Classification: Union // Open

Tribes & Fera

118 records

Random
Name ▲ Kind Source
Aethera InamorataCampW20
AjabaFeraCB, W20
Amazons of DianaCampW20
Ana-gaminCampW20
AnanasiFeraCB, W20
Angels in the GardenCampW20
Anointed OnesCampW20
Bacchantes (or Maenads)CampW20
Bane TendersCampW20
BastetFeraCB, W20
Bitter HexCampW20
Black FuriesTribeW20
Bone GnawersTribeW20
Bringers of LightCampW20
Brotherhood of HerneCampW20
BunyipLost TribeW20
CampsCampW20
Children of CrowCampW20
Children of DireCampW20
Children of GaiaTribeW20
City FarmersCampW20
CoraxFeraCB, W20
Corporate WolvesCampW20
CroatanLost TribeW20
Cyber DogsCampW20
Demeter’s DaughtersCampW20
DesertersCampW20
Dies UltimaeCampW20
DispossessedCampW20
Dying CubsCampW20
Earth GuidesCampW20
Fangs of GarmCampW20
FiannaTribeW20
FrankweilersCampW20
FreebootersCampW20
Get of FenrisTribeW20
Glass WalkersTribeW20
Glorious Fist of WotanCampW20
Gluskap’s LodgeCampW20
Grandchildren of FionnCampW20
GurahlFeraCB, W20
Hand of TyrCampW20
HarbingersCampW20
Heavenly Successors of the Demon-EaterCampW20
HillfolkCampW20
HoodCampW20
HousesCampW20
Imminent StrikeCampW20
Inner PathCampW20
Judges of DoomCampW20
KitsuneFeraCB, W20
Klaital PukCampW20
Lodge of the Predator KingsCampW20
LodgesCampW20
Loki’s SmileCampW20
Lords of the SummitCampW20
Mechanical AwakeningCampW20
Mjolnir’s ThunderCampW20
MokoléFeraW20
Moon-DaughtersCampW20
Mother’s FundamentalistsCampW20
Myeengun’s LodgeCampW20
NagahFeraCB, W20
NuwishaFeraCB, W20
One TreeCampW20
Order of Our Merciful MotherCampW20
OuroboroansCampW20
Path DancersCampW20
Patient DeedCampW20
Philosophical DivisionsCampW20
Random InterruptsCampW20
Rat FinksCampW20
RatkinFeraCB, W20
Red TalonsTribeW20
Revolutionary GuardCampW20
Road WardersCampW20
RokeaFeraCB, W20
Sacred HoopCampW20
Sacred ThreadCampW20
ScoutsCampW20
Secret HoopCampW20
SeekersCampW20
Seekers of the Lost TribesCampW20
Servants of UnicornCampW20
Shadow LordsTribeW20
Silent StridersTribeW20
Silver FangsTribeW20
SisterhoodCampW20
SkywalkersCampW20
Society of Bitter FrostCampW20
SongkeepersCampW20
StargazersTribeW20
SwarmCampW20
Swords of HeimdallCampW20
Swords of NightCampW20
Temple of ArtemisCampW20
TraditionalistCampW20
Trance RunnersCampW20
TricksterCampW20
Tuatha de FionnCampW20
UktenaTribeW20
Umbral PilotsCampW20
Urban PrimitivesCampW20
Valkyria of FreyaCampW20
VisionaryCampW20
Warders of the LandCampW20
WayfarersCampW20
Web WalkersCampW20
WendigoTribeW20
Whelp’s CompromiseCampW20
WhippoorwillTribeBotW
Whispering RoversCampW20
White HowlersLost TribeW20
Wise GuysCampW20
World TreeCampW20
Wyld ChildrenCampW20
Ymir’s SweatCampW20
ZephyrCampW20
Classification: Union // Open Ref werewolf/faction/tribe/glass-walkers

Glass Walkers

Tribe · Werewolf

Werewolf

The Glass Walkers are werewolves unlike any other. They have largely abandoned the ancestral ways in favor of a cutting-edge, always-adapting blend of technology and shamanism. They actually prefer urban life to the wilderness, and defend the Scabs as centers of a vibrant ecology all its own. Even if that ecology is often wounded or diseased, it can be made healthy, the Glass Walkers argue. The other tribes often call them urrah, or tainted ones — but the children of Cockroach won’t give up the advantages of modern achievement just to repair their reputation.

The name “Glass Walkers” makes reference to the vast skyscrapers of the modern world. Before there were cities of glass, the tribe was known as Iron Riders, having embraced the trains and machines of the Industrial Age. In the times before then, they were the City Warders, associating themselves with urban life throughout the ancient, medieval, and Renaissance eras. And before there were even cities, they were the Warders of Men, a tribe that gathered where humans did and watched what their cousins would do next. Other tribes say this proves they have no pride in their identity — but the Glass Walkers’ identity lies in adaptation.

The Glass Walkers’ fascination with human achievement carries through to their tribal customs. They borrow political structures from human government and corporate organizations, bind spirits into technological devices to create techno-fetishes, create artworks that incorporate fashionable trends and techniques, even preserve some of their tribal lore in shamanically-encrypted hardcopies rather than keeping to the oral traditions. These practices can give them a much-needed edge — after all, most of the forces of the Wyrm, including the Black Spiral Dancers, haven’t adapted quite as well.

But their focus on humanity and its works has also weakened the Glass Walkers in some ways. They have few wolf bloodlines left to them —some of their lupus children find the tribal tenets too confusing and seek refuge with another tribe.

They treat their metis well, but the number of metis in the tribe speaks to an all-too-human tendency to make bad romantic decisions.

They have more enemies than most tribes: vampires are thick in the cities, and don’t care to have urban werewolves muscling in on their turf. Glass Walker Theurges are often over-specialized: they’re masters at dealing with spirits of electricity and the Weaver, but have more difficulty with older spirits of Gaia or the Wyld. If the Garou as a whole have trouble balancing their wolf and human natures, the Glass Walkers are a particularly skewed example.

Some say the tribe’s in danger of forgetting that they’re Garou. It may even be true for some — but the rest make very dangerous enemies of the Wyrm.

They establish urban caerns that give their territories a centralized, organized source of spiritual power. They’ve made an art of sabotage, and delight in “monkey-wrenching” companies or organizations that prey too heavily on Gaia’s creation. They followed enough data streams and paper trails to assemble a more complete picture of Pentex and its activities than any other tribe possesses. They know how the system works. They know how to pull strings. And when the time’s right to hit the Wyrm with high explosives, silver bullets, and anti-personnel ordnance, they still remember how to use their fangs and claws as well.

Appearance: Glass Walkers have the easiest time blending in with other humans, but even they have a predatory presence that bleeds through from time to time. They have no Pure Breed, and their wolf forms are frequently mottled, multicolored, or brindled.

Kinfolk & Territory: Glass Walkers tend to treat their Kin almost like “human resources,” with all the subcontracting and delegation that implies. They breed almost exclusively with humans that catch their eye, save for a few protected packs of wolves on privately-owned land. Naturally, their territories are almost entirely urban, usually tied to some human source of power — corporate, scientific, or even criminal.

Tribal Totem: Cockroach may not be pretty, but it’s an avatar of adaptation and survival. The Glass Walkers honor Cockroach and its brood of technological and adaptive entities such as Gremlins, Scab Birds, and the bizarre financial Mula’Krante or “money spiders.”

Character Creation: Glass Walkers favor modern skill sets, such as Drive, Firearms, and Computer. Mentor is a discouraged Background: the Glass Walkers don’t believe much in the old ways. Their restricted Backgrounds are Pure Breed (which they stopped cultivating centuries ago) and Ancestors (their lack of interest in the past has eroded their spiritual ties to its wisdom). Most have at least a dot or two of Resources.

Initial Willpower: 3

Beginning Gifts: Control Simple Machine, Diagnostics, Persuasion, Plug and Play, Trick Shot

“Look, a city’s like any other spider web. There are sticky strands, and there are clean strands. If you stay on the clean strands you don’t get caught — and you have a good foothold in case you need to cut something loose.”

Stereotypes

Black Furies: We’re all for helping you with the troubles in the human world. But you have to come out of the Wyld places and focus on human society to make lasting progress.

Bone Gnawers: It’s hard to believe they’re down in the gutters by choice. They’re either very brave, or completely crazy. Probably some of each.

Children of Gaia: You have to respect the willpower it takes for a Garou to try for compassion instead of Rage. It’s like quitting smoking every day of your life.

Fianna: Usually pretty reliable, even if they lean on storyteller’s logic more than the real thing.

Get of Fenris: I guess we need all the weapons of mass destruction we can get, but I’d honestly prefer not to have a hair-trigger on a nuke.

Red Talons: It’s not my damn fault you didn’t adapt, and I’m not going to let you wreck my home and murder my Kin just to cope.

Shadow Lords: They’ve got their heads in the right place when it comes to pragmatic solutions. I don’t know about their hearts, mind.

Silent Striders: If it’s information someone put into a computer, you don’t need a Strider for it. But they’re good at finding the other stuff.

Silver Fangs: Are we seriously still pretending that a hereditary monarchy has some sort of intrinsically superior value? Blood will get you only so far.

Stargazers: I don’t know if you guys noticed, but the war’s going on in the material world right now.

Uktena: They study all kinds of things we barely even know about. That’s respectable, and also enough to give me the cold sweats.

Wendigo: I always feel they’re looking at me like they’re imagining my head on a pike. Makes it hard to extend the olive branch, you know?

Contains

City Farmers, Corporate Wolves, Cyber Dogs, Dies Ultimae, Mechanical Awakening, Random Interrupts, Umbral Pilots, Urban Primitives, Wise Guys

Referenced by 51

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