Hunters

CREDO

“In pursuit of the senses.”

WHO THEY ARE

With reality changing all around us, the Hunters look for new ways of seeing what is true, what is real, and what just might be both. For members of the Guild, the journey and the thrill of the chase are the only things that matter – the destination is ever-changing. Hunters aren’t loners per se, but they prefer to not be held back while working. The ideal companions for a Hunter are the ones that keep up and stay out of the way. This tends to change as the Hunter develops their powers further. Distance matters less than it did before and the connection between things emerges with greater clarity. How can you be truly alone once you notice that connection?

JOINING

Hunters admit everyone; you can either hack it or you don’t. There’s training for those who ask for it but it’s on the young Hunter to seek out help. Everyone has to develop their own way of seeing.

POWERS

All powers are once between Rests and take an Action to activate unless otherwise stated.

UNRAVEL THE EYE (LEVEL 1)

By wiping a small bit of their spit or blood on a barrier, a Hunter can see just beyond it, regardless of how thick it is. This works for walls, ice, energy – any surface that blocks entry or line-of-sight. The Hunter can’t learn anything about the barrier itself – their perspective simply shifts to the other side – so it’s impossible for them to know even how thick or what material the barrier comprises.

STARPIERCER (LEVEL 3)

The Hunter can send an ally a single psychic visual from the Hunter’s perspective, allowing the ally to see what the Hunter does. This is instantaneous, silent, and causes 1 HP of unsoakable damage to the Hunter. This power can be used as many times as the Hunter would like, but takes an Action if used in combat and causes the damage every time. This damage can kill you.

THE TRUE SCHOLAR KNOWS AS MUCH AS THE GRASS (LEVEL 5)

The first opponent struck by the Hunter in combat is examined automatically and without using an Action. This power is per encounter.

THE RUDDY BLADE (LEVEL 7)

The Hunter can call out the name of a being they can mentally picture and see from that being’s perspective for up to an hour. The Hunter doesn’t need to have met the being, but does need to know their name and what they looks like. This can, in fact, work on random beings as well – calling “flamingo” and picturing a flamingo will give you the vision of the nearest available flamingo and not necessarily the one you want.

NO ONE AND NOTHING CAN HIDE (LEVEL 9)

As long as an opponent has been Examined by anyone or any means, they cannot benefit from stealth or invisibility against the Hunter.

GOALS

Perception is the foundation of reality and sentience itself. We seek endlessly to expand our understanding of what really surrounds us and to be humble in the face of what we may never comprehend.

REALITY PHILOSOPHY: EVOLVE

The journey goes ever on; where we are is just one stop. Do you think it would stop? Could stop? Absolutely not. Whether we guide or observe, we have the privilege of accompanying the universe as it changes. It’s less to say this is how we want things to happen and more accepting that change is inevitable. Why fight the inevitable?

STRUCTURE

Hunters leave structure to other Guilds. They do what they’re asked but consider skill to be just another expression of change. Everyone is equal, including the Guildmaster.

GUILDMASTER

Eccuma raSrind, Borrower, UH10

Eccuma is a rare Borrower where their shade self is dominant. Whether in the petrified lands or the watery forests of Borrow, Eccuma considered her comfort as a shade to be a blessing; it provided a different way of looking at things and exploring the world around her. Her bright self doesn’t talk much; Eccuma has barely-concealed disdain for her other half and spends as much time in the dark as she can, speeding around the Worlds, always on the cusp of a new perspective.

As a Hand, she’s an invaluable ally – one of the best if not the best at tracking down her target. As a Guildmaster, she’s a disgrace. She refuses to do any admin or anything else – citing the endless mission requests as reason enough to avoid paperwork or proper leadership. She’s no good at teaching nor does she like doing it; other Hunters have trailed in her wake, trying to understand how she does what she does while she refuses to explain.

If anyone is likely to get ousted as Guildmaster, it’s raSrind, but so far her inaction is a nuisance to CORSAIR and the other Guilds more than it is a real problem.

BENEFITS

Hunters have the freedom to do what they want. A Hunter may turn down as many missions as they like and not get penalized for it. Doing this has social consequences, to be sure, but the Guild doesn’t care.

TITHES

Don’t bother Eccuma; solve your own problems.

ACCORDS/TABOOS

UPON THEIR BACKS

ACCORD: The Hunter is the last to fall asleep.

TABOO: The hunter cannot deliberately wake anyone else unless it’s for a danger or suspicion of one.

EYE, TONGUE, HAND

ACCORD: Regardless of artistic skill, the Hunter draws themselves from another being or thing’s perspective.

TABOO: The drawing must be burned by the Hunter before their next REST.

SUBSONIC

ACCORD: The Hunter restricts one of their senses for an hour or more.

TABOO: They cannot willingly and deliberately restrict any of their senses until their next rest.