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=== Weaknesses=== They are silent, but can communicate wordlessly with other Keepers from their "set".<ref name=":1" /><ref>Keepers appear in ones, threes, or the exceptionally rare seven, corresponding with how broad a collection is. When they appear in multiples, they work in silent concert as families vie for key or legendary items. - [https://docs.google.com/document/d/1Od3iu2TXe5r677wHEMCudG5hDUrlM6-E0kgiuvlkuuw/edit# Pact Dice: Collectors]</ref><ref>Keepers do not speak, though they may leave messages, with clear tics in language and writing. One might write in rhyme, the last line always off. - [https://docs.google.com/document/d/1Od3iu2TXe5r677wHEMCudG5hDUrlM6-E0kgiuvlkuuw/edit# Pact Dice: Collectors]</ref> They have the ability to vanish and reset themselves when unobserved, but must otherwise rely on (considerable) skill and magic items.<ref>Strengths: Keepers often have one to three items from the collection in their ownership - if their focus is on a collection of books, they’ll have books. They’ll use these items to their full functionality and utility, and they fully know the capacity and full functionality of all other items in the same collection. They are smart, slightly above ordinary humans in terms of physical capabilities, well trained at all pursuits necessary to their goals, from driving to computer hacking, and survive anything that does not outright kill them. Left unobserved for more than a few seconds, they have the capacity to disappear outright, shedding any effects that were on them. Finally, the mystery surrounding Keepers is an asset to them - the fact that their motives are unknown or even unknowable makes them difficult to counter or predict. - [https://docs.google.com/document/d/1Od3iu2TXe5r677wHEMCudG5hDUrlM6-E0kgiuvlkuuw/edit# Pact Dice: Collectors]</ref> For some reason, newly-manifested Keepers are already bound to the [[Seal of Solomon]].<ref>Binding: Keepers are bound by the seal of Solomon by default, even when newly manifested, and play by set rules, both the ones usual for Others and the ones unique to them. These can vary from one collection to another, but they do tend to involve the items. As one case, Keepers can be bound into service with a simple trade- essentially giving up one item from the collection into the ‘pool’ in exchange for a term of service, and if the binding is to be long term, it may involve offering additional assistance. This route is sometimes taken by those who wish to forfeit their pursuit of the items- giving up their stake, oftentimes in a way to get some revenge.<br><br>As another case, they can be bound with relative ease if contested and defeated on three separate occasions - typically requiring that the Keeper enter play to pursue or retake one or more items, with the practitioner beating them to it or keeping the items three times. This isn’t typically an option for non-Collectors.<br><br>Boxes, cases, and puzzle boxes are common Keeper binding cases. Specialized cases will have clear crystal or tinted glass panes, or segments which allow for keys or tiles to move to spell out words. This is the only real way to communicate with a Keeper after binding it. - [https://docs.google.com/document/d/1Od3iu2TXe5r677wHEMCudG5hDUrlM6-E0kgiuvlkuuw/edit# Pact Dice: Collectors]</ref>
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