The Dragonlance Nexus

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Seeker

SAGA Rules

by Eric Jwo


The Seeker is not unlike the Seekers of the Fourth Age. After the Cataclysm, when people began to doubt the existence of the gods, a group of people decided to seek new gods. Not surprisingly, the called themselves the "Seekers." While this new religion may have held noble purposes during its conception, it became corrupt as Theocrats turned villages into hotbeds of fanaticism. The Seekers were partially responsible for the dragonarmies conquering so much of Abanasinia during the War of the Lance.

However, Seekers in the Fifth Age are men and women who embark on personal quests to find proof of any gods, much like the Companions did before the War of the Lance. Seekers may or may not believe in the true gods of Krynn, and they may or may not believe in false ones that they believe to be true. More often, a Seeker is not sure what to believe, but he maintains an open, if skeptical, mind. What a Seeker really craves is a sign, some concrete evidence, that the peoples of Krynn are not alone in an Age of Dragons.

Role-Playing

Seekers tend to be subdued and quiet. Extremely introverted, these people are usually seen as dour and stern. They are skeptical of any form of faith without any evidence to support it, although they are very interested in any and all types of religion. They collect and store all information on any religion for later use. However, they are skeptical and will not believe in much. Seekers are a people who seek answers, but who have been fooled too many times to believe in anything.

Dwarves and minotaurs identify with Seekers in that respect their serious demeanor. Humans and elves can often respect a Seeker's outlook on life, but often find them too cynical. Gnomes, centaurs, and kender, however, believe that Seekers are too serious and should lighten up. Kender, most of all, annoy Seekers and do much to test their patience.

Requirements

A Seeker needs to hardened physically in order to survive in a godless world, so a Seeker needs a minimum score of 4 in all Physical scores. In addition, Seekers have a deep spiritual side, requiring a minimum Spirit score of 7. Seekers however, often present a cynical and serious demeanor to the world. They tend to be loners and usually do not work well with others. To reflect this, Seekers have a maximum Presence score of 6. Seekers are trained to search and prepare themselves internally and externally. They explore the supernatural both in themselves and in the outside world. To reflect this, Seekers have a minimum Reason and Spirit score of "C." Seekers also need to know how to defend themselves, so they have a minimum Strength score of "C." However, Seekers do not make good leaders because they are so introverted, so they have a maximum Presence score of "D."

Only humans, dwarves, half-elves, and elves can adopt this role. This role cannot be adopted during play.

Advantages

A Seeker is so versed with legends and lore that they can recall any information specific to deities with a challenging Spirit action. For instance, in order to recognize that a glyph on the wall of an old temple depicts the god Sargonnas, a Seeker can make a challenging Spirit action.

Disadvantages

A Seeker is downright taciturn when conversing with others. A Seeker's beliefs and demeanor are strange to some, and threatening to others. Therefore, a Seeker never receives a Trump bonus to any Presence action. If a Seeker meets a person of strong beliefs, such as a former priest of Mishakal, then the Seeker receives an additional -3 bonus to any Presence actions made with that person.

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