3 min read
GLASS WALKERS

Not all werewolves are creatures of the wild. Some stalk the city streets, hunting their prey in back alleys and boardrooms. Technology is their ally and computers are their slaves. When the war erupts in the city streets, they'll be ready to fight with tooth and claw, with electricity and glass. They are the Glass Walkers, the most urbane of werewolf tribes with powers over technology and tactics for fighting the War of the Apocalypse over electronic and concrete battlefields. - Tribebook: Glass Walkers (Revised) 


OVERVIEW

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. 


GLASS WALKER SOCIETY

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 area 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 whenthe 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. Their Apex Kinfolk, which are rarer in occurrence than even among the other Garou tribes, are skilled Techno-Projectors. It is no surprise that they are coveted and valued for their abilities in furthering the Glass Walker reach into the great web. Glass Walkers breed almost exclusively with humans that catch their eye, save for a few protected packs of wolves on privately-owned land. It has been theorized this may be the reason why Apex Kinfolk are rarely born to them.

Naturally, their territories are almost entirely urban, usually tied to some human source of power — corporate, scientific, or even criminal.  



GLASS WALKER GIFTS