By The Changeling "DeGorian Smith" (dahioshee@hotmail.com)
To the fae, they are considered walking time bombs. The same goes true for the mages. The kindred haven't met them, or so they think. The garou don't believe they exist. The other denizens of the World of Darkness haven't met them or, if they had, they are either dead or really confused.
These fae mages, whose relationship to the Runeseers are unknown, are also affected by Paradox and Banality. The difference is that Banality and Paradox affect the Wylde Mage at the same time. The effect accumulates into a constant form of bad luck.
This kith sprung up after the Runeseers. The Wylde Mages numbers are as about as small as the Runeseers, even smaller because of their luck. As the increase of tradition-less mages rises so will the number of Wylde Mages.
Wylders: Wylders are the walking disaster areas of legend. Their mere presence inspires terror. Chaos is always left in their wake. Wylders get eight dots for magicks (none higher than five), and a beginning Arete of four.
Grumps: There are not many Grumps. They normally fry themselves with their own magic. Any surviving grumps are too insane, too jaded or too paranoid. Grumps get nine dots for magicks (none higher than five), and a beginning Arete of five.
Magicks: Wylde Mages have access to magic of a massive amount of magick. All of the Wylde Mages have some control over their powers. (See Overpower and Murphy's Law)
Karmic Luck: The Wylde Mage has this annoying act of surviving the most dangerous accident. Karmic Luck is the reason for this. In can be used by the ST. The Wylde Mage can spend one temporary glamour point to retry any roll or botch.
Overpower: The Wylde Mage has so much magic in him that, he will occasionally overextends himself. His magic will go out of control at this point. For every botch not countered, his magic will cause a vulgar effect.
Murphy's Law: Paradox and Banality affect the Wylde Mage more with coincidental effect that with vulgar. Paradox and Banality stay on longer than with others. The result is constant bouts with bad luck.
Marauders' Might: Because of Murphy's Law, Wylde Mages cause a lot of chaos. On their worst days, they cause the same effects as a Marauder.
Balance of Power: A wylde mage must have the same type of power from Mage and Changeling. (Example: Prime/Primal or Correspondence/Soothsay) Both powers must go up at the same time.
"My shoes, my beautiful shoes!"
Eshu: Ooh! I hate playing cards with you.
"Is it my fault that you keep giving me the same cards?"
Nockers: I didn't do it. It just fell off the table.
Get out!"
Pooka: Where did you get those rabbit ears?
"Same place you got yours."
Redcaps: Nice scar.
"Thanks. Same to you buddy."
Runeseers: We're related to them?
"They're related to us?"
Satyrs: A little horny aren't we?
"You say that if it was a bad thing."
Sidhe: I'm sorry I didn't know you were a princess.
"My dress! He destroyed my dress!"
Sluagh: Boy, they move fast.
"Keep away from these Marauders."
Trolls: Survivors
"They lead such a dangerous life."
*Note: They do not need their foci for coincidental magic. To them, and reality in general, it's just a weird accident. Their foci are used mostly for vulgar effects.
Good(Bad)Timing: (4 point Merit/Flaw) The wylde mage either has this sense or no sense of knowing when to do or not do something. +/-1 to Perception.
Lucky Guess: (3-5 point Aptitude Merit) The wylde mage gets information about things without knowing where they got it. This is similar to the Immortal's the Last.
Two to three dots in Entropy
At least on dot in Time
One to two dots in Legerdemain
At least two dots in Soothsay
At least one in Chronos
Any number in Nuisance
Any number in Protection
Any number in Forces
Wrong Place/Wrong Time Flaw
Good Timing Merit
3 point Luck Guess
And anything else Power, Merit or Flaw-wise.