The Seeker observes and reports to the Sovereign. He sees all, and gives others the knowledge and insight they need to act appropriately. The Seeker himself rarely acts directly. In some stories, it is because he is an agent of law—an investigator—who solves a mystery so that the appropriate authorities may act. In others, he is paralyzed by a desire to maintain his neutrality, or by knowledge of the potential harm of his own actions.
Associated Imagery and Symbolism: A genderless robed figure, a male magistrate, a female wise woman, a female librarian, an owl, or an eye.
Domains: Craft, Deduce, and Education.
Also called the Auditor, the Inquisitor, the Sage, the Spy, or the Watcher, the Seeker is a
Blessings of the Seeker
The Conjunction of Form: You may combine materials in impossible ways, giving one the attribute of another. You may make paper with the strength of steel, or steel with the weight of paper. Doing so requires the two aspects—one for the material, one for the additional attribute—to be invoked simultaneously on the Crafts roll to create the finished product.
The Tools Are Lesser than the Hand: You can produce master-craftsman-level work with the crudest of tools. With a proper workshop, you can create impossibly amazing devices in the finest da Vinci style.
The Pieces of the Puzzle: When you take a few minutes to study a particular item and its position, you can reasonably reconstruct the chain of events that led to it being there. This reconstruction will be accurate, though it will not reveal any more than the necessary details. For example, it might reveal that it was carried by hand at some point, but not by whom.
Magistrate's Eye: You may look at a scene and recall it in perfect detail. In practice, this allows you to ask the GM questions about that memory long after the fact, and take your time performing Investigation rolls. This includes anything you might ask about if you were still in the same place and time, such as the contents of containers. If the answer to the question would require a skill roll—such as picking a lock to see a chest’s contents—you may try normally, as if you were still there.
You may keep more than one scene in memory, but the cost of doing so is one fate point per scene already memorized.
The Blessing of a Thousand Tongues: You may learn any language quickly. With tutelage, it takes only a day. With only the opportunity to read or listen, it takes a week. If the source material is especially sparse, it may take as long as a month.
The Seeker Sees All Paths: You may not know everything, but you always know how to find out. When looking for a fairly specific piece of information, you may give the GM a fate point to be told the closest place you can go to find out, no matter how obscure or lost the information is. In short, you can never hit a wall when trying to find something out.
There are no guarantees of how easy it will be to get the knowledge, but that’s what adventure is for.