Character Options

Here are some template options for characters. Since the actual stat creation is fairly simple, I can take care of that once people have decided what they want to play. If anyone has the book, we will be playing at the Submerged level of character creation. I’ve included some basic details of what abilities are usually present in each template.

Note that a lot of these templates can be combined though there may be some limitations and caveats to exactly what works together or is affordable at the starting level.

Human – A run of the mill human. Human strength. Human resilience. A human without any other template gets extra points to purchase stunts or to save as extra fate points. At the submerged level, humans can often be underpowered compared to the superhuman templates but may make up for it in their variety of talents and their improved ability to turn situations to their advantage (through fate points).

Minor Talent – A human with a single superhuman power. This can something like seeing ghosts, minor telekinesis, prophetic ability, and other very limited abilities. Minor talents are basically normal humans with a single (double) edge. Technically, werewolves and other one form shifters fall into this category as their ability to take an animal form is their only supernatural ability, but they are usually more powerful and thus have their own section.

White Council Wizard/Sorceror – A mortal able to alter reality through their own force of will and innate ability with magic. Wizards are able to perform both ritual magic (Thaumaturgy) and fast spellcasting (Evocation). Evocations cover the four classical elements (Water, Fire, Earth, and Air) as well as Spirit (covering ectoplasm, ghosts, illusions, and raw force). Most wizards are able to manipulate 2-3 of the elements but with proper dedication they may learn to harness the others. Thaumaturgy covers a variety of effects including Wards, Summoning, Item Creation, as well as more time-intensive versions of evocations. Most wizards specialize in a few thaumaturgical areas. Anyone demonstrating spellcasting ability is tested by the Wardens and if they demonstrate the proper power and skill, they are asked to join the White Council. Wizards who refuse to join are called Sorcerors. Technically, a Sorceror that abides by the Laws of Magic is free to refuse but the benefits of membership are considerable and refusal is met with serious suspicion. In addition to their magic, Wizards are a bit more hardy than regular mortals as they can recover over time from nearly any injury that doesn’t kill them and enjoy much longer lifespans (barring any sudden, violent deaths). Wizards also have the Sight, a supernatural ability to pierce any illusion and see the true essence of the people and things around them. Unfortunately, the Sight can drive a wizard insane as they see things that no mortal mind was meant to see. As a side effect, Wizards can also see the true essence of any mortal being if they meet their gaze. The Soulgaze is double-sided however and the other party receives the same view of the Wizard.

Focused Practitioner – Spellcasters that limit their ability to a single area of magic. Specialist mages in other words. Although Focused Practitioners are looked down on by full wizards, they can be extremely powerful in their own areas. This includes Ectomancers (deal with ghosts), Biomancers (deal with life), Kinetomancers (force manipulators), and virtually any other specialization imaginable. Focused Practitioners are held to the Laws of Magic so focused Necromancers, Mind Manipulators (people that read minds or permanently alter them), Transmuters (of people), and Outsider Summoners are extremely rare and not acceptable for player concepts.

Hedge Wizard – Any spellcaster without a specific focus but lacking the power and skill of a full White Council Wizard. Hedge Wizards are able to perform Thaumaturgy (ritual magic) and Evocation (fast magic) but to a reduced degree than full wizards. They may only be able to perform one of the two or may have less range than full wizards. Many supernatural beings can develop levels of magical power independent of their supernatural nature. Vampires of the Red and White Courts have demonstrated magical aptitude as do many of the Order of the Blackened Denarius. A Hedge Wizard or Sorceror usually retains his spellcasting ability if he becomes a Sidhe Knight but is likely to end up at odds with the White Council.

Shapeshifters – Any being able to assume another form. Although Spellcasters can theoretically change their shape, it is extremely difficult as their magic requires precise focus and usually requires a strong knowledge of the form being assumed. Shapeshifters do not have that limitation. Once a Shapeshifter learns her ability (or unlocks it if the ability is inborn), she can change shape at will. Weres (and Theriomorphs) are Shapeshifters that can only assume two forms: a human form and animal form. They have all the natural abilities of each form (as well as the limitations) but often have some crossover in skills as the animal form improves the instincts of the human and the animal form has human intelligence. True Shapeshifters can assume nearly any form, including other people and inanimate objects but may still be limited in their ability to change size or pass as certain creatures or objects. Some Shapeshifters have supernatural abilities beyond their shapeshifting ability such as increased strength, resilience, and regeneration. Such Shapeshifters are usually still vulnerable to certain things with silver being the most common.

Order of the Blackened Denarius The Order consists of 30 pieces of silver bonded to 30 Fallen Angels. The Fallen are only able to act by bonding with a willing (if often coerced) host. Denarians are able to take monstrous forms and many have spellcasting ability. They are also able to call upon the power of Down Below to fuel their spellcasting (typically called Hellfire but applicable to any element) with destructive power. Although the majority of Denarians are utterly depraved and evil, there have been some that choose to abandon their coin and repent. The Knights of the Cross always give Denarians the chance to do so before they kill the host. There is some evidence that the host may influence the Fallen and exert control over them. A Denarian PC (likely bonded to one of the weakest Fallen) could attempt to turn the Denarian’s power to more noble ends or may be driven to help the others by a larger enemy.

More to come

Character Options

Dresden Files: Shades of Gray Weatherwax