Glasswalkers

 

 

 

Tribal Totem:
Cocaroach

Initial Willpower: 3

Backgrounds:
May not buy Ancestorys, Mentor, or Pure Breed

Beginning Tribal Gifts:
Control Simple Machines, Diagnosis, Trick Shot

Advantage:
Glass Walkers are well conditioned in human society.  Because of this 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 that they cannot regain Gnosis in the deep wilderness.  They can only do so in cities (and, generally suburbs).  They can also regain Gnosis at caerns anywhere no matter how far away from civilization.

Wolf Form:
Glass Walkers in Lupus are smaller and weaker than their Wyld brothers.  Most are a mottled color due to the blending of many heratiges and many of the younger Glass Walkers are known to shave and dye their Crinos Forms to match whatever modifications they have done to themselves in homid.