Glass-Walker

Beast Soldier · 2 XP The Ash Belt
HP
8
Defense
11
AR
2
Mettle
0

Attacks

Attack Pool WR Tempo Qualities Notes
Crystal Jaws 5 3 4 Bites through armor.
Lash (tail) 5 2 3 Range: Close.

Traits

  • Transparent: In smog, ash, or fog, Glass-Walkers are nearly invisible. +4 to Stealth in reduced visibility. In clear air, light refracts through them, reducing this to +2.
  • Vibration Sense: Detects movement through the ground within Far range. Cannot be surprised by anything touching the earth. Flying, climbing, or perfectly still targets are invisible to them.
  • Fragile: Blunt weapons (Sledgehammer, Power Fist, Brawl) deal ×2 damage. The crystal shatters under impact.
  • Silent Death: Glass-Walkers make no vocalizations — no growls, no warnings. The chiming of their movement is the only sound, and they can minimize it by moving slowly.

Crystallized predators native to the Ash Belt, where the toxic smog and superheated Current have fused sand, ash, and bone into something that moves with the fluid grace of a hunting cat and reflects light like a cathedral window. Glass-Walkers stand roughly six feet at the shoulder, walk on four articulated legs made of transparent crystal, and hunt by vibration — they feel the footsteps of prey through the ground.

They are nearly invisible in the perpetual smog of the Ash Belt. Sunlight refracts through their bodies, projecting rainbow patterns on the ground around them — the only warning before they strike. In the smog, even this warning vanishes. Miners in the Ash Belt learn to listen for the faint chiming sound Glass-Walkers make when they move — a sound like wind through broken bottles.

Speed 10.

Tactics

Stalk prey in reduced visibility, using Transparent to close undetected. Strike from ambush — Crystal Jaws first, targeting the throat or exposed limbs. If injured, retreat into the smog and stalk from a different angle. Glass-Walkers are patient and will follow prey for hours, waiting for a moment of inattention.

Encounter Design

Glass-Walkers work best as stalking encounters in the Ash Belt. The party hears the chiming. They see rainbow patterns shifting in the smog. They know it’s there. They can’t see it. Make the players paranoid before the first attack lands.