spiders can serve as guides or provide detailed data on the layout of the local pattern. Some Glass Walker packs even have Weaver-spirits as totems, which provide valuable insight in any Web-based excursion.

Other threats lurk among the strands: hostile Weav­ er-spirits, including Incarna that can’t be fought with fang and fury, enclosed connections that lead to the Cyber­ Realm’s Computer Web, or even Wyldlings who see the travelers as Weaver servitors and attack relentlessly.

In the End Times, none of the Triat is friendly toward the Garou. Spilling the blood of those who should be allies is another symptom of the balance long ago lost to cosmic strife.

See also 10

Abilities & Attributes

Bestiary

Gifts

Places

Tribes & Fera

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