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Werewolf: The Apocalypse 5th Edition tribe

Glass Walkers

Glass Walkers is a tribe in Werewolf W5: Urban Garou under Spider who fight the Wyrm with technology, money, and hard-won Wisdom.

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Key facts

Patron
Spider
Renown Affinity
wisdom

Overview

The Glass Walkers decided that cities are part of Gaia and stopped apologizing for it. Their patron is Spider, their favored Renown is Wisdom, and their tools are the ones other tribes distrust: networks, corporations, surveillance, capital, and the machines the Wyrm also likes to use. They are the tribe most at home in the century everyone lives in. In play a Glass Walker gives the pack reach into human systems. You produce the building plans, the shell company behind the development, the badge that opens the door, and the footage that ends an argument at the moot. The tension is philosophical: a tribe fighting the Wyrm with the Wyrm's own infrastructure has to keep proving the line still exists, which is the best story the tribe has to offer.

How it works

Patron: Spider Renown Affinity: Wisdom Focus: Technology, urban territory, and modern adaptation Typical Gifts: Technology and urban Gifts Gifts at Creation: 3 total, one from your auspice, one from the Glass Walker tribe list, one free

Tips and playstyle

Best For: Players who want a modern, human-facing Garou with a hand in the plot before anyone shifts form. Playstyle: Spend Background dots on Resources, Contacts, and Influence, and take Technology as one of your 3 starting Specialties. Solve half of each problem in Homid, then bring the pack in for the half you cannot. Character Concepts: Security consultant, fixer, startup founder, investigative reporter, a beat cop who kept the badge after their First Change.

Frequently asked questions

Do Glass Walkers work with corporations?

Many do, and that is the point of friction. Operating inside a system the Wyrm has also colonized gives the tribe access nobody else has, plus a permanent argument with Red Talons about what it costs.

Why Wisdom rather than Glory?

Because the tribe's wins are usually leverage and information rather than duels. Wisdom is its affinity, and you assign 3 Renown dots at creation with no more than 2 in any one category.

How do Glass Walkers and Bone Gnawers share a city?

Badly, and productively. Glass Walkers work through institutions and money, Bone Gnawers through the people those institutions fail. A pack with both sees the whole city instead of half of it.

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