Glass Walkers · Werewolf
722dp
722d&p
have guessed from my comments above, septs are an that embrace the entirely different affair. Your Glass Walker sept in ChiRandom Intempts and to adapt the to the kind cago is different from your Glass Walker sept in of organization they favor. Here, the leader is little more Seattle, because the camp that has defined the way it than a moderator; their job is to let everyone have their operates is different. nat doesnjt mean that in say and tally the votes. Challenging isn’t just expected; sept is a wise G if there are five wise G~~~ it’s how the entire system works! Sure, you don’t challeft in chicago I’d be stunned. It just means they,re using lenge the leader, You whoever happens to the structure the Wise Guys set up all those years ago. leading the current project, but the point is that the tenets are almost ignored in these septs.
Lastly, you get the majority of septs. These are the entirely gone. Surprisingly, these guys manage to make the most bureaucratic septs of the lot, even more so than the papemork happy Corporate Wolves! The main rexon for this is the “houses,” a unique feature of madie gracious and back off without a fight. tional septs that’s mostly going the way of the dodo now. the sept, and make arrangements to take care ofourselves.
Those of us that are still reasonably healthy find it fairly easy to survive inold age, especially those ofus who’ve lost the wolf. Which as you might imagine, happens a lot in our tribe. The Rage and passion to fight for Gaia is just gone, and the desire to take up macrame kicks in instead.
It’ssad,andwefightagainstit, butwhenitcomes?It’stime to treat it as areward rather than a punishment, and spend our last days away from the war. Those of us who aren’t as healthy often get a “retirement fund” from the sept, and hire someone to take care of them, and they also retire away somewhere they can enjoy life.
Incidentally, whenever we hear that the Wyrm has found one of o prepare for bloody vengeance. Very bloody vengeanc get enforced. As always, we don’t change the act wording on them, because if we did we’d be in for a of explaining to the other tribes all the time.
One of the problems we su there’s a really wide spec much “leadership” should re end you have the traditi the organization and ti their sept leaders “Dons” or “Lords.” There, any at all can be seen as an insult, a lack of respect, an Leader May Be Challenged at Any Time During Peace’ is a defense more than anything else. Standard res is acknowledging the validity of the challenge and demanding a duel to s can put up or shut up.
Then You get more Ones coming Out of the Corporate Wolves’ hierarchy and slowly transitioning into the Random Interrupts.
The leader is sort of a chairperson Of corporate President type figure. Challenges in wartime Can be tolerif they’re StroWlY seconded and have Popular aPProva1. If this happens, the kader is expected to be Chapter Two: de+orkin.
What is true of all these groups is that in private, a challenge is generally held as legitimate, even in the most traditional of septs. You’ll get throated for it in some, but you won’t get sneered at for challenging. By contrast, even in the most liberal of septs, challenging out where nonGlass Walkers cansee is regarded as the height of stupidity.
You’llgetthroated, andyou’llbeseenas asap. Don’tdo it. g8 o m & ~ ~ & 0 ~ f O ( B B LhM Or we kill you. Unlike the previous two tenets, there’s never been any change in that policy since, I daresay, the ginning of our tribe. You think that, because we live in ack. We don’t know them, and don’t nse.) And if you go beyond that, on, we kill you. And them. . You don’t tell people n your watch and let ’ve no room for misr incompetence. You of those, and we kill you. n t tempt us. We have a lot of twitchy Ahroun o’d love to get some easy glory. ’re physical locations that don’t change 722d&p Or perhaps a better term would be “Old Septs.”
These septs are indecline right now as the influence ofthe camp that spawned them, the wise G is almost Justice carries out the orders of the Central House t eradicate the creatures of the Wyrm.
Which means that, yes, the Central House does b cally nothing except issue orders, which is ridiculo performed; these refuel the spirits of the caem.
Well, true. Getting back to happier topics, traditionalsepts have their moot son the 23rdofeachmonth, at 12:37 a.m. by the Don’s watch. It’s because of a lucky night in 1908 when an attack on a caern was launched right as the moot began at that time, and as such we had all our warriors on hand to beat it off. Been held then ever since. Traditional moots tend to be held as services, like the kind you find at church. The Don conducts the “sermon” that also covers the plans for the upcoming While all traditional septs have a Don, an elder who holds top ranking above all others in the sept, they also have people who represent one of four houses, loose organizations who monitor various things. You have the Central House, whichelects the Don. They are the only people who can really challenge him, and are responsible for trackingdown the Wyrm in the city. The House of Technological Advancement handles tending technology spirits like Net-spiders. The confusingly named tod ders here are called “chairmen” or “VPs.” (The “President,”ofcourse, is thecaern totem.) These septs build on the basic principles laid down by the traditional septs, but bits get altered. For starters, the houses are paid little more than lip service. You never get anyone actually belonging to a house; instead, “the duties of the house” are talked about in abstract terms. If no one is bothering to keep the Netspiders helping us with caern defense, then the House of Technological Advancement is being neglected.
They mostly get written up as performance targets.
Moots are, once again, held on the 23rd at 12:37 a.m. by the VP’s watch. These take the form of board meetings, with an agenda and minutes taken. You’re expected to follow Robert’s Rules of Order, and speaking out of turn is a good way to lose Renown. The other exceedingly important tradition is the round of handshakes. Every moot ends with each Glass Walker turning to the Glass Walker on their left, starting with the VP, and shaking their hand. It’s a symbol of unity with each other and, by extension, the caern. The spirits are very keen to see this maintained. tofinditandlearnit,orget-it taughttoso though I was a Wise Guy, I wasn’t an elder and couldn’t learn it. I tried to find someone else who was an elder, but he wasn’t a Wise Guy. By the time I found someone appropriate, my prospective teacher had been killed. And as far as I know, he was the last Garou on the face of the planet who knew it. No one knows which spirits to ask about it. Even if we did, they’d be likely to refuse to teach us, since we’re not from the Central House.
We just lost, in these last few years, one of the most powerful weapons we had. This is why we need Galliards to record history, and keep it alive. The dark side of our tribe’s constant progression is that we lose some ofthe best things we ever had to history. Hell, we lost the closest thing we had to central leadership in the tribe. There’s no way we could get our tribe to properly act in concert now, we’re just a collection of various septs, connected by nothing more than common interest and heritage.
Slick Sims counters: That was true even when the Central House was at its peak, though. Name the last time any tribe acted as one group.
The less formal variety of moot in these septs is called a“rave.”Contrary to the name, they don’t all take the form of big techno-driven dance parties. Some take the form of big corporate pep talks, where the VP gets up on stage and rallies the troops. Others, yeah, take the form of dance parties.. . but the kind where everyone’s on some illicit substance and nobody is on the same one.
One DJ told me that organizing a rave play list is mostly about figuring out when the whole thing will devolve into a free-for-all brawl and planning to leave the music on auto play from that point on.
The new guys on the block. These guys are still shaky on their feet, trying to find new ways of doing things with a sept structure in tune with the ideals of the Random Interrupt camp. So far, they’re each unique, each one trying different things, experimenting with new ways of doing things.
One interesting thing is that the regular 12:37 a.m. meeting (by a computer’s internal clock, affirmed as accurate by checking against an atomic clock) is often getting integrated into the more formal variety. Ideas for where the sept should be going get batted around all month, with debates over them often becoming friendly challenges. Usually gamecraft forms the basis of the challenge, such as acomputer game, trying to see who can accomplish some feat of data manipulation the quickest or, I kid you not, a flame war with the rest of the sept adjudicating whose insults were the most impressive.
Duels also happen, however, since not everyone in these septs are tech heads. If this is the case, usually the duel will have some sort of clever twist like fighting blindfolded to first blood, forcing each opponent to be quiet and thmk.
Either way, the upshot is that all that Rage and energy that’s meant to be built up at a rave gets worked on all month, as well as the “agenda” for the month.
The ideas get rebuilt several times over the month, with everyone adding to it and yet more debates being sparked. When the moot finally comes, it’s a near shout-out session, apassionate debate around the table that should, ideally, become as angry as possible without becoming violent. It’s a delicate balance that the sept leader (the “moderator”) has to work hard to maintain. But, done right, you come out of it emotionally drained, but rewarded, and with a firm plan of where you’re going for the next month.
“T&hnobgies have life cycles, like cities do, like Bruce Sterling, The Hacker Crackdown institutions do, like laws and governments do.”
Ckapfer Two: defworkin, And like camps do. Nothing lasts forever. The old is always replaced by the new. That’s how man has always been, and it’s how the Glass Walkers are as well.
Camps usually move through stages. When they first form, they’re tiny little cliques, a group based around an idea that hasn’t really thought itself through yet. When the Wise Guys started out, they were nothing more than a bunch of young thugs with the basic idea of using crime to disguise their activities. As time went on, they reached the second stage, where their philosophy had been perfected. For the Wise C*fik&M Camps die. New camps are born. The Glass Walkers were tailor-made for today’s modem “Next Big Thing” syndrome, and new camps inevitably pop up. One goal a pack might have is to be the catalyst for the Next Big Thing, or at least get a bundle of followers, and here’s a few ways they might just do it.
Wise Guys, v2.0: The Wise Guys are on their last legs. Everyone knows it except a few diehards within the camp desperately trying to save it. So why bother reviving it when you can replace it? The actual Mafia these days operates mostly in computer-based extortion, so it’s entirely possible a Random Interrupt pack might defect. Other crime networks like the Russian Mafia still have influence, and the Glass Walkers having been trying to crack the Yakuza forever. Maybe some Urban Primitives will latch onto a few ex-gangers turning to more organized crime. All could start a revolution with the right spark.
No Business Like Show Business: The Corporate Wolves have long understood how to make a profit off the entertainment industry, but no camp so far has really experimented with how the industry itself and its media bombardment on the mind of humanity might be used as a weapon.
A Random Interrupt pack might jump into special effects, a Corporate Wolf might switch from writing memos to writing news, or the few remaining young Wise Guys might make the same transition from “gangsta” to “high rolling playa” that rap and hip hop have, if one of them has talent.
History Repeats: The Glass Walkers have possibly forgotten more useful tricks than any other tribe, simply because they keep inventing new stuff continuously. Who knows what useful secrets the past might hold? Who knows what mysterious truth lies in the past, believed by no one? Your pack might. And if they’re successful.. . well, the Glass Walkers love success. That’s how camps start.
Guys, this meant getting involved in the Mafia. They’d get weapons supplied to them, and start using them against targets that both they and their suppliers liked.
The third phase, and this is one most camps never reach, is the one where something happens to put them over the top. A little twist, aslight (or dramatic,) change of method, a lucky coincidence, and the camp starts doing serious business. Often referred to as becoming the “face ofthe tribe,’’ or“achievingdominance.” When the Wise Guys stopped being just another group of thugs and started getting a reputation as the group of thugs if you wanted results, they were cooking. Suddenly they were inaposition to askforfavors, direct their own paths a little, and draw on the power of a vast criminal network. No one else in the Glass Walkers could match that. The actual Wise Guys were never a large group.
But they got such results that many other Glass Walkers started trying to imitate them, and the Glass Walkers as a whole were perceived as being “the Mafia tribe.”
Then, of course, the Corporate Wolves showed just how much weight you could swing around with a multinational corporation, and the Wise Guys quickly became yesterday’s news. That’s the price of success.
Backup-Circuit keeps a database on the camps.
Here’s what it has to say. realistic goal for the Glass Walkers was to minimize that damage by denying the Wyrm his tools.
By 1987, the pair had formed a pack around the idea of using both traditional and spiritual techniques to destroy computer systems of suspected Wyrm fronts.
Earle wrote the manifesto for the camp “Bug-sized Wolves’’ and soon spawned two copycat packs, founding the Random Interrupts. “Bug-Sized Wolves” advocated completely random acts of destruction, with no logic or intelligence as to the targets chosen, in order to frighten and confuse the enemy. By 1989, this goal had been rethought and the Random Interrupts began deliberately choosing their targets for destruction.
By 1999, the camp had continued to grow despite the deaths of both founders in 1984 (Gilson, killed in battle) and 1994 (Earle, supposedly died in a car accident). The camp had begun to develop relations with a new camp, the Cyber Dogs. Discussions between the camps focused largely on issues such as the nature of identity, computers and the future of the Apocalypse war. A small faction started developing the concept of a Virtual Tellurian,” a complete computer copy of the physical world and Umbra in which the Wyrm could be redesigned. While it initially gained support, the backlash against it was great. Elizabeth Genereader was the most vocal opponent of the concept, arguing famously, “You can’t code Gaia.” Her opponents responded by demanding an alternative use for computers in the war.
Genereader answered adeptly. Looking back at many of Gilson’s earlier writings, she suggested that computers should be used to find a solution to this world’s problems instead of creating a new one, calling for creative minds to use computers as building tools to bolster the Garou Nation rather than cripple the Wyrm. In this she was aided by a still anonymous benefactor who supported her direction with a single post that promised, “US $50,000 to the first person to send me a complete analysis of Kin to Garou ratios by tribe overthe last decade.”It wassentwithin three weeks, and the money delivered. The tribe had been redefined, and started to shift from anarchic hackers to the sort of“hackers” Gilson had originally imagined, creative thinkers exploring the system and its potential, in the service of Gaia.
Organization The Random Interrupts are very loosely organized around“projects.”OneofthememberspostsontoGWnet an idea such as gathering information on a specific Bane, analyzing the acquisitions of suspected Wyrm controlled companies, or leading an assault on a troublesome vampire. The required resources such as money, men and equipment are also posted, and any that can offer the resources and approves of the project responds.
Currentprojectsofnote includethecompletedanalysis of Kin to Garou ratios that showed the Glass Walkers had Zff4&/&PW* Date of Origin: 1987 Held Dominance: 1999 - Present.
Leadership Individual( s): Elizabeth Genereader History: B. Clarence Gilson (Ragabash) and J. Endurance Earle (Galliard) are considered the founders of the Random Interrupts. Both had been students working with computers in the 1960s, and had vastly different experiences. Gilson had been something of a teacher’s pet, given access to the computer systems with threadbare documentation and was expected to maintain the entire system.
Earle, by contrast, got minimal access and had to develop a series of workarounds and tricks to beat his supervisors.
They met in 1986 while trying to develop a Glass Walker wide area network amidst the numerous WANs that had begun to emerge using the TCP/IP protocols such as SPAN and NSFnet. (The project only succeeded, to a limited extent, in 1992. Maybe half of all Glass Walker caerns are connected in 2002.) Gilson and Earle struck up an immediate friendship and were intrigued by each other’s visions of how computers could affect the Apocalypse war. While Gilson initially saw computers in a highly positive light, he was soon swayed to Earle’s pessimistic view, wherein Garou would ignore and reject the tools and soon suffer as the Wyrm used the technology against them. To Earle, a