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Glass Walker Concept Test

#Glass

Glass Walker Concept Test - AI Model cover image
Uploaded at
Jul 9, 2026, 6:20 PM
Uses
143
Earned
0
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Excellent  (1)
Trigger Words

ethn_glass_walker, glass walker, slender, glittering fiber-optic hair, bright jeweled eyes, crystals growing from each chakra point, articulated glassy second skin, ceremonial sashes,

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Description

GLASS WALKERS Few humans find their way to the Pole of Crystal, and even these live on the periphery of its splendors for fear of giving offense to the mighty exmachina who dwell nearest to the slumbering Core. The glass walkers are a peculiarly beautiful race with glittering fiber-optic hair, bright jeweled eyes and organic mineral studs growing from each chakra. They live an ascetic existence communing with Autochthon, yet not really understanding his nature any better for that crude communion. The primitive crystal clans are quick to attack intruders who fail to show proper deference to the holy land on which they live. After (Willpower rating) years, the mineral growths on adolescent glass walkers spread over their flesh as an articulated second skin that hums and chimes in accordance with the unknowable beauty of Autochthon’s somnolent genius. The soft inner music is at once fulfilling and addic- tive, keeping mature members from venturing into the cold silence beyond their native pole. Some adults experience the song of the Great Maker more fully and become alchemical demiurges as they age. These Anointed Ones receive invitation to attend the Adamant Caste and labor in the glittering paradise fortresses of the Chosen, preparing the miracles with which the Servitors of Autochthon enact the will of the Divine Ministers. For security reasons, memories of this glorious educated servitude receive cleansing in death so that future lives cannot recall time spent among the legendary Caste. Basic Mutations (0 points): Jeweled Hide (Pox; As Fur) Dream Dependency (Deficiency): Glass walkers add one die on Conviction rolls to recover Willpower while in their native Pole of Crystal, but this minor perk is more than offset by the -2 external penalty they suffer on such rolls away from the comforting emanations of their god. Stage Two Mutations (0 points): Crystal Spur Knuckles (Pox; as Claws), Pole Addiction (Debility; as Wyld Addiction, but ties them to their native pole and doesn’t compel deeper exploration), Armored Hide (Blight; replaces Jeweled Hide) Dream-Bound (Debility; replaces Dream Dependency): The bonus and penalty to recover Willpower in and outside of their native pole increase to +2 and -5, respectively.

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