Glass Walkers in Shadowfall | World Anvil
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Glass Walkers

Steeped in technology, human religion, and the ebb and flow of the city, the Glass Walkers live and die by a creed of progress. While they fear the Apocalypse as any werewolf, they believe that each passing day makes them stronger, that every new invention may be appropriated for their cause, and that every new philosophy might strengthen their resolve. In this way, Glass Walkers don't have the strong aversion to human populations that most Garou do. According to tribal legends, the Glass Walkers began as monitors of Humanity on orders of the Silver Fangs, who became intrigued by humanity's creativity and guile. Naturally, given the skeptical outlook most of the tribe possess, they are seen as allegories at best and utter rubbish at worst. Most Glass Walkers also tend to think of the Impergiums as allegories of werewolf activities back in these days.  

Tribal Trait - Science over Spirit

While affected by his tribal trait the Garou puts his faith into technology instead of his natural Gifts. He adds a 1 Point Bonus to any Technology, Drive, Firearms or Science roll he makes but suffers a 2 Point Penalty whenever using any of his Gifts or Rites.

Background

All Glass Walkers follow the rules bellow during character creation:
  • Tribal Totem: Cockroach
  • Disconnected: Reduce your Primal Urge rating by 1. Additionally, you character cannot use the Ancestral Guidance Ritual and cannot take the Ancestors or Spiritual Heritage advantages (Garou Specific Advantages).
  • Technologically Minded: Increase your Technology rating by 1. 
  • Weavers Favor: For the purposes of Gift Requirements, for Gifts that are from the Weaver or a Weaver aligned spirit, you count all your ratings in Renown as being 1 dot higher than they actually are.  
  • Gifts of the Cockroach: Chose a single permanent Level 1 Glass Walkers Tribal Gift for your character to possess.

Camp

A Glass Walker may chose to belong to one of the following Camps within his Tribe. This is an optional choice the character can take and should really only be taken by characters of Rank 2 or greater.  

Random Interrupts

The current top dogs of the tribe, who attempt to broaden the horizon of the Garou for new developments in the umbral landscape and explore the world of new technologies, establishing a firm presence on the internet and valuing their top-notch communication.
  • Bonus: Add a Specialization to both Science and Technology - the Internet.
  • Negative: You suffer a 1 Point Penalty for any rolls made for Rites. 

Corporate Wolves

Those who insert themselves strongly in the corporate world and strive to keep Wyrm-influenced corporations like Pentex in check.
  • Bonus: You start the game with at least 2 dots in Scalable advantages - Resources. These dots can be combined with other dots in the same advantage (provided you meet the requirements).
  • Negative: You must divert at least 2 dots worth of Resources (or $1000 per session) towards investments that directly hinder Wyrm tainted corporations (Pentex, Amazon, Endron Oil, Apple etc.) every Session or suffer a 1 point loss to your Honor Rating.

Cyber Dogs

The Cyber Dogs sought to create a perfect integrated balance of spirit, body and machine. However they were disbanded for the most part after the camp leader forced cybernetics on Lupus Kinfolk causing many of them to die. The remaining members of this camp still research cybernetics but do it in a moderated and cautious approach, at least to outside observers.  
  • Bonus: Increase your Science rating by 1. 
  • Negative: Lower your starting Wisdom rating by 2. 

Wise Guys

A camp on the decline that focuses on organized crime. Originally, it had strong ties with the Mafia.
  • Requirements: Have at least 1 dot in Streetwise.
  • Bonus: You start the game with at least 1 dot in Scalable advantages - Connections in the Underworld. These dots can be combined with other dots in the same advantage (provided you meet the requirements).
  • Negative: You have 1 dot in Flaws - Criminal Record.

City Farmers

Those who cultivate greenscapes within cities in order to nurture enclaves of the Wyld within the webs of the Weaver.
  • Bonus/Negative: You lose the Disconnected and the Technologically Minded Tribal Backgrounds.

Dies Ultima

A doomsday cult and mercenary unit that prepares for the Apocalypse by studying urban tactics and spiritual warfare, even allowing Kinfolk to join their ranks.
  • Bonus: Start the game with an additional dot in Firearms, Melee, Stealth or Survival (chose one).
  • Negative: You suffer a 1 Point Penalty for all Social Rolls against members of Garou society (Kinfolk included) who are not members of this Camp.

Mechanical Awakening

Rumored to be just an Urban myth this camp is made out of Lupus Garou who seek to free the machine from humanities control thus allowing the spirits of machines to take their natural place in this world. 
  • Requirement: Must be a Lupus Garou. 
  • Bonus/Negative: All technological items within 10 meters of you begin to malfunction or behave in an erratic pattern as their spirits seek to free themselves. This effect can be dampened for a Scene or 1 hour (if outside a scene) by spending 1 Point of Gnosis and 1 Action. 

Umbral Pilots

Those who explore the Deep Umbra for science.
  • Bonus: You start the game with 4 dots in Scalable advantages - Survival, specifically you receive the advantage of Umbral Terrain. These dots cannot be combined with other dots in the same advantage.
  • Negative: Lose the Technologically Minded Background.

Urban Primitives 

The camp struggles to unlock the feral side of the City. Diving deep into the spiritual hearth of the urban environment to connect with its technological heartbeat. They embrace neo-ritualism and build tribal societies to commune with technological spirits. 
  • Bonus: Increase your Occult rating by 1. 
  • Negative: Lose the Technologically Minded Background. 

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