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Tonbrium Hunter
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Tonbrium Hunter
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==Abilities and Traits== =====Motive:===== Defense =====Environment:===== Almost anywhere in Celerillion =====Health:===== 15 =====Damage Inflicted:===== 5 points =====Armor:===== 1 =====Movement:===== Short =====Modifications:===== Tasks related to conceptual creation and conceptual attack as level 5. =====Combat:===== A hunter can summon a mundane melee or ranged weapon with a thought, or conceptually create some sort of other calamitous event, such as fire spontaneously engulfing the target within long range. These are all treated as level 5 attacks that inflict 5 points of damage. When a hunter hits with an attack, the difficulty of the target's action is increased by one step while it remains within long range. A Hunter can use conceptual creation to provide food, armor, and any other aid it can think of, as necessary, but the natural caution and asceticism of the tonbrium means that most Hunters don't accumulate much in this way unless they're preparing to deal with a particular issue or problem. For instance, if a wounded Hunter has time, they will create a healing cypher-like aid that restores health. =====Interaction:===== Tonbrium speak their own language, but if communication is bridged, a Hunter will negotiate. Each Hunter has their own code of conduct, nut all see the protection of their people - the tonbrium - as their first duty. Anything falls under the primary responsibility is likely to be seen as a threat that should eliminated immediately. =====Use:===== If PCs become at all lost in Celerillion, it's probably a far-ranging tonbrium Hunter that finds them. =====Loot:===== Sometimes a tonbrium Hunter carries a psychic seed. Very rarely, a group might have one conception jewel among them.<ref>Cordell, Bruce. “Ultraterrestrials.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 157. Numenera. ISBN 978-1-939979-47-6</ref>
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