[CamRI] Fae Legacy

Seth Dwyer-Frazier seangreyson at hotmail.com
Wed May 3 06:02:59 PDT 2006





“Green light has properties totally unique in the natural world.  It is the 
only known type of light that first registers at the point furthest from, 
and then travels backwards to the point of origin.  It is amazing that 
Earth’s scientists have not yet discovered this fact, since it is plainly 
obvious to anyone who has sat at the back of the line of traffic when the 
light turned green.”
-Secrets of the Universe-
Hi Everyone,

One of the members of Jay's venue is interested in finding people interested 
in the following legacy.  It sounds kind of neat if you're interested.

-Seth-

>From Jay:
-------------------------------------------------------------------------------------------------------------------------



Hello,

This is a Legacy created by a member of my Domain.  She's looking for as
many people that might be interested in the Legacy or similar concepts.
Also, if characters would be antagonists (for any reason) to such a Legacy
such contacts would also be appreciated.  I'm also interested in speaking to
any STs who would like to work out a plot involving these characters and
furthering their investigations into the existence of old Realms (and Fae,
or Fae-like creatures).

Player contact info: Joy Slater, joy at mojo-jojo.net
My contact info: Jason Patton, tinuviel at mistergone.com

Thanks,
Jason Patton
Us2002021281
VST Awakenings PA-008 D

Since I would like to be able to teach this Legacy to others, I decided to
write it up as best I could in the same way that they are in the books.
With that said:

Name – The Changelings

The belief that both unifies and defines the Changelings as a Legacy is
that they are all either the lost or abandoned children of the Fae. The
exact reasons as to why they were left behind by their Fae parents is
currently unknown to them and that lack of knowledge is one of the driving
forces for their explorations into the Shadow and Twilight Realms.
Changelings tend to spend little time worrying about things in the mortal
world and instead turn their thoughts and actions toward discovering what
they can about their true heritage and exploration of Shadow and Twilight
Realms in search of hidden pathways to Arcadia or at least searching for
other Fae traveling between worlds.

The reasoning behind the Changelings search of the Realms for the Fae
are the stories of Faeries living in their worlds complete with their own
Sun and Moon and where time is said to pass so much differently than it does
here on Earth. They point out to stories that were said to be true accounts
of mortals who claimed to have spent only a few nights with the Fae and then
returned to their homes to find that many years have passed and their
families have long been dead.

All Changelings share a common sense of not belonging to the life that
they were raised in. None felt truly connected to their families or
communities, they all felt as if there was another place out there
somewhere, some place where they would truly fit in and belong to. Where
they would finally be able to fit in and feel a sense of completeness within
their souls and finally be able to rest and stop the eternal searching for
something that drives them forever onward.

Due to their lack of concern for this mortal world, most Changelings
appear flighty or capricious and appear to spend much time daydreaming,
though in reality they are just seeing things that most others cannot. They
give little thought to what goes on in the mortal world and most live the
life of nomads, roaming the world, in search of knowledge of magical beings
and other realms above this one.

Amongst themselves there is much speculation on when the first
Changelings found themselves drawn to the society of mortal mages, perhaps
seeing in them a pale reflection of the realm and people that abandoned
them.


Nickname – Faeries

Theme – Discovery

Parent Path – Acanthus

Orders –
Most Changelings disdain orders, choosing instead to band with each
other for the sharing of knowledge, resources and to offer each other
protection when needed. Though a few have been drawn towards the Mysterium
in the course of their search for arcane knowledge.

Appearance –
As there are a wide variety of Fae, there are a wide variety of
physical appearances that can be found within this Legacy. They run the
spectrum from almost supernaturally beautiful to near inhuman looking. Some
Changelings will use the Life Arcana to alter their original appearance in
order to bear closer resemblance to the specific breed of Fae they feel they
are descended from.

The clothing of Changelings are varied as their physical appearance.
While some adopt the clothing of whatever folklore says is traditional for
their breed of Fae, some favor the clothing of the past time periods when
their favored tales of the Fae were first mentioned and still others dress
in whatever contemporary style they want to.

Background –
Even before their Awakening, Changelings have never felt as if they fit
in. Most spent their childhood as social outcasts, lost in books and their
daydreams rather than focusing on the world around them. Few Changelings
maintain any contact with their mortal families and most have a long history
of family problems. The Legacy has more than it's fair share of runaways
and orphans.

Organization –
Most Changelings are solitary in nature due to the self-enforced
isolation of their childhoods though all share a need to find a place where
they belong that they try to keep hidden from others. So although
Changelings have no structured social order amongst themselves, they do keep
in contact with each other and hold regular gatherings.

Suggested Obligations –
Study into the other realms, meditating inside faerie rings or in
secluded glens, researching into traditional faerie tales and folklore.

Concepts –
Librarian, wandering shaman, nomad, hermit, the wise fool.

Primary Arcanum – Spirit

Conjunctional Arcanum – Fate

First Attainment –
Gnosis 4, Spirit 2, Fate 1
Spiritual Interconnections:Using a combination of Peer Across the Gauntlet
(spirit 2) and Interconnections (fate 1), the mage can see the themes and
interconnections between spirits, places and things and can read the degree
of sympathetic connection between subjects.
Practice:Knowing
Action:Extended (one turn per roll)
Duration:Concentration
Cost:None
Dice Pool:Wits + Occult + Spirit

Optional First Attainment –

Gnosis 4, Fate 2
Swearing an Oath (Fate 2, page 152) Harkens back to the word of a Fae being
unchangeable.. This oath gives the mage no bonuses to dice rolls, instead
it gives the player the opportunity to reflexively roll Resolve + Composure
in situations where, for example, if a mage were being controlled mentally
and compelled to stand by and watch as the person she swore an oath to
suffer. Also, a mage cannot sever her own Oath unless she posses Fate 4.
The mage also cannot swear more than one Oath at a time and will suffer
from the effects of the "Evil Eye" if she breaks her Oath. Higher levels of
Fate can be used to alter Oaths sworn with this Attainment.
Dice Pool:Presence+ Persuasion + Fate

Second Attainment –
Gnosis 6, Spirit 3
Find the Silver Path:As Spirit Road (spirit 3), the mage can open a road
across the Gauntlet.
Practice:Weaving
Action:Extended (target number = Gauntlet Strength)
Duration:Transitory
Cost:1 Mana
Dice Pool:Wits + Survival + Spirit versus the Gauntlet

Optional Second Attainment –
Gnosis 6, Prime 3
Ephemeral Enchantment (Prime 3 page 225). The mage can enchant an object,
allowing it to strike (if it's a weapon) or protect (if it's armour) against
Twilight or Shadow Realm entities. Meant to provide a Changeling a amount
of protection on their travels.
Practice:Weaving
Action:Instant
Duration:Prolong (one scene)
Dice pool:Resolve + Occult + Prime

Third Attainment –
Gnosis 8, Spirit 4
Shadow Guide:Similar to the Spirit 4 rote "Spirit Guardian" (page 253)
with several changes to the reason, duration and responsibilities for the
spirit summoned. First, this Attainment can only be cast while in the
Shadow or Twilight Realms. Second, the duration of the Attainment is only
as long as the mage's stay in the Realm. The spell ends the moment the mage
leaves the Realm he is in. Third, the purpose of the spirit summoned is for
it to act as a guide and protector to the mage and help her avoid some of
the more common dangers of the Realms and help her find safe paths during
her explorations.

Dice Pool:Manipulation + Persuasion + Spirit versus targets Resistance.
Action:Extended, with the target number equalling the Spirit's rank.
Resistance is rolled reflexively.

Optional Third Attainment –
Gnosis 8, Space 3, Spirit 4
Safe Passage:Uses Space 3 (Ban, page 237) and Spirit 4 (Road Master, page
254). This Attainment was created to help protect a mage in her travels
along the Spirit Roads and through the other Realms and only works against
Spirits and Numina, other mages and mortals are not affected by it and may
pass through as they will. The effect is centered upon the caster and has a
10 foot radius from center. Where the caster goes, the effect goes.
Dice Pool:Composure + Occult + Spirit

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