Talk:Aaron

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Thing #1: Thing #1

Titles Master Explorers, "Dr. Jones," Tomb Raider (Derogatory), Gravedigger (insulting)



The Exalted Order of Arcaneologists

A Custom Entitlement for Changeling: The Lost


"Thematic Quote/Oath of the Arcaneologists"

Background

      Tokens by their very nature are objects that lingered in the Hedge too long, or spent some time in Faerie, only to have been bestowed the darker workings for Faerie magic within them. Each button, knob, cane, twine, or pendant that spent time on the other side of the Mortal World keep within them eldritch gifts and strange sorceries within them. Some are harmless, such as Trifles or Hedgespun clothing, while others--by their very nature are extremely powerful, and extremely potent. Possessed in inexperienced hands would be the equivalent of giving a glass container filled with Ebola to a child and ask them not to drop it.
      Where the Magi of the Guilded Thorn seek out treasures of the hedge for personal gain, and the Lord Sages of the Unknown Reaches received Otherworldly gifts from their supernatural allies, the Arcaneologist seek out Tokens and other supernatural itemary not for personal gain, but to ensure such dangerous items are never used--unless absolutely necessary.
      The changelings who belong to the Exalted Order of Arcanologists seem like avid (some say obsessed) collectors of the rarest of antiquities. This is what it looks like to the outsider. The Arcanologist look high and low for these eldritch items with goals of studying them, chronicling their uses (and dangers); and then lock them away once all has been gleaned from them. Every Token has power, which must be understood, and preserved. If we've learned anything from the tales told of the famous imp who spun straw into gold is that all things have a price. The Arcanologist understands that some prices are too great.




Prerequisites

The very nature of the Arcanologists' work is one requiring a strong connection to the mysterious and hidden world of the occult, as well as a strong connection to their own mystical prowess. Anyone can become an initiate to the Exalted Order of Arcaneologists, but to be considered a independant Journeyman of the order (first rank within the order), one needs the following: Wyrd Dot-filled.pngDot-filled.pngDot-filled.pngDot.pngDot.png, Survival Dot-filled.pngDot-filled.pngDot.pngDot.pngDot.png, Academics Dot-filled.pngDot-filled.pngDot.pngDot.pngDot.png with at least two specialties, Occult Dot-filled.pngDot-filled.pngDot.pngDot.pngDot.png and at least two specialties (one being relating to occult-like items). Additional for higher ranks are listed below




Joining

Joining the Arcanologists isn't a difficult task. Members come from all Kiths and Courts (even Courtless). People can be asked to join, if they show some aptitude for occultic research, or they may seek out a Journeyman and ask to join. In either case, they are tested--which having to find a Token uniquely themed to the Initiate. Upon their return, they must be able to give a full detailing of the Token's usage, gifts, abilities, and drawbacks.



Mien

      The Exalted Order of Arcaneologists frequent the Hedge more than one should. Whether it's finding and following leads to powerful Tokens, or finding Trods to allow them travel across great distances in the mortal world, many Arcaneologists them prefer garmets for travel within the wilds of an ever changing enviornment. Sturdy garments that are easily mended and, when need be, cheaply replaced. Heavy boots and rough denim or leather is preferred. Several Arcaneologists make use of armor or Hedgespun rainments, but keep to finding protective clothing that are not just durable but flexible.


      Upon pledging the Oath of the Exalted Order, a changeling's mien often manifests subtle markings suggestive of the studying ancient maps from long ago. A changeling might show faint lines upon their skin, those that resemble marks on a map and are as pale as a shadow. As the fae's Wyrd grows, these telltale signs also become more evident. These map lines on the skin start to take on a golden-brown hue, of ink deeply etched, but long faded. At particular intersecting points amongst the patterns will form some symbol representing ancient and unknown Tokens (looking like birthmarks or faded scars) on one or more limbs, for instance, or small, bloody and painless wounds upon a hand or foot that make it look as though the character's flesh has been pierced by thorns. Some Arcaneologists have other telltale signs of their distant travels within various places in the Hedge. One might possess hair that has vines and thorns in it, another might have rolling dust kicking up behind them as they walk that smell of strange spices, while another might always faintly smell of a particular type of hedge fruit.


Organization

      Arcaneologists hold themselves to strict ranks based on skill, ability and demonstrated adherence to the Exalted Oath. Those who show talent and skill but are believed to be less than ethical in their wielding of said abilities are often placed under close scrutiny and investigation by higher ranking members of the entitlement and if found guilty of misusing their abilities, are "dealt with" in a myriad of manners beginning with having their own magics turned against them until they see the error of their ways. Characters enter the entitlement as Journeymen, but players may choose to advance their character to higher ranks at any point that they have met the prerequisites for that rank (with the Storyteller's permission).


No Rank: Apprentice -- Apprentices are those who are being considered or groomed for membership in the Order, but who have not yet been accepted. They may be students of official members of the entitlement or associates who aid members in their studies, maintain contact between Entitlement members in different freeholds or who act as an information network to locate items of power that could benefit from the Entitlement's investigation and attention. Initiates have neither the entitlement's privileges nor mien and are not officially part of the entitlement, although they are associated with it. (Prerequisite: Wyrd 2, Academics or Occult of at least 2)


Rank One: Journeymen -- Journeymen must meet the basic prerequisites for the entitlement. They may be those Lost who have finished their initial interviews, finished their trails with other members of the entitlement, and who have been indoctrinated into the entitlement proper. Due to the nature of the Arcaneologists privileges associated with the journeymen rank, some Apprentice manifest the Journeymen level ability (and are immediately indoctrinated into the entitlement) in emergency situations, such as when a motley-mate has sustained a life-threatening injury due to misuse of an unknown Token, or a local freehold is in possession of strange items that can cause harm to the security of the Freehold. (Prerequisite: Wyrd 2, Survival 2, Academics 2, Occult 2)


Rank Two: Fellow Magister -- Resident Explorers have usually undertaken in-depth studies of the magical lore relating to objects, and quite often have developed an Occult specialty -- supernatural relics, tokens, ancient objects, magical materials or the like. Some act predominantly as protectors of magical objects for their own motley, while others may serve a freehold or even travel as an Explorer, trusting that the winds of adventure will take them to those who are most in need of their services. (Prerequisites: Wyrd 3, Medicine Academics and Occult 3 + Specialty, Empathy 2)


Rank Three: Meister (or Maester) Arcanists -- Full-fledged Arcaneologists have wholly come into a sense of oneness with the understanding of magical itemary and the duty charged by their entitlement. While they are capable of performing unique feats relating to understanding, and detaining Tokens and other magical itemary, the cost to themselves is a heavy one to bear. Some become quite reclusive, either to deal with the heavy price of their responsibilities or to prevent themselves from being asked to tend to every foolhardy chase looking for dangerous items without questioning what happens if fail. (Prerequisites: Wyrd 4, Academics 4, Occult 4, Survival 4)



Privileges

Skeleton Key (Token Dot-filled.pngDot.pngDot.pngDot.pngDot.png): The mundane object that becomes this token is always a key of some sort, although whether this is an actual skeleton key or a normal house key is the decision of the individual, and rumors persist of some members that even have card keys that have received the enchantment. Regardless of its mortal form, it always looks tarnished, unused, worn out, and barely holding together. Regardless of its mundane form, its Fae mien always appears to be a large skeleton key made of blackened metal, and charred wood. The skull of some tiny Hedge-beast and some of its bones are inlaid inside the key.


Drawback: Whenever this key is used to open a door, the skull within the key comes to life and bites into the flesh of the changeling to drink some of its blood in payment. This causes one bashing wound.


Catch: Not paying the cost of Glamour causes the skull within the key to bite deeper, upgrading the bashing wound usually received into a lethal wound. Additionally, the owner of the doorway unlocked in this manner will immediately become aware that someone has done so. Though they will neither know who (or what) specifically, nor how many people are coming through the unlocked doorway.


Effect: When activated and placed against the lock, the Skeleton Key allows a changeling to open any door. This token can only unlock a door, and cannot be used to lock any doors, even if it previously unlocked it. Although this will permit the changeling entry, it does nothing to disable any alarms or traps that may have been set upon the door, and in this case, it is likely that going through the doorway will set off any such systems in place.


When confronting doorways that are locked with magical wards, the changeling can make a contested Resolve + Composure + Wyrd roll against the one who set the wards, gaining entry to the chambers beyond only if the changeling achieves more successes. This only allows the changeling passage through the wards, but leaves the wards in place for any others that would seek entry. As in the case of mundane traps and alarms, magical ones will still be unaffected when the changeling opens the door, and will go off as they normally would.



Rank-Related Privilege: Wyrd-Binding Within the Exalted Order of Arcaneologist is a privilege which goes above and beyond the normal sorceries that Changelings can wield, by allowing the Arcaneologist to extend their mystical will to essentially nullify a Token's power. Rank-related Privileges are available only to those of appropriate rank for the privilege. Thus a Meister Arcanists has access to all three rank-related privileges; while Journeyman can only use Subtle Binding.

Rank One: Subtle Binding -- At this level, the Arcaneologist is able to spend a point of her own Glamour in the presence of a Token that is either low-level in it's power, or possesses a small modicum of power within it (1 to 2-dot Tokens). The Arcaneologist gains Wyrd+1 in dice for the purpose of nullifying the power of a Token (contested roll with the owner of the Token). If the Wyrdbinding is successful (more successes over the successes of the initial roll to use the Token), the Token's power does not activate. The Drawback however, still does. Exceptional Success means the Wyrdbinding nullifies the Token's power for a number of days that the Arcanologist has in her Wyrd rating. The Arcaneologist must be within the same presence of the Token in use. If the Arcaneologist fails the Wyrdbinding, she then also becomes subject to the Token's drawbacks, and he suffers a -2 penalty to all rolls relating to Glamour (ex. Contracts) actions for the rest of the scene, due to backlash.



Rank Two: Ironbound Seal -- Changelings (and humans) are often fragile and foolish creatures compared to some of the threats that exist in the World of Darkness. Sometimes they know little about the tools they either create or wield in their possession. Some items of occultic intention are much more powerful for a subtle binding of the Arcaneologist. This privilege allows the Arcaneologist Wyrd+2 in dice for the purpose of Wyrdbinding. She is even able to have a better chance in halting off the negative effects of a Token, staving off a Token's Drawback for a number of nights in Wyrd. Exceptional successes make the Token completely useless for a number of Weeks that the Arcaneologist has in her Wyrd rating. This also extends her ability to seal the magics of Tokens that are a bit more powerful in scope (1 to 3-dot Tokens). Failure at this rank in Wyrdbinding causes the Arcaneologist to be the victim of the Token's Drawback for a number of days relating to half her Wyrd rating. She also suffers a -2 penalty to all rolls relating to Glamour (ex. Contracts) actions for a week after, due to poweful backlash of trying to bind the powerful glamour workings of the Wyrd.



Rank Three: Arcadian Ward -- Tools can be used for benevolent means. A sword in the right hand can be used to defend against ones enemies, or to protect those that one loves; but the World of Darkness shows us that tools have time and time again proven to be used more for malevolent and selfish means. This privilege is the ultimate means of preventing tools being used for profane means (whatever that means is in the minds of the Arcaneologist). This privilege allows the Arcaneologist Wyrd+3 in dice for the purpose of Wyrdbinding. This also extends to sealing the powers within the most potent of Tokens (including 4 and 5-dot Tokens). The Wyrdbinding even prevents the Drawback from ever coming into play. An exceptional success to Arcadian Ward allows for the Arcaneologist to "seal the space." With a DOT of Willpower, the Arcadian Ward can span over a radius that is equal to the Arcaneologists' Wyrdx2 in feet. This area possesses a potency of 5, creating a -8 penalty towards the activation of any type of occult-like item (Token, Relics, Imbued Items, Fetish, etc). This has a lasting effect of a number of months that the Arcaneologist has in Wyrd (or could be made permenant with a DOT of Glamour). Failure at this rank in Wyrdbinding causes the Arcaneologist to be the victim of the Token's Drawback for a number of weeks relating to half her Wyrd rating. She also looses -HALF- her Glamour, and also suffers a -3 penalty to all rolls relating to Glamour (ex. Contracts) actions for a week after, due to poweful backlash of trying to bind the powerful glamour workings of the Wyrd.




Drawbacks

The lifestyle of an Arcaneologist is both one of adventure and danger. Of both education and exhaustion. When fatigued or out of Willpower points, roll Res+Comp. On success, character is flighty and distracted, taking -1 to all Mental rolls for the scene. On failure, must walk for at least an hour. The character feels compelled to go on lengthy walks when fatigued drawing them to roam the Hedge (per the Hedge Calling derangement) which lasts for a number of hours corresponding to their Wyrd rating.




History

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Rumors

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