By Brandon Quina (lore@tmgbbs.com)
Seekers are ruled by something they call Karma. This is, perhaps, a bad word for it. Karma, to the Seeker, represents a deep longing to not be a part of this world anymore. Perhaps they've seen too much, and don't want to see anymore. Perhaps they've been through a great crisis and have had a mental breakdown. Whatever the cause, it has more of an impact on them than it would on other people -- it makes them Seekers.
However, this sense of not-belonging isn't always good. In too much quantity, the being forces himself not to exist, and shuts him out from existence as we know it. Seekers refer to this as Fading, and although they do not blame it on themselves, it is totally their faults. However, their state is not a bad one; they are now free to leave this reality and examine other places. Ever wanted to visit Ancient Rome; Seekers can. Or maybe visit a world where there are two suns, and elves rule in the woods while knights fight for chivalry and honor. Seekers can visit there too.
It's not that easy, Seekers can't just pop whereever they want. First of all, the veils of the world are only thin enough for travel in some places, called Fonts by the Seekers. These locations link the earth (or some other world) to one other place or time. Some places, called Grand Fonts, link more than one location.
The people, however, are not limited to that. They can also discern the truth, walk the spirit world, and sometimes have amazing bouts of luck. The powers of Seekers are truly amazing. The powers, however, result from the Seekers link to a place called the Shadow.
The grandest of these locations, is the majestic city of Vandais: the City of Nothingness. This city was built long ago, in ages that are so far gone as to make naming a date impossible. It is by far the largest realm, and was made by the greatest Seeker who ever existed, who entrusted Mayors to maintain his 'small nation ' sized city. Vandais is, by its very nature, the center of the infinite place. Some speculate that Vandais wasn't created by a Seeker at all, and that it doesn't need the Mayors to maintain it, that it was always there, and will always be there. These people say that the city used to be the home of the Gallias, and that the mayors keep their creation under control, not keeping it in existence.
Vandais, although it is commonly called a city, is more of a small kingdom. There are areas where there are no buildings. In these areas, Trees stand majesticly, and deer roam in the forest. Beyond the forest, you can find a small hamlet, home to a small population of Faded people, and some people that just seem to be 'native' here. There are rumours that some of the most powerful Seekers, who keep the city, can actually create humans out of the Shadow -- although how this could be done is unknown.
There is also a beaucracy in Vandais. To keep the ever-growing empire in shape, there must be people to maintain the areas. These people, given the title 'mayor' are in charge of the local area and must make sure that it doesn't slip away into shadow. There are also several noble families in Vandais that serve the crown and make sure that everything runs smoothly in their realms. These families, some of which dwell in Vandais and some of which rule realms elsewhere in the name of the crown, are very powerful -- and not to be trifled with.
The empire has stayed at a roughly medieval level, mostly to avoid the need to empower everything with juice -- and also for a nice 'heroic' feel. Every once in awhile, a Gallias slips into the kingdom and 'knights' are sent out to deal with it. These incidents, however, are almost a fun occasion compared to the four wars that have happened in the past. The first of these wars, supposedly when the city was first built, was brutal and much of the newly built city was reduced to rubble. The Gallias seem to hate this beacon of existence in their realm of nothingness with a passion unknown to any other.
It is believed that the Gallias are non-sentiant, and merely react to their surroundings. Despite the human-like nature of some of the Gallias, they don't seem to be able to do anything but attack without any sense or strategy. The people of Vandais fear Gallias for at least four times their forces have besieged the city.
There are four principle types of Gallias. These are the Typhons, Hellions, Dopples, and Hordes. The Typhons are the most common type of Gallias. They hurl themselves at the enemy with no intelligence and basically live to die in the service of the shadow. They know, after all, that after death merely comes rejuvenation and another day to fight for the Shadow.
Hellions are generally considered to have some intelligence, although those that have encountered these things are few and far between. They are the generals of Gallias, the masterminds behind the diffrent attacks. It is rumoured that Hellions are not subject to the rejuvenation of most of the Gallias, and thus are much more guarded of their existences.
Dopples are unknown to most of the people in Verdais, and only certain members of the crown know anything of them at all. They can drain someones very life-force, making them join the Shadow and comepletely cease to exist (Attacks do Fade Ratings in damage, and when you get to 10 your dead for good). After doing this to someone, they take that person's form and learn his memories. They make the best spies for the only way to detect them is by judicious use of truthsight, which is not always recognized in its signifigance.
Hordes are units of four to sixteen Gallias. They work as a team, and have a communal essence -- they can't be destroyed until they are all destroyed. Needless to say, this is quite lethal.
Note: Most people do not known even this much about Gallias.
Trait | Cost |
Attributes | 5 |
Birthrights | 5 |
Abilities | 2 |
Karma | 1 |
Background | 1 |
ShadowStuff | 1/2 |
* | You have an apartment and perhaps a motorcycle. If liquidated, you would have $1000 in cash. You have an allowance of $500 a month. |
** | You have an apartment or condominium. If liquidated, you would have $8,000 in cash. Allowance of $1200 a month. |
*** | You own a house (or at least have some equity). If liquidated, you would have $50,000 in cash. Allowance of $3000 a month. |
**** | You own a large house, or perhaps a delapidated mansion. If liquidated, you would have $500,000 in cash. Allowance of $9000 a month. |
***** | You are easily a millionaire many times over. If liquidated, you would have at least $5,000,000 in cash. Allowance of $30,000 a month. |
* | Your mentor is just a bit more knowledgeable than you. |
** | Your mentor is older, and knows far more than you. He might have a small base set up somewhere. |
*** | Your mentor is old, and knows much. He has a small base set up somewhere, and has a bit of pull in Verdais. He is probably an important person. |
**** | Your mentor is powerful, old, and knows alot. He is probally a elder of Verdais, and probably Faded from the physical world long long ago. |
***** | You are friends with one of the Lords of Verdais, or someone of similar knowledge. |
* | You have one friend, probably highly valued for her uniqueness. |
** | You have two friends. Are they jealous of each another? |
*** | You have three friends. One may be special in some way. |
**** | You have four friends. Do your friends know of each others existences? |
***** | You have five friends; why are you so popular? |
* | One major contact, and a few others. You probably have a special arrangement with this contact. |
** | Two major contacts in diffrent areas and a scattering of associated minor contacts. |
*** | Three major contracts, and a fair helping of minor ones. |
**** | Four major contacts, all in different areas, although you could double up and cover one particular field completely. |
***** | Five major contacts and an associated minor contact on almost every street corner. |
* | You have a small realm, about the size of a single small room. |
** | You have a realm about the size of a small house. |
*** | You have a realm the size of a larger house, and the yard. |
**** | You have a realm the size of a mansion. |
***** | You have a realm the size of a mansion with the rest of the estate. |
* | You are known by a select subculture of society in the city; e.g. among the elite. |
** | Your face is recognized by a majority of the populace; local celebrity. |
*** | You are fairly famous; your name and face are known by many. |
**** | You are quite renowned; everybody knows something about you. |
***** | You are a nationally famous individual -- a movie star, politician, performer, or mass murderer. |
* | You are a citizen of Verdais, and the government there has records of you. |
** | You are a citizen of note in Verdais, and some people know of you there. |
*** | You are a Noble of Verdais and have some sway in the city. (You must have ShadowShaping of atleast 1 to hold this rank) |
**** | You are a Mayor of Verdais, and have responsibility over a portion of the city. (You must have ShadowShaping of atleast 2 to hold this rank) |
***** | You are a Marshall of Verdais, and are considered a very important person in that city. You have control over a group of Mayors, and can get control of some of the guards. (You must have ShadowShaping of atleast 3 to hold this rank) |
Native Vandain: (3pt Flaw) You were born and raised in the Shadow City. You start off with a Faded rating of two, and will find it hard to make contacts in the real world as people have a tendency to look over you, and not remember you very well. Your Fade can never be lowered below two and all rolls to gain Fade are at difficulty 7, instead of 8.
All Seekers have a few innate birthrights. These are listed right here.
All Characters start with 3 points of Birthrights, although more can be bought with freebie points.
Freebie Cost: 5pts per Dot
Experience Cost: 7 pts for the first dot and then Current Level x5
Successes | Time Spent in Shadow |
1 | 30 Minutes per rank |
2 | 5 Minutes per rank |
3 | 30 Seconds per rank |
Your rating decides how many ranks out you can travel before you start to gain Karma. This is fairly important, as if you try to go farther than that -- you gain one point of Fade for every rank higher than your rating. Thus somebody with SideStepping 1, who travels a rank 4 Font all the way, would gain three points of Fade. This, of course, is a very bad thing.
* | You can travel rank one Fonts. |
** | You can travel rank two Fonts. |
*** | You can travel rank three Fonts. |
**** | You can travel rank four Fonts. |
***** | You can travel rank five Fonts. |
Successes | Time Spent in Shadow |
1 | 30 Minutes |
2 | 5 Minutes |
3 | 0 Seconds |
Your rating determines how long you can stay in the Umbra before you start to Fade. If you can only stay in the Umbra for 30 minutes, and you stay over that time -- every 30 minutes over that limit you stay, you gain a Fade point. If you can stay for an hour, then every hour over the limit you stay, you gain one Fade point.
Also, you must spend the amount of time you stayed in the Umbra resting in the physical world before you re-enter, or you will start gaining Fade as if you never left.
* | You can stay in the Umbra for 30 minutes at a time. |
** | You can stay in the Umbra for an Hour at a time. |
*** | You can stay in the Umbra for 4 Hours at a time. |
**** | You can stay in the Umbra for a Day at a time. |
***** | You can stay in the Umbra for a Week at a time. |
Successes | Time Spent in Shadow |
1 | 30 Minutes |
2 | 5 Minutes |
3 | 30 Seconds |
Your rank is how far in the past you can travel, measured in ranks. The time period of a rank is also given. Every extra rank that you travel, gains you one Fade point. You have to be careful about this stuff.
* | You can travel one rank through time. (10 years) |
** | You can travel two ranks through time. (50 years) |
*** | You can travel three ranks through time. (100 years) |
**** | You can travel four ranks through time. (1000 years) |
***** | You can travel five ranks through time. (Any amount of time) |
Successes | Time Spent in Shadow |
1 | 1 Minutes. |
2 | 30 Seconds. |
3 | Instant. |
Your rating also determines how far you can travel, and unlike the other travelling abilities, not only does it not require a Font or focus to do, but you can't 'push your limits' either. You can only travel as far as your rating indicates.
* | Line of Sight (You have to be able to see where you're traveling) |
** | 1 mile. |
*** | 10 miles. |
**** | Any place you've personally been too. |
***** | Any place you've seen, or have a picture of. |
* | You can create small non-mechanical objects out of the Shadow. |
** | You can create a realm, or maintain a realm. You can make larger non-mechanical objects as well. |
*** | You can create small mechanical objects. You can also change already Shadow-shaped objects. Note: Any mechanical object created will not function unless you put some juice into it. |
**** | You can create large mechanical objects, of great complexity. Note: Any mechanical object created will not function unless you put some juice into it. |
***** | You can create non-sentient life out of shadow. Verbais has squirrels, farm animals, and other 'living' things running through it. These things, however, don't require maintenance; they maintain themselves. |
All things created by Shadowshaping, except animals must be used or acknowledged in some way about every month or they will begin to Fade. This is the reasons mayors exist; to keep Verbais from melting away. Some realms, however, are so complex that they must be maintained by someone with a certain level of Shadowshaping. Most things, however, don't require any amount of knowledge of Shadowshaping to be maintained.
* | You find pennies on sidewalks. |
** | You can always find a parking spot. |
*** | You would have been kicked off the Titanic before it set sail. |
**** | You've been thrown out of a lot of casinos. |
***** | Compared to you, James Bond is one unlucky guy. |
* | You can tell when a person whose feeling guilty is lying. |
** | Even little white lies don't get past you. |
*** | Con-Artists of the world, beware. |
**** | You can almost smell peoples true intentions. |
***** | You can spot obfuscated vampires with ease. No one can lie to you, ever. |
* | You generally have an umbrella with you when it rains. |
** | You never get cold-cocked in a fight. |
*** | Good private eye material. |
**** | You never answer the phone when a creditor calls. |
***** | Jungle predators could learn from you. |
Sorcery is a bizarre birthright, as it is incredibly flexible. Once you learn to manipulate the energies of Shadow, you can use them to do many things -- however, each of these things has to be learned separately. Characters who take ShadowMagic for their birthright have to have a mentor of at least level 2. They start off with one spell, of the first level. You may only take one dot in ShadowMagic at character creation.
To use a spell, you must roll Willpower and sometimes spend a point of juice. Any additional things required will be described in the spells description.
* | You can cast minor spells and incantations. |
** | You are able to manipulate the Shadow in ways that can be quite useful. |
*** | You've learned most of the basics, and are a Shadow-sorcerer. |
**** | You're a master sorcerer, and very good at ShadowMagic. |
***** | You've learned that all you've learned thus far was just the tip of the iceberg. |
ShadowMagic Spells
You can only learn spells equal to your level in ShadowMagic. You start off with 1 level one spell, and all others must be learned. Most spells must be taught, although you can also invent your own spells. Inventing a spell from scratch, however, is much harder and doubles the XP amount needed.
These are just examples. Storytellers and Players should make more.
Level One Spells
ShadowSight: This spell allows you to look at someone through the Shadow, and see the Shadow's taint upon them. This is useful for determining things about people and also their intentions. This requires concentration, and you must stare at the target -- other than that, there is no cost for the ability. The effects of this power is basically identical to aura reading in Vampire: the Masquerade (Auspex 2)
FontSight: This spell allows you to look through a Font's path, and get some idea of where it will lead. This is a highly useful power, especially when you discover a previously unknown Font and you don't know exactly where it will take you. This merely requires concentration, and leaves you defenseless for a period of afew minutes.
Every rank of the Font involved leaves you oblivious to the outside world for ten minutes while your minds-eye travels the path. Thus, to look at the destination of a rank 4 Font would require fourty minutes.
Minor Divination: This spell allows you to see the possible outcome of something. This is not what will happen, per se, although it is likly to happen. The actions of people, and other variables involved might change what happens. You must spend a point of Juice to use this spell, but it only takes afew seconds to cast. You see the outcome in your minds eye. Note: Many Seekers have gotten kicked out of Vegas after use of this ability.
You gain Karma by spending time in the Shadow, and any other thing that might loosen you from your normal existence. The Storyteller is the only person who can raise your Karma rating. A few things that can cause a gain in Karma.
These will not always cause a gain in Karma. It depends on the circumstances and the individual involved. A few minor points about Karma:
What is Juice? Depends on who you ask. Ask a garou, he'll tell you its Dark Gnosis. If you ask a mage, he'll tell you its a exotic flavor of Quintessence, tainted with entropy. In the end, their all wrong -- Juice is just Juice, nothing else matters. What's important is what Juice allows you to do!
Trait | Cost |
New Birthright | 7 |
Birthright | Current Level x 5 |
Attribute | Current Level x 4 |
ShadowMagic Spell | Level of Spell x3 |
New Ability | 3 |
Ability | Current Level x 2 |
Willpower | Current Level x2 |
Note: Characters do not spend XP on their Karma. It is raised or lowered by the Storyteller.
Once you get Faded, it can only be gotten rid of at the Storyteller's discretion. Also, even on other worlds other than your homeworld, this problem will affect you -- except it will erase stuff shortly after you do it. People you meet on this new world will forget about you after you leave them for afew minutes. This makes it very hard to visit other places after you've Faded much.
Fading Rating | Effect |
* | References to you in out-of-the-way places will disappear (your name won't show up as the author of that book you wrote). Etc. |
** | People who don't know you very well will no longer know you at all. They'll completely forget about you, although they might remember if you jog their memories, but they won't remember much more than "I've met you." |
*** | Some friends might forget some details of your experiences together. They'll still know who you are, but they might forget that dinner you had the other day. |
**** | Some blatant losses of information will occur. Your name wont show up in the phone book. This will only affect things related to you, but that you didn't actually personalize and that you don't have on you. |
***** | Your friends will forget about you. This doesn't effect close friends -- parents, lovers, girlfriends who love you, wives, husbands, etc. They will remember if you jog their memories. |
****** | Things that you've personalized or that you carry with you will reflect the fact that you don't exist. You're drivers license is blank, with no personal information. That tree no longer has the initials you carved in it. You no longer legally exist. |
******* | Your closest friends will forget some experiences you've shared together. Your wife won't remember details about the marriage, and certainly won't remember about the candle-lit dinner the other night. |
******** | Your closest friends will completly forget about you. You'd have to jog their memory to get them to remember who you are, and even then-- they wont remember everything. |
********* | You've almost Faded completely. People might not notice you unless you yell and make a scene. You tend to be looked over, and any signs that you existed no longer exist. Its about time to move to Vandais if you haven't already. |
********** | You've been erased and no longer exist except in Vandais. |
As a rule of thumb, the more important something is to you and other people the longer it will take for it to Fade away. Memory loss prior to level 9 isn't permanent, you can jog people's memory and make them remember you -- although they won't remember every detail, and probably won't be able to get much detail. You might be able to convince someone that she knows you, but it would take awhile to get her to remember much in the way of details.
You can, however, invest a point of Juice in someone. This allows them to remember you. However, it is also dangerous as she must make a stamina roll (difficulty 7), or take 4 levels of damage from a stroke. Such regaining of memory will last as long as you feed her juice once a day-- but if you feed her long enough, he becomes dependent on the substance, and will Fade without it.
Note: Fade has no affect on other Seekers, they will always remember you.
NAME NATURE HOMEWORLD/TIME PLAYER DEMEANOR SHADOW AFFINTY CHRONICLE FADED CONCEPT 0000000000 PHYSICAL SOCIAL MENTAL Strength *0000 Charisma *0000 Perception *0000 Dexterity *0000 Manipulation *0000 Intelligence *0000 Stamina *0000 Appearance *0000 Wits *0000 TALENTS SKILLS KNOWLEDGE Acting 00000 Animal Ken 00000 Bureaucracy 00000 Alertness 00000 Drive 00000 Computer 00000 Athletics 00000 Etiquette 00000 Finance 00000 Brawl 00000 Firearms 00000 Investigation 00000 Dodge 00000 Melee 00000 Law 00000 Empathy 00000 Music 00000 Medicine 00000 Intimidation 00000 Repair 00000 Occult 00000 Leadership 00000 Security 00000 Politics 00000 Streetwise 00000 Stealth 00000 Shadowlore 00000 Subterfuge 00000 Survival 00000 Science 00000 BIRTHRIGHTS BACKGROUNDS OTHER TRAITS MERITS/FLAWS KARMA WILLPOWER SHADOWSTUFF ***0000000 *****00000 ***0000000 0000000000 0000000000 HEALTH OK -1 -1 -2 -2 -5 INC