Glass Walkers

Tribal Totem: Cockroach

Advantage: Glass Walkers have always been well-connected within human society. They begin play with a free Influence Trait, and may buy more at a cost of one for one (not to exceed the cap).

Drawback: The Glass Walkers are so tied to the Weaver and her works that they cannot regain Gnosis in the deep wilderness. They can only do so in cities (and, generally, suburbs). They can regain Gnosis at caerns any- where, however, even hundreds of miles from civilization.

Backgrounds: The Glass Walkers lack ties to their ancient past: They cannot choose the Ancestors, Pure Breed or Mentor Backgrounds.

Beginning Tribal Gifts: Control Simple Machine, Diagnostics, Trick Shot

Wolf Form: Having degenerated from ancient lupine majesty, the Glass Walkers are smaller and weaker than most other Garou when in wolf form. Their fur is often mottled, as befits their mixed heritage. Many Glass Walkers shave or dye their Crinos-form fur in accordance with similar modifications they make to themselves in homid form.

Organization: At the local level, city elders known as Lords or Dons rule the Walkers. These elders have wide-ranging influence throughout the city, rivaled only by local Leeches. As is the case with many tribes, the GlassWalkers lack a large-scale organization, but as the world becomes more interconnected through an electronic web, Dons are better able to cooperate with one another and make certain that a werewolf cannot escape punishment simply by fleeing to a remote city.

Habitat/Protectorate: As might be expected from their name, the Glass Walkers prefer to live in the wealthiest parts of cities across the world. The centers of power - political, financial or electronic - are their stomping grounds. They prefer to stay close to their human contacts, from board rooms to underworld society or ritzy clubs to seedy street life. Their Kinfolk are equally widespread, mostly connected through electronic means (cell phone, e-mail, pager).