RUNESEERS
By mcclellan_jn@Mercer.PeachNet.EDU
Description
There are few Changelings as enigmatic as the Runeseers. They are what most people would call faerie mages. To faeries, they are vile betrayers who have turned their back on the Dreaming. To mages they are alien abominations who can't be trusted. In truth they are the result of a sidhe born on this side of the Mists in the body of an awakened mage. There are rumors of similar instances concerning sidhe in a variety of were-bodies; though none of these have been confirmed. These faerie mages seem to not only be vulnerable to banality like their sidhe brethren but are also doubly affcted by paradox. They are generally reviled by all houses except Eiluned which seeks them out for their power and wisdom. This kith seems to have sprung up with the Resurgence so there are few if any Grumps. They are potent mages as well as faerie sorcerers. They are few in number but with the recent increase in the new sidhe and the number of tradition-less mages, they are growing more and more accepted by each group.
Seemings
Childlings: Childlings are your typical spoiled sidhe except they are generally given what they want not because they yell and scream, but because they throw lightening bolts. Childlings get six dots for magick spheres and have a beginning Arete of three.Wilders: Wilders are sombre and quiet individuals who radiate an aura of power and wisdom. Wilders get eight dots for magick spheres (none higher than three) and have a beginning Arete of four.
Grumps: Grumps don't exist for the simple fact that if banality doesn't getcha then then paradox will.
Lifestyles
Runeseers prefer either outlandishly gawdy mansions or quietly obscure "haunted houses." They tend to be well off financially and have jobs at banks or other places of power.
Appearance
Like their sidhe brethren, they are unearthly beautiful.
Affinities
Since they are half sidhe they have yet to develop an affinty.
Birthrights
Awe and Beauty: (see Changeling: The Dreaming p.149)Magick: Runeseers have a limited capacity to use true magick and may achieve up to the rank of Master in up to two spheres and Adept in the other seven. Note: All Runeseers should begin the game with an Avatar background of at least two. Arete and Magick can't be raised with freebie points.
Noble Bearing: (see Changeling: The Dreaming p.149)
Frailties
Banality's Curse/Curse of Paradox: (see Changeling: The Dreaming p.149) the same rules apply for paradox as banality.Power Corrupts: As the Runeseer learns more spheres of magic his changeling self loses the ability to use Arts. So for every sphere after the first the Runeseer loses the ability to use one Art. Unwanted-Runeseers are unwanted by either mages or faeries except those of House Eiluned. To show this, Runeseers cannot have a title in any house but Eiluned and recieve +1 difficulty to all Social rolls when dealing with mages or changelings other than members of House Eiluned.
Outlook
Boggans: Who let the Hobbits in?Eshu: Good storytellers, but bad guides.
Nockers: These guys should hook up with the Etherboys.
Pooka: I smell a rat and there he is.
Redcaps: Great bodygaurds until they eat your books.
Satyrs: Why ask why?
Sidhe: They envy us as much as we hate them.
Sluagh: They're our unwitting allies in the war against the Sidhe.
Trolls: With their help the Sidhe will fall.
Quote
"Look into my eyes for I can show you the truth."
Foci
Runestones: Time/Correspondence/Matter
Staff: Forces/Prime/Life
Helm/Crown - Entropy/Mind/Spirit
Backgrounds
The Runeseer make take the following backgrounds as well as any in the Changeling book: Avatar (should have at least two dots), Library, Sanctum and Arcane (Node is the same thing as Holdings).
Experience Table
Arts | current x 3
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Spheres | current x 8
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Arete | current x8
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