a higher ratio ofKin to Garou than any other tribe save the Red Talons. Also of great interest are an intended project to connect all Glass Walker caerns to GWnet, and the “One Thousand Bane Project.” Originally envisioned by Chantelle Aldiss, the project seeks to analyze a large number of Banes from diverse sources using tech-fetishes that can define a spirit in numerical terms. Once enough sources have been found, the spirits can be compared to each other and all varying data can be discarded to find the common elements that all possess, what Aldiss theorizes will be a “numerical snapshot of the Wyrm.” The project is daring, though the predicted ten years it will take before yielding results have lead some to consider it fiddling while Rome burns. Others praise the project on a daily basis, arguing that it could be the first step toward beginning a genuine offensive against the Wyrm itself. Despite Genereader’s recent reinvention of the camp, there’s still a strong element of destructive hackers who prefer to engage in computer terrorism with the Wyrm. They are simply no longer the entirety & W!U& &&? Just who is this anonymous benefactor? Withhis, or her, assistance, Elizabeth Genereader succeeded in redefining the Random Interrupts and molding them into the dominant camp within the Glass Walkers. In the process, she changed the face of the tribe, and gained herself a position of high importance. Perhaps there is no benefactor at all, and it’s an invention of Genereader’s own devising. She posted anonymously, and delivered the money. Where she got this money is the greatest problem with this theory, though informationon averywealthy group of technology-oriented mages had come into the camp’s possession a few years before, and she might just have found a buyer. If she did this, however, she might just have given the tribe a very powerful new enemy. It could have been a Corporate Wolf. The Corporate Wolves had seen the way the Cyber Dogs were taking over the tribe in a hurry, and helping the Random Interrupts could well have been an effort to stave them off, whilst inadvertently creating a new threat. Or, alternatively, he might have moved to benefit himself, rather than the camp. Perhaps he even acted for the tribe and Gaia, out of simple altruism. The final, disturbing possibility is the Shadow Lords’ Margrave Konietzko. Genereader asked for his assistance before (See A World of Rage, page 60-61) and this could well have been how he delivered. And ifthat is thecase, what pricehashe asked ofGenereader? Konietzko acts, no doubt, for the good of Gaia, but his path may not be good for the Glass Walkers. of the camp, with analysts, hardware engineers, Technogaianists and other groups also strongly present. Their current nickname, “Number Crunchers” or simply “Crunchers” reflects this. Some of the camp doesn’t even actually use computers, instead using traditional techniques to communicate directly with information spirits, though most are not this skilled. The camp has no real rituals of initiation, however, only people who have actually contributed ideas for projects are considered true members. Those who simply respond to calls are considered Random Interrupts-to-be and copycat “lamers” at worst. This sort of elitist attitude may hurt the camp later as no less than three other camps hope to see them come down, and the Random Interrupts may succeed in being the first dominant camp to last less than a decade. Or even half a decade. &p& mob# Date of Origin: 1912 Held Dominance: 1975-1998. However, as of 2002 the camp still remains strong and may well regain dominance. If this happens, they will become the first camp to ever regain dominance after losing it. Leadership Individual( s) : Bryan Smitherman, Colin Jeffcott, Frederick “Big Bills” Paul Leo the Fifth. History The actual creation of the Corporate Wolves is one ofthe simplest stories within the tribe. In 191 2, aPhilodox by the name of Bruce Harper complained of his sept’s inability to cover multiple threats adequately. An academic, he drew upon Frederick W. Taylor’s theories of system engineering and motion studies in hopes of covering more tasks more efficiently. He subdivided the sept’s “turf’ and portioned out pieces to each pack, giving them responsibility over that area. If an enemy crossed over to another area, the appropriate pack was notified. The plan worked, improving communication within the sept and reducing wasted effort. Delighted, Harper advised other septs to try similar organizations of their packs. Harper had only begun, however. Looking back over his tribe’s history, he noted that the last two dominant camps had all focused on commerce or economy: The Iron Riders used the rail industry to their advantage, and the Wise Guys focused on the illegal means of gaining money. To continue the tribe’s progress, Harper believed that another step would be needed and focused on ways he could further the war for Gaia at a profit. He initially used extortion and other illegal activities to bleed their enemies and weaken them, and then developed businesses that had legitimate reasons to interrupt enemy operations. Among his greatest successes was Harper Contracting Inc., which gained mostly government contracts to maintain sewerage systems that Harper knew housed vampires and fomori. _ _ ~ ___ A few of the other septs Harper had contacted attempted to imitate his successes, cementing the camp. By 1945, the Corporate Wolves had become clear rivals for the Wise Guys’ position as top dogs. Harper increased the camp’s appeal by using Schumpeter’s notion of “creative destruction,” arguing that the tribe’s progress depended upon the old being destroyed and the new replacing it. It also grew in power, as some of its fledgling companies became national and even transnational corporations. Yet it would take until 1981 for the camp to finally and clearly achieve dominance, thanks to Bryan Smitherman. The archetypal Ragabash, Bryan decided that the best targets to imitate were not humans, but the masters of influence peddling: vampires. Secretly observing them for a year, Smitherman redirected his own efforts into not simply making money to be spent on equipment and weaponry, but instead as bribes to government and media figures that could influence government policies that created ecological destruction. The camp had found a focus in this goal, and became the face of the tribe. Yet the hand that had given them dominance would also take it away. While Smitherman’s tactics had been initially effective, it became clear over time that the kind of subtle manipulation he favored worked well for an undead immortal; it was far less useful for the mortal and hurried werewolves. During the period of the Cold War, this was overlooked in favor of averting nuclear murder of Gaia, but after it ended, the very thing the camp had come together to achieve had been found lacking: efficiency. The Random Interrupts promised a new direction, and the tribe took it. Organization A vast network of Glass Walkers devoted to manipulating big business, the Corporate Wolves organize on two separate levels. Most Corporate Wolves aren’t owners of vast corporations, but are instead lower level employees of either a company owned by a Wolf, or of a regular corporation, who work to subvert their employer to their own ends. Those that own larger companies and have more money lead the camp with “memos” or eamails to those with less power and money. At the global level, powerful members of the camp meet biannually at a secret location known only as “The Field.” Only three Wolves, Bryan Smitherman, Colin Jeffcott, and “Big Bills” Leo are considered too powerful to ignore, and it is these three that decide which other members of the camp are invited. Here, they create the camp agenda for the next two years.
Glass Walkers · Werewolf