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The Dresden Files => DFRPG => DFRPG Resource Collection => Topic started by: Sanctaphrax on December 26, 2012, 09:52:50 AM

Title: Custom Templates
Post by: Sanctaphrax on December 26, 2012, 09:52:50 AM
We don't have a thread for new Templates, so I'm making one.

The first three posts in this thread will be used to store brief descriptions of the Templates, and links to their complete write-ups. Anything that might require special GM attention will be noted in a warning.

I doubt I'll need the other two posts, but...eh, reserving posts is easy.

If you've got a Template you want indexed, just post it here.

The Templates:

Agent Of Fate (http://www.jimbutcheronline.com/bb/index.php/topic,36142.msg1735852.html#msg1735852) (Minimum [-6] Refresh): An emissary of Fate, who manipulates probability to ensure things go according to Fate's plans. Warning: includes homebrew Powers.

Amber Court Vampire (http://www.jimbutcheronline.com/bb/index.php/topic,24065.msg1023754.html#msg1023754) (Minimum [-11] Refresh): A rare type of vampire from Ethiopia that takes its power from a piece of hunger-spirit-infused amber that is where its heart should be. They eat human hearts and can acquire the abilities of their victims when they do so. Warning: contains Power not designed for PC use.

Arkanthrope (http://www.jimbutcheronline.com/bb/index.php/topic,17773.msg800209.html#msg800209) (Minimum [-5] Refresh): An ursine variant of the traditionally-lupine lycanthrope.

Benandanti (http://forum.rpg.net/showthread.php?526049-The-Dresden-Files-New-Templates&p=12716596#post12716596) (Minimum [-7] Refresh): Magic-wielding shapeshifting holy champions. Warning: Human Form applies to an unspecified set of their Powers and though it is said not to provide a discount it must provide a discount for the minimum Refresh cost to be correct.

Black Court Initiate (http://forum.rpg.net/showthread.php?630828-The-Dresden-Files-RPG-cheat-sheets-anyone&p=15523466#post15523466) (Minimum [-4] Refresh): A person who's been infected, but not fully turned, by a vampire of the Black Court.

Bloodthirsty Weapon Bearer (http://www.jimbutcheronline.com/bb/index.php/topic,29604.msg1256453.html#msg1256453) (Minimum [-1] Refresh): A person with an evil blood-drinking Item of Power that gives them power and tells them to kill people.

Centurion (http://forum.rpg.net/showthread.php?526049-The-Dresden-Files-New-Templates&p=12499397#post12499397) (Minimum [-1] Refresh): An adaptation of the Spirits from Spirit of the Century to the DFRPG.

Changeling (http://www.jimbutcheronline.com/bb/index.php/topic,19083.msg865124.html#msg865124) (Minimum [-2] Refresh): An adaptation of the changelings from the Old World of Darkness to the DFRPG. Warning: contains a bunch of homebrew Powers.

Cintran Elf (http://www.jimbutcheronline.com/bb/index.php/topic,29031.msg1245848.html#msg1245848) (Minimum [-3] Refresh): An adaptation of the elves from the Shannara series to the DFRPG. Warning: requires purchase of a mortal stunt, the cost of which is not included in the minimum Refresh cost for some reason.

Claviger (http://forum.rpg.net/showthread.php?512169-Dresden-Files-Help-Creating-Templates&p=12079850#post12079850) (Minimum [-5] Refresh): A person bound and empowered to be a specific city's keeper by a magical "Key" that takes the form of an archaic melee weapon. Warning: contains sketchy Catch and possible-overcosted Supernatural Sense.

Crow (http://forum.rpg.net/showthread.php?526049-The-Dresden-Files-New-Templates&p=12870921#post12870921) (Minimum [-6] Refresh): A Template based off of the main character of the movie version of The Crow. Warning: refers to Marked By Power as Emissary of Power.

Diamond Court Vampire (http://forum.rpg.net/showthread.php?530397-Dresden-Files-RPG-Fan-created-DFRPG-Vampire-Court-offerings&p=12623517#post12623517) (Minimum [-8] Refresh): A type of vampire inspired by the Twilight novels.

Demon (http://www.jimbutcheronline.com/bb/index.php/topic,19083.msg849741.html#msg849741) (Minimum [-4] Refresh): An adaptation of the demons from the Old World of Darkness to the DFRPG. Warning: includes homebrew Powers, some of which have not yet been written.

Dhampir (http://www.jimbutcheronline.com/bb/index.php/topic,28159.msg1202255.html#msg1202255) (Minimum [-1] Refresh): Half human, half Grey Court Vampire (Type A).

Dragonborn (http://www.jimbutcheronline.com/bb/index.php/topic,36142.msg1734739.html#msg1734739) (Minimum [-6] Refresh): Someone descended from one of the great Dragons. Warning: Template includes homebrew Human Form variant, Template allows the unwise to purchase Claws and Breath Weapon together.

Elf (http://forum.rpg.net/showthread.php?526049-The-Dresden-Files-New-Templates&p=12500252#post12500252) (Minimum [-4] Refresh): One of Santa's elves. Warning: refers to Marked By Power as Emissary of Power and is generally vaguely written.

Gargoyle (Type A) (http://www.jimbutcheronline.com/bb/index.php/topic,33701.msg1556663.html#msg1556663) (Minimum [-8] Refresh): An adaptation of the gargoyles from Gargoyles to the DFRPG. Warning: includes homebrew Power of questionable quality.

Gargoyle (Type B) (http://forum.rpg.net/showthread.php?526049-The-Dresden-Files-New-Templates/page3) (Minimum [-1] Refresh): An adaptation of the gargoyles from Gargoyles to the DFRPG. Warning: includes homebrew Power of questionable quality and Physical Immunity with an incredibly broken Catch.

Ghost (http://www.jimbutcheronline.com/bb/index.php/topic,36142.msg1723076.html#msg1723076) (Minimum [-4] Refresh): A ghost. Pretty self-explanatory. Warning: includes homebrew Power.

Ghoul (http://forum.rpg.net/showthread.php?526049-The-Dresden-Files-New-Templates&p=12495375#post12495375) (Minimum [-3] Refresh): A person empowered by vampire blood.

Green Court Vampire (http://www.jimbutcheronline.com/bb/index.php/topic,25833.msg1099990.html#msg1099990) (Minimum [-15] Refresh): A type of vampire that feeds off of the land itself. Probably not appropriate for PC use. Warning: includes overpriced homebrew Power.

Grey Court Vampire (Type A) (http://www.jimbutcheronline.com/bb/index.php/topic,28159.msg1202255.html#msg1202255) (Minimum [-5] Refresh): Another type of vampire. Inspired by the vampires from Let The Right One In. Warning: includes homebrew Power.

Grey Court Vampire (Type B) (http://www.jimbutcheronline.com/bb/index.php/topic,25833.msg1099990.html#msg1099990) (Minimum [-4] Refresh): Yet another type of vampire. Human by day, blood-sucking monsters by night. They reproduce by interbreeding with humans; children that share the sex of the vampire parent are vampires, children that share the sex of the human parent are humans. Warning: Human Form with an involuntary change is valued at +1 for some reason. Claws is referred to as Fangs.

Grey Court Vampire (Type C) (http://www.jimbutcheronline.com/bb/index.php/topic,24065.msg1023754.html#msg1023754) (Minimum [-15] Refresh): A memory-eating vampire. Warning: contains homebrew Powers and Powers not designed for PC use.

Grey Court Vampire (Type D) (http://forum.rpg.net/showthread.php?526049-The-Dresden-Files-New-Templates&p=12495467#post12495467) (Minimum [-2] Refresh): A person who sucks blood and can turn into a bat, but only at night. Warning: Blood Drinker is affected by Feeding Dependency for some reason, and though it doesn't actually say so it looks like the Template is meant to contain two instances of Human Form.

Halfblood (http://www.jimbutcheronline.com/bb/index.php/topic,29031.msg1334251.html#msg1334251) (Minimum [-6] Refresh): An adaptation of the demigods from the Percy Jackson series to the DFRPG. Warning: significant Catch is inexplicably given no value. Minimum Refresh cost is either wrong or meant to imply that there are Musts beyond those mentioned.

Half-Ghost (http://forum.rpg.net/showthread.php?526049-The-Dresden-Files-New-Templates&p=12686931#post12686931) (Minimum [-4] Refresh): A person whose DNA has been crossed with ectoplasm somehow. Warning: includes both Ghost Speaker and Spirit Form, includes Human Form without making it clear what it applies to, includes a Power not designed for PC use, includes one-element Evocation, and either applies Human Form to Spirit Form or is written under the understanding that Spirit Form is optional.

Hedge Witch/Wizard (http://www.jimbutcheronline.com/bb/index.php/topic,19176.msg853131.html#msg853131) (Minimum [-3] Refresh): A limited spellcaster specialized in ritual magic.

Hellmouth Vampire (http://www.jimbutcheronline.com/bb/index.php/topic,29031.msg1244468.html#msg1244468) (Minimum [-7] Refresh): An adaptation of the vampires from Buffy The Vampire Slayer to the DFRPG. Warning: includes a homebrew Power of questionable quality and some weird extra Catch mechanics. Minimum Refresh calculation is incorrect.

House Malgus Vampire (http://forum.rpg.net/showthread.php?530397-Dresden-Files-RPG-Fan-created-DFRPG-Vampire-Court-offerings&p=12620045#post12620045) (Minimum [-8] Refresh): A wrath-eating vampire from an outcast House of the White Court, with default Powers that differ slightly from the normal White Court set.

Hunter (http://www.jimbutcheronline.com/bb/index.php/topic,19083.msg856918.html#msg856918) (Minimum [-2] Refresh): An adaptation of the hunters from the Old World of Darkness to the DFRPG. Warning: includes homebrew Powers of somewhat questionable quality.

Immortal (http://vinlandsolutions.site11.com/Products/DFRPG/SampleTemplates/Immortal.html) (Minimum [-2] Refresh): A Highlander-style Immortal. Human-like, but very quick to heal and hard to kill. Subject to strange rules. Warning: template includes homebrew Powers of questionable quality and a rather sketchy Catch.

Jade Court Vampire (Type A) (http://www.jimbutcheronline.com/bb/index.php/topic,31276.msg1334285.html#msg1334285) (Minimum [-5] Refresh): People who, after dying, went to hell and then escaped back to our world. They eat the qi of others, and must be careful to keep their own qi in balance. Inspired by the Kuei-Jin from the Old World Of Darkness. Warning: includes confusing and incomplete rules for qi balance.

Jade Court Vampire (Type B) (http://www.jimbutcheronline.com/bb/index.php/topic,24065.0.html) (Minimum [-10] Refresh): Vampires that eat magic. Warning: contains homebrew Powers.

Jade Court Vampire (Type C) (http://www.jimbutcheronline.com/bb/index.php/topic,36142.msg1723240.html#msg1723240) (Minimum [-7] Refresh): Asian vampires aspected towards either Yin or Yang.

Jade Court Vampire (Type D) (http://www.obsidianportal.com/campaign/dfd/wikis/jade-court) (Minimum [-6] Refresh): Vampires that eat people's internal organs. Their heads and internal organs can fly around, leaving the rest of their bodies behind. Warning: contains Wings without wings and slightly vague Catch.

Knight of the Word (http://www.jimbutcheronline.com/bb/index.php/topic,29031.msg1334226.html#msg1334226) (Minimum [-6] Refresh): An adaptation of the Knights of the Word from the Word & Void series. Warning: includes strangely-costed Item of Power that grants spellcasting.

Kuei Jin (http://www.jimbutcheronline.com/bb/index.php/topic,19083.msg855904.html#msg855904) (Minimum [-5] Refresh): An adaptation of the Kuei Jin from the Old World of Darkness to the DFRPG. Warning: long list of options includes Greater Glamours and homebrew Powers of with slightly questionable costs.

Leprechaun Changeling (http://www.jimbutcheronline.com/bb/index.php/topic,36396.msg1740047.html#msg1740047) (Minimum [-1] Refresh): A variety of changeling, with a leprechaun as the fey parent.

Lycanthrope (http://www.jimbutcheronline.com/bb/index.php/topic,28159.msg1202255.html#msg1202255) (Minimum [-6] A classic movie werewolf. Inspired by the werewolves from Monster Hunter International. Warning: contains questionably-written homebrew Powers.

Mage (http://www.jimbutcheronline.com/bb/index.php/topic,19083.msg853764.html#msg853764) (Minimum [-6] Refresh): An adaptation of the mages from the Old World of Darkness to the DFRPG. Warning: includes homebrew Power.

Mystic Martial Artist (http://www.jimbutcheronline.com/bb/index.php/topic,36142.msg1753067.html#msg1753067) (Minimum [-4] Refresh): A person with mystical martial arts skills. Warning: includes homebrew Modular Abilities variant.

Orc (http://www.jimbutcheronline.com/bb/index.php/topic,36142.msg1720003.html#msg1720003) (Minimum [-14] Refresh): Freakishly powerful goblin changelings. Inspired by the orcs from Discworld.

Pale Court Vampire (http://www.jimbutcheronline.com/bb/index.php/topic,25833.msg1099990.html#msg1099990) (Minimum [-12] Refresh): Yet another type of vampire. These ones are ghosts that have acquired a measure of free will by consuming the dreams of mortals. Warning: contains homebrew Powers of questionable quality, an odd variant of Feeding Dependency, and both Ghost Speaker and Spirit Form on the same character.

Puella Magi (http://www.jimbutcheronline.com/bb/index.php/topic,35937.0.html) (Minimum [-1] Refresh): An adaptation of the magical girls from Puella Magi Madoka Magica to the DFRPG.

Sentinel (http://www.jimbutcheronline.com/bb/index.php/topic,42425.0.html) (Minimum [-6] Refresh): Shapeshifting protectors of the wild. Warning: includes homebrew Powers.

Shadowcaster (http://www.jimbutcheronline.com/bb/index.php/topic,25794.msg1748054.html#msg1748054) (Minimum [-4] Refresh): Masters of darkness and shadow. Warning: includes homebrew Powers.

Skinwalker (http://www.jimbutcheronline.com/bb/index.php/topic,36142.msg1756809.html#msg1756809) (Minimum [-13] Refresh): A person taught dark powers by one of the naagloshii in exchange for their service. Warning: includes a homebrew Power with a cost that varies from game to game.

Space Marine (Type A) (http://forum.rpg.net/showthread.php?525683-Dresden-Files-RPG-New-and-Different-PC-Types-Species&p=12485379#post12485379) (Minimum [-7] Refresh): An adaptation of the Space Marines from Warhammer 40K to the DFRPG.

Space Marine (Type B) (http://forum.rpg.net/showthread.php?525683-Dresden-Files-RPG-New-and-Different-PC-Types-Species&p=12486240#post12486240) (Minimum [-11] Refresh): A revised set of Musts for Space Marines, made in response to the perceived inadequacies for the Space Marine (Type A) Template. Warning: contains Item Of Power that provides armour 4 for no Refresh cost.

Synthesist (http://www.jimbutcheronline.com/bb/index.php/topic,35377.0.html) (Minimum [-3] Refresh): A person who shares their body with a creature of the Nevernever in exchange for power. Warning: requires the group to come up with a new homebrew Modular Abilities variant for each type of character made with this Template.

Thunderbird (http://www.jimbutcheronline.com/bb/index.php/topic,36142.msg1752664.html#msg1752664) (Minimum [-10] Refresh): A person who's learned how to use the powers of the Thunderbirds from native American mythology. Can shapeshift into a huge-ass bird and draw upon the magical power of bad weather. Warning: includes homebrew Sponsored Magic and a homebrew Power which has a cost that varies from game to game.

Undead (http://forum.rpg.net/showthread.php?526049-The-Dresden-Files-New-Templates&p=12495259#post12495259) (Minimum [-4] Refresh): A person who is killed and then summoned back into their own corpse. Warning: assumes compatibility between Living Dead and Inhuman Recovery.

Undying (http://www.jimbutcheronline.com/bb/index.php/topic,19510.msg863232.html#msg863232) (Minimum [-4] Refresh): A person who cannot be killed, and who recovers quickly from any and all injuries. Warning: template includes a homebrew Power that is in my opinion overpriced.

Valkyrie (http://www.jimbutcheronline.com/bb/index.php/topic,36142.msg1731695.html#msg1731695) (Minimum [-5] Refresh): An emissary of Odin or Freya, empowered to act on their behalf in the mortal world.

Vampire (http://www.jimbutcheronline.com/bb/index.php/topic,19083.msg849741.html#msg849741) (Minimum [-5] Refresh): An adaptation of the vampires from the Old World of Darkness to the DFRPG. Warning: includes homebrew Powers and some canon ones that weren't written for PC use.

Vampire Slayer (Type A) (http://www.jimbutcheronline.com/bb/index.php/topic,29031.msg1334244.html#msg1334244) (Minimum [-6] Refresh): An adaptation of the Slayer from Buffy The Vampire Slayer to the DFRPG. Warning: significant Catch is inexplicably given no value.

Vampire Slayer (Type B) (http://forum.rpg.net/showthread.php?526049-The-Dresden-Files-New-Templates&p=12496575#post12496575) (Minimum [-4] Refresh): An adaptation of the Slayer from Buffy The Vampire Slayer to the DFRPG.

Varcolac (http://forum.rpg.net/showthread.php?526049-The-Dresden-Files-New-Templates&p=12687326#post12687326) (Minimum [-3] Refresh): An obscure type of werewolf from Eastern Europe. Warning: slightly sketchy math on the rebates from The Catch and Human Form.

Vesuvian (http://www.jimbutcheronline.com/bb/index.php/topic,36142.msg1756809.html#msg1761148) (Minimum [-12] Refresh): A person with the power of a volcano. Warning: includes homebrew Sponsored Magic and a homebrew Power which has a cost that varies from game to game.

Void Nephilim (http://forum.rpg.net/showthread.php?526049-The-Dresden-Files-New-Templates&p=12717320#post12717320) (Minimum [-7] Refresh): Angel scions that are immune to magic for some reason. Warning: Physical Immunity with a Catch that doesn't follow the Catch rules and which may or may not be costed correctly.

Warden (http://forum.rpg.net/showthread.php?512169-Dresden-Files-Help-Creating-Templates&p=12079749#post12079749) (Minimum [-8] Refresh): A person who is empowered by a supernatural bond to a specific location. Warning: Powers which are supposed to function only within the bonded location are not actually limited by location.

Werewolf (Type A) (http://www.jimbutcheronline.com/bb/index.php/topic,19083.msg849849.html#msg849849) (Minimum [-7] Refresh): An adaptation of the werewolves from the Old World of Darkness to the DFRPG. Warning: long list of options includes forms of Sponsored Magic that have not yet been written.

Werewolf (Type B) (http://forum.rpg.net/showthread.php?551741-Dresden-Files-Playing-around-with-the-werewolf-concept&p=13236820#post13236820) (Minimum [-7] Refresh): A mixture of the lycanthrope with the Alpha-style werewolf. Warning: contains error, see post #4 for correction.

Whisper-Tainted (http://www.jimbutcheronline.com/bb/index.php/topic,36142.msg1824847.html#msg1824847) (Minimum [-2] Refresh): People infected with the power of an Outsider. Warning: includes somewhat sketchy non-standard Feeding Dependency.

Wyld Hunt Carrier (http://www.jimbutcheronline.com/bb/index.php/topic,36363.msg1735688.html#msg1735688) (Minimum [-5] Refresh): A person who acquired supernatural powers by joining the Wyld Hunt for a night. Warning: options include homebrew Sponsored Magic.

Zombie (http://forum.rpg.net/showthread.php?526049-The-Dresden-Files-New-Templates&p=12495375#post12495375) (Minimum [-2] Refresh): An undead person who eats brains. Warning: incorrect minimum Refresh calculation.
Title: Re: Custom Templates
Post by: Sanctaphrax on December 26, 2012, 09:53:49 AM
More space, in case we need it.
Title: Re: Custom Templates
Post by: Sanctaphrax on December 26, 2012, 09:55:39 AM
And some more space, because why not.

Feel free to post now. I believe there was an orc template in the works that would belong here.
Title: Re: Custom Templates
Post by: nick012000 on December 26, 2012, 10:41:12 AM
Puella Magi (http://www.jimbutcheronline.com/bb/index.php/topic,35937.0.html). I stuck it in the Spoiler forum because it references some stuff from Ghost Story and Cold Days.
Title: Re: Custom Templates
Post by: Deadmanwalking on December 26, 2012, 11:04:59 AM
Wow, large portions of that list take me back.

Hunter (http://www.jimbutcheronline.com/bb/index.php/topic,19083.msg865124.html#msg865124) (Minimum [-2] Refresh): An adaptation of the hunters from the Old World of Darkness to the DFRPG. Warning: includes homebrew Powers of somewhat questionable quality.

Two things. #1: This links to the Changeling post, not the Hunter one, and #2: As the author, I'm curious what made the Hunter powers worse than the others? Looking back, I'm pretty sure I overpriced Cleave...but aside from that, they don't look much different from the rest (I freely admit I fudged a fair amount of stuff for almost all of those OWoD Conversion Templates).
Title: Re: Custom Templates
Post by: Hick Jr on December 26, 2012, 07:13:30 PM
Thank you for going through with this. And I happen to have two versions of the Orc thing- One as a Our World esque statblock for a generic orc, and an actual character template. I can post both, but is the former or latter preferred?

This is the template.
(click to show/hide)
Title: Re: Custom Templates
Post by: vultur on December 26, 2012, 07:51:57 PM
Do you just post a link here, or the whole template? I had a Valkyrie Template but never posted it anywhere.
Title: Re: Custom Templates
Post by: Sanctaphrax on December 26, 2012, 08:02:09 PM
Okay, I'll add Orc and Puella Magi.

Character examples aren't needed, but feel free to post them.

Post the Valkyrie here or elsewhere, doesn't matter much. I can link to anywhere.

Will fix the Hunter link, thanks for pointing it out.

The Hunter Template has a bunch of things I thought were sketchy. Overstrain looks dangerous, Cleave is dull as toast, Cassandra's Tears without the penalty isn't worth -1, I don't know what those Incite Emotion upgrades are, Healing seems better than Ritual, and there's some unfortunate Stunt-obsoletion there. I would have ignored most of that stuff individually, but collectively it deserved mention.
Title: Re: Custom Templates
Post by: Deadmanwalking on December 26, 2012, 08:52:49 PM
The Hunter Template has a bunch of things I thought were sketchy. Overstrain looks dangerous, Cleave is dull as toast, Cassandra's Tears without the penalty isn't worth -1, I don't know what those Incite Emotion upgrades are, Healing seems better than Ritual, and there's some unfortunate Stunt-obsoletion there. I would have ignored most of that stuff individually, but collectively it deserved mention.

Ah, gotcha. Yeah...Hunter powers were weird and specific enough that balancing conversions got...we'll go with quirky, real quick.
Title: Re: Custom Templates
Post by: Sanctaphrax on December 27, 2012, 05:39:47 AM
Game-to-game translation is hard, eh?

Anyway, just edited the first post. I said that the orc was inspired by Discworld...is that so? It sounded like it but I'm not sure.

Speaking of orcs, I have a couple of quibbles with their stats. I'm pretty sure Echoes Of The Beast is only supposed to give +1. Also, that Catch seems iffy to me. Catches are supposed to negate Toughness, but this one only seems to matter once it's too late for Toughness to do anything.

PS: Found a bunch more Templates here (http://www.jimbutcheronline.com/bb/index.php/topic,29031.0.html). They will be added soon.
Title: Re: Custom Templates
Post by: Hick Jr on December 27, 2012, 06:21:59 AM
oh, darn. The +2 is a typo. i'll change it.

And given the source material, i find that to be pretty reasonable. my thought process was something like, "Tolkienian goblins are easily-slain mooks in hordes thousands strong. DV goblins are, in Harry's own words, Terminators from Krypton. In Tolkienian literature, Orcs are cooler versions of goblins. Therefore, DV orcs must be even cooler than Goblins."

The catch is..difficult. The orcs they're based on (discworld) were very, very difficult to kill. They could survive being decapitated, supposedly. A mechanical change to striking a certain organ? That's what's described as powering their healing ability in that specific canon. I'd really prefer it not to be just "Cold Iron, +3". Cold Iron should be a +4 (You can find out it hurts faeries with 30 seconds and Wikipedia) and it's really, really generic.
Title: Re: Custom Templates
Post by: Sanctaphrax on December 27, 2012, 06:54:47 AM
Overcoming the healing of an orc isn't enough to be an orc's Catch. A Catch makes irrelevant both Toughness and Recovery.

What you're talking about sounds like take-out narration, honestly.

That being said, I can't really think of a good Catch for Discworld orcs.
Title: Re: Custom Templates
Post by: Deadmanwalking on December 27, 2012, 06:56:55 AM
The catch is..difficult. The orcs they're based on (discworld) were very, very difficult to kill. They could survive being decapitated, supposedly. A mechanical change to striking a certain organ? That's what's described as powering their healing ability in that specific canon. I'd really prefer it not to be just "Cold Iron, +3". Cold Iron should be a +4 (You can find out it hurts faeries with 30 seconds and Wikipedia) and it's really, really generic.

Sure, if you know it's Fae. What's Fae, though? And do they look how you expect? For example, Harry knew the whole thing about Fae and Iron but might as well not have when meeting the Gruffs...because he didn't know these weird goat-people were Fae. The same is true for Winter Ogres (who look like Yetis) or centaurs, or goblins. Or, indeed, for most kinds of Fae, really, especially given their Glamours and ability to appear how they like. Little folk like Toot-toot, matching as they do the popular image of a faerie, might get +4 out of it...but they'd be just about the only ones.

Iron's +2 for availability, but only +1 for research instead of +2 because you need the +1 level of research to know that whatever you're fighting is Fae.
Title: Re: Custom Templates
Post by: Hick Jr on December 27, 2012, 08:14:59 PM
Ah. I hadn't thought of it like that. Thanks, deadman. And the Catch for Discworld Orcs would probably be a direct attack on The Little Brother (the organ that heals them and makes them tough). But there doesn't really seem to be a called shot system in Fate, so that's kind of right out. Meh. Cold Iron just bothers me because it's a ludicrously easy Catch to bypass. It doesn't even need the GM to provide ridiculous reasoning for why the random mook is carrying pope-blessed silver or something, he could just say, "The mobster feeds you one of his car keys. Roll athletics.". It almost invalidates even posessing Toughness or Recovery unless you're in a campaign that's pretty light on mortals.

Edit- Also, allowing the GM to adjudicate exactly what bypasses the Catch really only works if you and your GM can agree on what exactly constitutes "extreme physical harm". Standing next to a grenade, yes. Small caliber gunfire, no. On the other hand, this is an excellent story element- The bad guy figures out he's facing an orc, and starts in with the heavy artillery.

Edit secundus- Rereading Lords and Ladies, would Thunderbolt or Meteoric iron be an acceptable catch? I find it to suitably flavorful, but I'm fairly sure it would only provide a +2.
Title: Re: Custom Templates
Post by: Deadmanwalking on December 27, 2012, 10:12:27 PM
Cold Iron's easy, sure, but it lets you get Toughness powers damn cheap that still apply to most bullets, falls, claws and teeth, and almost all magic. Just off the top of my head.

Meteoric Iron is +1 or +2 depending on amount of research required. It's +1 for rarity and another +0 or +1 depending on how much research there is to find it.
Title: Re: Custom Templates
Post by: Sanctaphrax on December 27, 2012, 10:31:23 PM
Sure, if you know it's Fae. What's Fae, though? And do they look how you expect? For example, Harry knew the whole thing about Fae and Iron but might as well not have when meeting the Gruffs...because he didn't know these weird goat-people were Fae. The same is true for Winter Ogres (who look like Yetis) or centaurs, or goblins. Or, indeed, for most kinds of Fae, really, especially given their Glamours and ability to appear how they like. Little folk like Toot-toot, matching as they do the popular image of a faerie, might get +4 out of it...but they'd be just about the only ones.

I always found this interpretation pretty iffy. Harry never does any research to discover that enemy X is a faerie, and I wouldn't expect PCs to do that research either.

Issues like this one are part of the reason I prefer not to use The Catch as written.

Quote from: Hick Jr
Edit- Also, allowing the GM to adjudicate exactly what bypasses the Catch really only works if you and your GM can agree on what exactly constitutes "extreme physical harm". Standing next to a grenade, yes. Small caliber gunfire, no. On the other hand, this is an excellent story element- The bad guy figures out he's facing an orc, and starts in with the heavy artillery.

Edit secundus- Rereading Lords and Ladies, would Thunderbolt or Meteoric iron be an acceptable catch? I find it to suitably flavorful, but I'm fairly sure it would only provide a +2.

With Supernatural Toughness, a grenade at close range will not inflict extreme physical harm. Likely won't even inflict mild physical harm.

(If you have 8 stress boxes and armour 2, a weapon 4 grenade needs to hit by a margin of 7 to inflict a mild. And that's a ridiculously huge margin.)

And meteoric iron sounds like a decent Catch to me.
Title: Re: Custom Templates
Post by: Deadmanwalking on December 27, 2012, 11:01:45 PM
I always found this interpretation pretty iffy. Harry never does any research to discover that enemy X is a faerie, and I wouldn't expect PCs to do that research either.

He did with the Gruffs (via Bob...but that's how he does most of his research). He has a few other times, too. Also, especially as time goes on, he's become more and more of a specialist in this area. Knowing a creature's Catch after having dealt with it extensively is pretty normal, after all.
Title: Re: Custom Templates
Post by: Hick Jr on December 27, 2012, 11:11:03 PM
The idea was that standing on a grenade would bypass the toughness completely. But i understand your point. Do you agree with The Catch rebate on thunderbolt iron? Should it be +3 instead?

Also, how do you use The Catch, if not as written?
Title: Re: Custom Templates
Post by: Sanctaphrax on December 27, 2012, 11:33:14 PM
+2 sounds fair.

I prefer to use Limitation instead of The Catch.

(click to show/hide)

By directly asking "how often will this matter" Limitation makes it much harder to game the system. Plus it accommodates a greater variety of Powers and weaknesses. So it can replace The Catch, Human Form, and Item of Power all at once.
Title: Re: Custom Templates
Post by: nick012000 on December 28, 2012, 01:31:08 PM
Out of curiosity, has anyone written up a PC ghost template, using the information from Ghost Story? Playing someone like Sir Stuart seems entirely doable, IMO; they still maintain enough self and Free Will to be viable PCs. The main problem I'm seeing is figuring out how their magic works, what with them using memories to fuel them. Some sort of Feeding Dependency, or something?
Title: Re: Custom Templates
Post by: Sanctaphrax on December 28, 2012, 11:44:32 PM
I've got a ghost PC. For Powers, they have the Spirit Form rewrite, Possession, and Swift Transition. Swift Transition might not be totally in keeping with the info from GS, but it was in the RPG books.

Really, the Spirit Form rewrite covers almost everything. That's what it was written for, after all.

I don't really use Templates, but I could write one up for ghosts easily enough.
Title: Re: Custom Templates
Post by: SunlessNick on December 29, 2012, 03:09:07 AM
I have three homebrew vampire courts (another Grey, a Green, and a Pale) here:  http://www.jimbutcheronline.com/bb/index.php/topic,25833.msg1100593.html#msg1100593

A few people added ideas for others in there too.
Title: Re: Custom Templates
Post by: Sanctaphrax on December 29, 2012, 08:29:43 AM
If I'm gonna be updating the list anyway, I might as well write that ghost template.

GHOST

Sometimes, when somebody dies, they leave behind a ghost. Ghosts are immaterial, and appear to be the dead people that created them. In truth, though, ghosts are simply soulless replicas of the people they seem to be. All ghosts have negative Refresh and lack free will...unless there's something unusual going on.

A ghost is made out of memories and emotions, and so does not interact with the world the way someone made out of meat would. Ghosts can fly, teleport, see without light, and so on.

Most ghosts never interact much with the world of physical things. They have their own immaterial problems to deal with, and they can't manifest physically unless they're insane. But again, there are exceptions.

Musts: Ghosts are dead, and their High Concepts must reflect this fact. Ghosts with positive Refresh must also provide some sort of reason that they possess free will...what reasons are acceptable is up to the group, but the default is that the "ghost" is actually a soul that has been sent back from the afterlife for some reason.

Every ghost must take the rewritten Spirit Form Power with the Spiritual Body and Unrealistic Spirit Form upgrades.

Options: Ghosts can take a wide variety of Powers, including but not limited to Strength, Speed, Toughness, Recovery, Possession, Spiritual Parasite, Inhabit, Spiritual Symbiote, and Swift Transition. Ghosts with Swift Transition should take the No Mortal Home upgrade. Ghosts may also purchase whatever Power upgrades they like, with the exception of Projected Spirit Form. Ghosts with the Optional Spirit Form upgrade are invariably at least mildly insane.

Some ghosts are monstrous in form, either because they're the ghosts of monsters or because the time since they died has changed them. Such ghosts should take Creature Features and other Powers to represent their monstrous abilities.

Some ghostly cannibals consume the memory-flesh of other ghosts. Such ghosts should take a variant of Blood Drinker to represent that ability.

Ghosts who were spellcasters or otherwise magical in life may keep the Powers they had while alive.

Important Skills: Conviction

Minimum Refresh Cost: -4

Examples:
(click to show/hide)
Title: Re: Custom Templates
Post by: johntfs on December 29, 2012, 02:08:07 PM
JADE COURT VAMPIRES

The vampires of Asia are known as the Jade Court.  These beings share many elements of the Red, White and Black courts but have a different flavor than other vampires.  Generally, vampires of the Jade are divided into two categories, Yin and Yang.  Yin vampires are creatures of strength and toughness, beings who strike fear into their prey.  Yang vampires, on the other hand, are beings of swiftness and energy, who easily bounce back from injuries and control their prey through lust and pleasure.  Despite the stark differences between the two aspects of the Jade Court, their is little conflict between them based solely on their nature.  A Yin vampire could easily work with a vampire of Yang and many do, forming teams and partners ships based on exploiting the alliance of their contradictory natures.

Which isn't to say there is no conflict within the Jade Court.  There is plenty.  The Court is divided into a multitude of major and minor houses and clans, each maneuvering through intrigue, stealth, manipulation or outright violence to expand their power and influence, usually at the expense of another house or clan.  The recent
(click to show/hide)
will doubtless given the Court new opportunities to expand and one can expect to see the Jade Court vampires bringing their hungers to new lands ripe for exploitation.

Despite seeming human, Jade Court vampires gain new members by adoption and conversion instead of natural birth.  They tend to be highly selective of their potential offspring, for the deeds of their "children" will reflect glory (or shame) onto their "parents."  A poor selection of a child results not only the destruction of that child, but often the parent who created the child.  Thus, prior to investing in the creation of a child, a Jade Court vampire will often watch their prospective recruit for months or years.  Some more traditional clans maintain covert breeding programs of their servitor humans and select only the most perfect specimens for elevation to the Court.

Important Skills

Alertness, Athletics, Deceit, Fists, Intimidation, Lore, Scholarship(especially languages) Weapons, other physical skills. 

Minimum Refresh (-7)

All Jade Court vampires have certain abilities, though those abilities tend to differ whether they are Vampires of Yin or Yang.

Blood Drinker (-1)
Claws(-1)
Cloak of Shadows (-1)
Human guise (-0)
(unaging/Wizard constitution)
Incite Emotion by touch/bite (-1) [Yang inspire lust while Yin inspire fear]
Supernatural sense (-1) Jade Court vampires can sense Life using Lore

Feeding Dependency Blood (+1) covering the following abilities

Inhuman Speed(Yang) or Strength(Yin) (-2)
Supernatural Toughness (Yang) or Recovery (Yin) (-4)
Catch is (sunlight for both along with Bamboo(Yin) or Lead (Yang) (+3) as well as True Love (and True Peace is Wrath has been added) for Yang vampires or True Courage (and True Hope is despair has been added) for Yin Vampires.

In addition to the above powers Yang vampires may add or increase the following:

Add Inhuman Recovery (-2)
Increase Speed to Supernatural (-2)
Add Inhuman Strength (-2)
Add Emotional Vampire(Lust) (-1)
Increase range and potency of Incite Emotion and add the emotion of wrath (but not fear or despair)

Yin alter the above list with

Add Inhuman Toughness (-2)
Increase Strength to Supernatural (-2)
Add Inhuman Speed (-2)
Add Emotional vampire (fear)(-1)
Increase range and potency of Incite Emotion and add the emotion of despair (but not lust or wrath)
Title: Re: Custom Templates
Post by: nick012000 on December 29, 2012, 02:19:44 PM
So, if they diverge based on Yin and Yang energies, does that mean that most of the former are female, and the latter male?
Title: Re: Custom Templates
Post by: johntfs on December 29, 2012, 03:08:57 PM
To a degree.  There tend to be more female Yang vampires than female Yin vampires.  However, the Jade Court is highly patriarchal and males are a clear majority of both Yin and Yang, especially in roles of authority.  Paradoxically, the very sexist nature of the Court means that in general female Jade Court members tend to be more ruthless, competent and dangerous than their male counterparts.

Furthermore, the vast majority of the Jade Court are Asiatic in appearance, and usually Chinese at that.  This will probably change as the Court enters new territories, but such change will probably come only very slowly.

Of course, this is all just my view of the Jade Court.  Presumably when/if Jim properly introduces the Jade Court into the Dresdenverse, his take on them will doubtless be quite different from mine.
Title: Re: Custom Templates
Post by: nick012000 on December 29, 2012, 03:15:11 PM
To a degree.  There tend to be more female Yang vampires than female Yin vampires.  However, the Jade Court is highly patriarchal and males are a clear majority of both Yin and Yang, especially in roles of authority.  Paradoxically, the very sexist nature of the Court means that in general female Jade Court members tend to be more ruthless, competent and dangerous than their male counterparts.
???

I'm not sure if you know, but Yin = Female Energy (among other things), and Yang = Male Energy (among other things). To quote Wikipedia,
Quote
Yin is characterized as slow, soft, yielding, diffuse, cold, wet, and passive; and is associated with water, earth, the moon, femininity and nighttime.

Yang, by contrast, is fast, hard, solid, focused, hot, dry, and aggressive; and is associated with fire, sky, the sun, masculinity and daytime.
Title: Re: Custom Templates
Post by: johntfs on December 29, 2012, 04:00:27 PM
Hmm.  Well, in that case switch Recovery and Toughness between the Courts.  Yang will have Supernatural Toughness while Yin will have Supernatural Recovery.

Still, I figure the male/female ratio will remain as I said.  Yang vampires, tending to be more driven and passionate are more likely to recruit a female based on desire or beauty.  Yin vampires tend to be far more cool and rational.  That said, the Jade Court is old, having been around since the beginning of Chinese civilization at least.  As Harry has noted, old things tend to get set in their ways.  It's also highly patriarchal and at least a little racist, tending to disdain the capabilities of females and non-Chinese.

Which means that if your characters do run into, say, a black female Jade Court Yin vampire, it's best to be extremely polite or fast on your feet, because she's probably one of the more lethal opponents you could fear to encounter.
Title: Re: Custom Templates
Post by: Hick Jr on December 29, 2012, 10:33:51 PM
Hrm. I like this version of the Jade Court, but the writeup is a little hard to read. It's a variation, actually. Most versions of the Jade Court i've seen are based on Jiang-Shi.
Title: Re: Custom Templates
Post by: johntfs on December 29, 2012, 11:16:11 PM
In what way is it hard to read?  I'm not being sarcastic, I genuinely want to know to make the information more easily accessible.

As for the Jiang-Shi, the whole "hopping vampire" thing struck me as being at least mildly ridiculous.  Besides, the Jade Court is a court, an organization or society.  That implies a certain level of socialization and intelligence that a "hopped up" zombie seemed unlikely to achieve.  I drew inspiration for my Jade Court from dim memories of the Old White Wolf supplement, Kindred of the East.
Title: Re: Custom Templates
Post by: Hick Jr on December 30, 2012, 05:40:52 AM
Well. The "hard to read" is probably indicative only of me, a nearsighted grammar nazi. Maybe separate the Powers sections for the Yin and Yang vampires?
Title: Re: Custom Templates
Post by: Sanctaphrax on December 30, 2012, 06:46:10 AM
Jade Court, huh?

Come to think of it, I've seen plenty of versions of the Jade Court over the years. Some of 'em might have included templates. I'll go hunting later.

Catch is (sunlight for both along with Bamboo(Yin) or Lead (Yang) (+3) as well as True Love (and True Peace is Wrath has been added) for Yang vampires or True Courage (and True Hope is despair has been added) for Yin Vampires.

In addition to the above powers Yang vampires may add or increase the following:

Add Inhuman Toughness (-2)
Increase Speed to Supernatural (-2)
Add Inhuman Strength (-2)
Add Emotional Vampire(Lust) (-1)
Increase range and potency of Incite Emotion and add the emotion of wrath (but not fear or despair)

Yin inverse the above list with

Add Inhuman Recovery(-2)
Increase Strength to Supernatural (-2)
Add Inhuman Speed
Add Emotional vampire (fear)(-1)
Increase range and potency of Incite Emotion and add the emotion of despair (but not fear or wrath)

I think the struck-through sections should read
 
if
if
replace
lust

Otherwise looks good.
Title: Re: Custom Templates
Post by: Hick Jr on December 30, 2012, 06:53:03 AM
Meh, i made a Jade Court statblock a while back, and they were pretty scary. I translate the hopping into "walks stiffly but can jump forty feet straight up", and they ate life-force and magic at range. They were a "mosquito court" because they got Bram Stoker'd- the Chinese passed down tales of their weaknesses.

Want me to post it? There are probably going to be a lot of versions of the Jade.
Title: Re: Custom Templates
Post by: Sanctaphrax on December 30, 2012, 07:22:40 AM
Yes, there are a lot of versions.

But post yours anyway. The more the merrier.

PS: vultur, what's up with that Valkyrie template?
Title: Re: Custom Templates
Post by: Hick Jr on December 30, 2012, 08:53:53 AM
Here's my Jade Court vampire. They just walk stiffly instead of hopping, and utterly hate the stereotype. They're based in china and underwent a similar ordeal to the Black Court of old- Someone published all their weaknesses. Rather, several generations of Chinese were sure to pass down the tales of how the Jade Court could be defeated, and now they are similar to the Black Court- Only the clever ones are still alive. This statblock is meant to represent a Jampire of moderate age and includes a custom power. So take it with a grain of salt.

(click to show/hide)
Title: Re: Custom Templates
Post by: Sanctaphrax on December 30, 2012, 11:22:39 PM
1. Wow, those are some bizarre weaknesses.

2. I think that Power could use work. Its base effect makes Claws/Natural Weaponry look lame, and I don't see why you couldn't perform a block with it without the Magic Eater upgrade.

3. I'm having some trouble extracting a template from that statblock. Which Powers are Musts? What are the Options and the important skills? What's the blurb like?
Title: Re: Custom Templates
Post by: Sanctaphrax on December 31, 2012, 12:06:09 AM
Okay, I went and collected every mention of the Jade Court I could find.

Here are the ones that could be added to this thread:

http://www.jimbutcheronline.com/bb/index.php/topic,31276.msg1334285.html#msg1334285 (http://www.jimbutcheronline.com/bb/index.php/topic,31276.msg1334285.html#msg1334285)
http://www.jimbutcheronline.com/bb/index.php/topic,24065.0.html (http://www.jimbutcheronline.com/bb/index.php/topic,24065.0.html)

Here are the ones that do not provide a proper template:

http://www.jimbutcheronline.com/bb/index.php/topic,19768.msg872179.html#msg872179 (http://www.jimbutcheronline.com/bb/index.php/topic,19768.msg872179.html#msg872179)
http://www.jimbutcheronline.com/bb/index.php/topic,15947.msg737231.html#msg737231 (http://www.jimbutcheronline.com/bb/index.php/topic,15947.msg737231.html#msg737231)
http://www.jimbutcheronline.com/bb/index.php/topic,22609.0.html (http://www.jimbutcheronline.com/bb/index.php/topic,22609.0.html)

PS: A quick google search of RPGnet has revealed a bunch of threads with Templates worthy of addition to this thread. Links:

http://forum.rpg.net/showthread.php?526049-The-Dresden-Files-New-Templates (http://forum.rpg.net/showthread.php?526049-The-Dresden-Files-New-Templates)
http://forum.rpg.net/showthread.php?512169-Dresden-Files-Help-Creating-Templates (http://forum.rpg.net/showthread.php?512169-Dresden-Files-Help-Creating-Templates)
http://forum.rpg.net/showthread.php?525683-Dresden-Files-RPG-New-and-Different-PC-Types-Species (http://forum.rpg.net/showthread.php?525683-Dresden-Files-RPG-New-and-Different-PC-Types-Species)
http://forum.rpg.net/showthread.php?630828-The-Dresden-Files-RPG-cheat-sheets-anyone (http://forum.rpg.net/showthread.php?630828-The-Dresden-Files-RPG-cheat-sheets-anyone)
http://forum.rpg.net/showthread.php?551741-Dresden-Files-Playing-around-with-the-werewolf-concept (http://forum.rpg.net/showthread.php?551741-Dresden-Files-Playing-around-with-the-werewolf-concept)
http://forum.rpg.net/showthread.php?530397-Dresden-Files-RPG-Fan-created-DFRPG-Vampire-Court-offerings (http://forum.rpg.net/showthread.php?530397-Dresden-Files-RPG-Fan-created-DFRPG-Vampire-Court-offerings)
Title: Re: Custom Templates
Post by: Hick Jr on December 31, 2012, 12:19:49 AM
1. Wow, those are some bizarre weaknesses.

2. I think that Power could use work. Its base effect makes Claws/Natural Weaponry look lame, and I don't see why you couldn't perform a block with it without the Magic Eater upgrade.

3. I'm having some trouble extracting a template from that statblock. Which Powers are Musts? What are the Options and the important skills? What's the blurb like?

Argh. Sorry. I find it easier to write statblocks than templates.Mechanically,  The Magic Eater upgrade acts as an Evocation defensive block. Like Reflettum. Flavor-wise, it's similar to Thorned Namshiel's ability to simply swallow spells. The first level of Chi Eater and all the listed powers are Musts.

And I agree, Chi Eater could use a ton of work. The JCV under Fan Created monsters is similar mechanically, but I incorporated the weaknesses, which are indeed incredibly bizarre, but i was having trouble figuring out how to represent them as a Limitation, because it just did not work as a Catch. Chi-Eater could be reduced to Weapon:0?
Title: Re: Custom Templates
Post by: Sanctaphrax on December 31, 2012, 04:14:38 AM
Yeah, statblocks are easy and Templates are less so.

Evocation blocks are basically the same as normal blocks, except it costs 2 shifts to protect a zone with them, they can be used to create armour or a zone border, they end when beaten, and they can be extended by spending shifts when making them or by taking another action to renew them.

Is that what you intend for Magic Eater?

Making Chi Eater weapon 0 would probably help.

You might find it easier to represent that Limitation as a number of different Limitations.
Title: Re: Custom Templates
Post by: Hick Jr on December 31, 2012, 05:43:19 AM
That was what i had in mind for Magic Eater, yes. It's meant to be one of their scarier abilities and one of the reasons for the Purge. I was also reading the White Wolf tvtropes page and am mildly interested in incorporating some of their kuei-jin mechanics into this. And separating the Limitations would work, but calculating the fractions would start to hurt my brain after a bit. I'm not a math guy. I have to calculate Refresh and Skills with a calculator at least three times before I can be totally comfortable with it.
Title: Re: Custom Templates
Post by: Sanctaphrax on December 31, 2012, 06:34:02 AM
Alright, updated the first post. It now contains two types of Jade Court Vampire and every RPGnet Template I could find outside of this thread (http://forum.rpg.net/printthread.php?t=526049&pp=200).

I'm leaving that one for later because it's long.
Title: Re: Custom Templates
Post by: Sanctaphrax on January 01, 2013, 11:34:20 AM
Updated the first post again. We're up to 53 Templates.
Title: Re: Custom Templates
Post by: Sanctaphrax on January 03, 2013, 11:43:05 PM
Added the Synthesist. 54 Templates, now.

I really didn't expect the list to get this long. I might actually need those extra posts if this keeps up.
Title: Re: Custom Templates
Post by: Hick Jr on January 03, 2013, 11:51:36 PM
I've got a Thunderbird and Pyrovile/Vulcanoid templates a-brewin'.

Oh, and two Sponsored Magics for them.

Edit- God, i'm editing this within two minutes of posting, but I forgot one. I'm also doing a skinwalker. Not a naagloshii. deadmanwalking did an awesome naagloshii up in the Characters thread. I mean skinwalker as in a human who was taught magic and shapeshifting by a naagloshii.
Title: Re: Custom Templates
Post by: Sanctaphrax on January 04, 2013, 01:29:25 AM
Cool.

If you could post the Sponsored Magics to the list thread for those once they're done, that'd be great.

PS: Are you planning to rewrite your take on the Jade Court as a Template?
Title: Re: Custom Templates
Post by: Hick Jr on January 04, 2013, 03:48:26 AM
Alrighty then. Because I do math like fish do bicycles, I may have messed up the interaction between Human Form and Limitation. Constructive criticism is welcome. First, the Vesuvian.
(click to show/hide)

And their Sponsored Magic, which I priced up. It might not be worth it. Again, criticism.



VULCANOMANCY [-5]
Description: The ancient power that lurks beneath the Earth’s crust. Primarily lava, but also governs other tectonics. It's secondary aspect is that of the Forge, and creation.
Sponsor: Volcano and forge gods, generally. (Pele, Vulcan, Hephaestus, Goibhniu) Can be self-sponsored with a mastery of both earth and fire or carrying a volcanic bloodline.
Agenda: Unexpected and swift destruction. The forging of tools and weapons. If self-sponsored, your own agenda.
Evocation: Vulcanomancy evocations generally involve lava, heat, ash, obsidian, earth, tectonics, earthquakes, or metals.
Ritual: Vulcanomancy allows for rituals that create things, generally weapons and armor, and the creation of protective items and effects, such as armor and wards. Very, Very, VERY powerful Vulcanomancers may actually be able to cause earthquakes and make volcanos erupt.
Evothaum: Vulcanomancy can be used to create Wards and Conjurations at evocation’s speed and methods.
Extra Benefits: Add +2 to Frequency and Strength for Crafting, as long as you are forging the item.Add +2 to the Complexity of anything created with Conjuration, as long as it is a weapon or armor. Wards created by Vulcanomancy do not require a threshold as long as they have a physical base (a circle, a line of barbed wire, a chain-link fence).
Title: Re: Custom Templates
Post by: Hick Jr on January 04, 2013, 03:56:09 AM
And now for the Thunderbird, which is a lot less cool, basically being a theriomorph with Sponsored Magic, but hey.

(click to show/hide)

Their Sponsored Magic, which is frankly kind of boring.

STORM MAGIC [-4]
Description: The furious, unending power of the thunderstorm. Extends to most other types of weather. Subtlety is almost impossible with this power-even it’s veils are massive fog banks.
Sponsor:Can be gained in a number of ways- A weather deity’s boon, a thunderbird ancestor. It’s often self-sponsored, gained by aeromancers who learn the way of the storm.
Agenda: Once a user becomes powerful enough, the creation of storms. Destruction, uncontrolled.
Evocation: Storm evocations generally involve what you’d expect. Lightning, tornado-force winds, sonic booms, rain, water, fog, mists, ice, air pressure.
Thaumaturgy: Storm rituals destroy things. Violently. They’re also capable of altering the weather. Can also be used to scry through clouds and rain, and on storms.
Evothaum: Storm Magic can be used to create entropomantic and divination effects at Evocation’s speed.
Extra Benefits: Add +3 to the power/complexity and control of any Storm spell if the caster is outside during a storm.

Title: Re: Custom Templates
Post by: Hick Jr on January 04, 2013, 04:10:58 AM
And yes, I'll do the Jade Court when i'm done indulging myself here.

Hrm. The Skinwalkers are giving me trouble. They're honestly ridiculously easy to stat-i'm not even having to homebrew here- but i'm on the fence between Mimic Points or Modular Abilities. I liked how Kevin Hearne did skinwalkers in the Iron Druid books so i'm modelling it off that, and they seem to have Mimic Abilities with maybe Mimic Form? I'm considering giving them that Superior Biomancy custom sponsored magic because it would cover a lot of their abilities, and definitely Demonic Co-Pilot.

Thoughts? Ideas?
Title: Re: Custom Templates
Post by: Sanctaphrax on January 04, 2013, 05:20:08 AM
Modular Abilities is probably better. Mimic Abilities isn't really balanced for PC use...if a character with it randomly stumbles across the Merlin's corpse at some point in the game he'll have Epic Discipline forever for 1 Refresh.

I'm a bit iffy on the complete templates, incidentally. Limitation is meant to replace Human Form, so having them both on one character is likely to make trouble.

Especially since I can't tell what the Human Form condition for the Vesuvians is.

The Limitation rebates seem too generous, especially on the Thunderbird where they apparently reduce the cost of the affected Powers to 0.

The Extra Benefits for the Sponsored Magics also seem too strong. The volcano one is basically 3 Refinements, while the storm one is 6 Refinements with a fair-sized limitation.

PS: You should specify weather the weather sense uses Lore or normal perception skills.
Title: Re: Custom Templates
Post by: Lavecki121 on January 04, 2013, 03:21:34 PM
if a character with it randomly stumbles across the Merlin's corpse at some point in the game he'll have Epic Discipline forever for 1 Refresh.

Actually Mimic abilities only works while the person you mimic is alive.
Title: Re: Custom Templates
Post by: Hick Jr on January 04, 2013, 03:35:18 PM
Ah. So it wouldn't work for a skin walker.

And thanks, I hadn't noticed on the Thunderbird. I'll edit it. How would you recommend balancing Vulcanomancy? I could tone down the crafting, but I'm loath to power down the Conjuration- I imagine them summoning weapons and armor to fight. Perhaps I was a bit generous withe the rebates. I wanted them to be playable at Submerged. Toning that down.

The skinwalker is still weird. I'm trying to imagine how I can limit Modular Abilities to only wearing a skin. A homebrew power would work but empirical evidence suggests I am pretty bad at those.  Limitation might but the rebate would be weird.
Title: Re: Custom Templates
Post by: Deadmanwalking on January 04, 2013, 03:47:10 PM
Human Form [+2] is designed for just such occasions, really. Anything where your powers require specific conditions to function falls under it. It combines neatly with Modular Abilities, too (as they cancel out each other's costs).
Title: Re: Custom Templates
Post by: Sanctaphrax on January 04, 2013, 06:43:09 PM
Actually Mimic abilities only works while the person you mimic is alive.

I don't think that's true. The Power just says you need a significant part of your target and that your target is either killed or diminished by the loss of the part. What makes you think that they must be alive?

How would you recommend balancing Vulcanomancy?

I would replace the extra benefits with a special effect that makes conjured weapons worth using. I can try writing that if you want.

The skinwalker is still weird. I'm trying to imagine how I can limit Modular Abilities to only wearing a skin. A homebrew power would work but empirical evidence suggests I am pretty bad at those.  Limitation might but the rebate would be weird.

That's precisely the sort of thing Limitation and Human Form [+2] are for.

Or maybe Item Of Power/Item Limitation would be better, if the skins are physical objects.
Title: Re: Custom Templates
Post by: Hick Jr on January 04, 2013, 10:13:38 PM
Skinwalker is done. I finished it before I saw you posts, so it uses limitation and is playable at Snorkeling. Here it is.

(click to show/hide)
Title: Re: Custom Templates
Post by: Tedronai on January 04, 2013, 10:37:23 PM
I would strongly advise adding a note to any template with a listed value on Limitation that such numbers will vary from one individual member of the template to another, so as to avoid confusion.
Title: Re: Custom Templates
Post by: Hick Jr on January 04, 2013, 11:48:21 PM
Ah. Excellent catch. I actually originally had that as a question mark instead of a number.

Thoughts on the Skinwalker? I understand Limitation is supposed to replace Human Form but it actually interacts with it very well in this context. This and stripping them of a Sense would make them playable at Submerged. The intellectus is meant to be represented mechanically as a Supernatural Sense. It's possibly game-breaking, so check with your GM first. I'd prefer not to represent the skins as IoP- an enchanted object is better suited mechanically for what I had in mind, and even then it's kind of a stretch. using the focus item slots provided by Ritual would work, granting the skinwalker four possible forms, which is balanced in my book. They only have six modular ability points, which may or may not be too many. I meant it to be able to provide either 3 Inhumans or 1 Inhuman and a Supernatural building block. It'll be difficult to justify taking some of the weirder stuff from Creature Features, but again, check with your GM. Some sample skinwalker forms that i recall Shagnasty turning into- a spider, a feline, a bird/bat, and  a gorilla-type thing. Those cover quite a few bases.

Hmm. Rereading Creature Features, i'd prefer it to be seven Modular points, so they can take something interesting out it that isn't a building block. Adjusting accordingly.

Edit- Oh, and my "modern" idea for these guys is essentially a monstrous biker gang. What? It just says "skins". It doesn't say they can't be cool gorilla-leather jackets.
Title: Re: Custom Templates
Post by: vultur on January 05, 2013, 01:21:44 AM
OK, here's the Valkyrie.

NOTE: This is not going to line up with the stats for Gard in "Our World". I didn't represent the Runes as Sponsored Magic, because it makes more sense to me for Odinic rune magic to be based on your knowledge rather than Odin giving you an infusion of power.

So this template uses Ritual: Crafting. Gard's runic battleaxe is an Enchanted Item with a high Weapon-value effect (like the Warden Sword), the one-use effects are potions.

(click to show/hide)
Title: Re: Custom Templates
Post by: Sanctaphrax on January 05, 2013, 02:30:48 AM
Thanks vultur.

Can Valkyries take Refinement?

As for the Skinwalker, the mixture of Human Form and Limitation looks like double-dipping to me. They both give the same weakness, so why do you get a rebate for both?

Also I don't understand how skins are supposed to work. You should probably explain that.

And you should specify which skills their Supernatural Sense uses.

You've given them 8 form points. Not sure if that's the number you wanted.

I'm not sure how you got a Refresh cost of -12. I count -15.

Does The Catch apply to their always-on Recovery?

Incidentally, Limitation is also supposed to replace The Catch.

There is a point to writing out the skills of a character with True Shapeshifting, since True Shapeshifting doesn't can't increase mental skills or skills like Contacts and Resources.
Title: Re: Custom Templates
Post by: johntfs on January 05, 2013, 10:23:11 PM

Does The Catch apply to their always-on Recovery?


By definition a Catch applies to all Toughness powers except possibly Physical Immunity and that only if the immunity is limited to something specific (as the exemplar fire demon's immunity to fire).
Title: Re: Custom Templates
Post by: Hick Jr on January 05, 2013, 11:39:05 PM
-I agree on the Human Form double dip thing, but I think i misread your earlier posts about how it would be a good mechanic for the skins. I'm not going to just make constant little edits to the thing- I'm editing it in a google doc and i'll post the full thing when I'm comfortable with it.

-Skins are meant to be enchanted objects essentially usuable only for this and maybe Armor. The base Skinwalker has four skin slots from his Ritual:Biomancy.
- The supernatural sense uses Lore.

-I'm switching back and forth on the form points because i'm really uncomfortable with them being able to have Mythic anything, but i want them to be able to have both building blocks, Echoes maybe, and some Creature Features stuff.  Blood, bracken and bone but i am terrible at math. Sorry once more.

-The Catch does apply and i really only used the phrase The Catch in limitation because it's simple to understand. There's no rebate applied. And it does apply to their natural Recovery, yes.

-Rereading Tricked, skinwalkers probably have Demonic-Co Pilot but that power is kind of awful IMO.

-The skills section is a remnant from when they would have had Mimic Abilities. On that note, Mimic Form is appropriate for them. Would cutting them down to 7 Form Points, Mimic Form, Supernatural Recovery, Supernatural Sense(Lore), and True Shapeshifting be reasonable? And the Limitation really depends on your campaign and it's setting, so in any future posts i'm just going to put a question mark for the Limitation.
Title: Re: Custom Templates
Post by: johntfs on January 06, 2013, 01:14:23 AM
Alrighty then. Because I do math like fish do bicycles, I may have messed up the interaction between Human Form and Limitation. Constructive criticism is welcome. First, the Vesuvian.
(click to show/hide)
Okay, I'm sorry, but by Supernatural Sense: Bullshit Detection is going off a little bit here.  Your "Limitation" is that he can't use his Strength, Toughness and Recovery unless he's near a large, open flame.  And as an "Oh, by the way" he also has at least two super-quick methods (Vulcanomancy and Breath Weapon) to create said large, open flame.  Yeah.  No.  Maybe if you pegged his Vulcanomancy and his Breath Weapon to the Limitation, that might work.  Otherwise, no, I don't see this as a viable template.
Title: Re: Custom Templates
Post by: Sanctaphrax on January 06, 2013, 02:16:06 AM
Okay, I'm sorry, but by Supernatural Sense: Bullshit Detection is going off a little bit here.  Your "Limitation" is that he can't use his Strength, Toughness and Recovery unless he's near a large, open flame.  And as an "Oh, by the way" he also has at least two super-quick methods (Vulcanomancy and Breath Weapon) to create said large, open flame.  Yeah.  No.  Maybe if you pegged his Vulcanomancy and his Breath Weapon to the Limitation, that might work.  Otherwise, no, I don't see this as a viable template.

They need to use a maneuver-tag and wait two turns to get the fire going. That's actually a pretty meaningful weakness.

But not a meaningful enough one for a 60% rebate, in my eyes.

-I agree on the Human Form double dip thing, but I think i misread your earlier posts about how it would be a good mechanic for the skins. I'm not going to just make constant little edits to the thing- I'm editing it in a google doc and i'll post the full thing when I'm comfortable with it.

Gotcha.

If one of my earlier posts was vague or confusing, feel free to ask for an explanation.

-Skins are meant to be enchanted objects essentially usuable only for this and maybe Armor. The base Skinwalker has four skin slots from his Ritual:Biomancy.

So skinwalker has to sacrifice an enchanted item slot in order to gain access to a form? Sounds cool.

-I'm switching back and forth on the form points because i'm really uncomfortable with them being able to have Mythic anything, but i want them to be able to have both building blocks, Echoes maybe, and some Creature Features stuff.  Blood, bracken and bone but i am terrible at math. Sorry once more.

Sorry for what?

That aside, I think it's reasonable to say that Modular Abilities can't be used to buy Mythic Powers. The limits of Modular Abilities are vague, so it's really up to the GM to decide where they are.

And for what it's worth, when I made a modular abilities variant (Variable Abilities) I didn't let people take Mythics with the generic shapeshifter ability set.

-Rereading Tricked, skinwalkers probably have Demonic-Co Pilot but that power is kind of awful IMO.

I'm not a huge fan of that Power either. The list (https://dl.dropbox.com/u/43356063/Custom%20Powers%20Master%20List%20%28V3%29.odt) has some rewrites, which might be worth a look.

The skills section is a remnant from when they would have had Mimic Abilities. On that note, Mimic Form is appropriate for them. Would cutting them down to 7 Form Points, Mimic Form, Supernatural Recovery, Supernatural Sense(Lore), and True Shapeshifting be reasonable? And the Limitation really depends on your campaign and it's setting, so in any future posts i'm just going to put a question mark for the Limitation.[/quote]

Not sure what the point of having Mimic Form when you have True Shapeshifting is.

Also you'd have to change the Limitation if you're getting rid of Biomancy.

Otherwise sounds like a plan.
Title: Re: Custom Templates
Post by: Hick Jr on January 06, 2013, 04:32:07 AM
I kind of hammered down on the "lolol i'm a garden shed" aspect of True Shapeshifting. In this context, it's meant to mechanically represent an animal form. You could probably do it with Beast Change to be honest, which makes them quite a bit more playable.

Oh, and some "base form" ideas for the Skinwalker
Spider
Spider Climb [-1]
Cloak of Shadows [-1]
Claws (Venomous) [-3]
Inhuman Speed [-2]

Gorilla
Supernatural Strength [-4]
Inhuman Toughness [-2]
Claws [-1]

Mountain Lion
Supernatural Speed [-4]
Inhuman Strength [-2]
Claws [-1]

Super Vulture
Wings [-1]
Inhuman Speed [-2]
Inhuman Toughness [-2]
Hulking Size [-2]
Title: Re: Custom Templates
Post by: vultur on January 06, 2013, 11:43:08 PM
Can Valkyries take Refinement?

Yes - but only for item slots. Added that in to the template "Options", thanks.
Title: Re: Custom Templates
Post by: johntfs on January 07, 2013, 04:20:45 PM
This is my take on the scions of Dragons.

DRAGONBORN

A person who is Dragonborn is related in some way to one of the great Dragons like Ferrovax or Siriothrax.  They need not be direct children (and usually aren't) but somewhere in their parents' history some ancestors got their freak on with a dragon.  Dragonborn tend to be large people, either physically or socially.  They're usually the leaders of whatever group they're associated with. 

Generally, Dragonborn encountered are in one of three situations.  They're bound servants of their Dragon progenitors.  They're murderous flesh-eaters existing from meal to meal until they're destroyed, usually by the bound servants of their Dragon, which considers such behavior to be a humiliating breach of secrecy.  Or they're independent operators trying to avoid one of the above two fates.

MUSTS
A high concept that indicates your heritage: Dragonborn Soldier.  Vengeful Spawn of Siriothrax.  Something like that.

At least the following Powers:

Echoes of the Beast (See in the dark, +1 to rolls involving eyesight) (-1)

Human Form (involuntary) (+2) (Affects all powers below)(The Change is triggered by injuries or strong emotions.  The upshot of this means that the character has to take at least a Mild Physical, Mental or Social Consequence in order to change.  Also, opponents may tag the consequence for free during the scene.  Finally, if the consequence was physical, the Change causes the character to "exchange" it for the Mild Mental consequence of Enraged.

Beast Change (humanoid dragon (-1) (skills exchanged are usually those of Guns, Driving, etc for those like Fists or Athletics)
Claws (-1)
Supernatural Sense (-2) (Can see in the dark and see through Veils and Illusions using Alertness)

Feeding Dependency (Meat)(+1)(Affecting all powers below)

Inhuman Strength (-2)
Inhuman Toughness(-2) and Inhuman Recovery (-2) The Catch (+3) is enchanted weapons or weapons made from precious metals (gold, silver, platinum)
Wings (-1)
Total Base Refresh Cost: -6

OPTIONS

As Dragonborn mature they may increase some of their abilities, add new ones or modify certain disadvantages.

They may shift Human Form (+2) to Human Form (+1), making the Change voluntary.  This is usually the first thing most Dragonborn attempt to do once the Change hits them.  That said, this, like all other aspect changes and the like, is subject to the GMs permission.

They may increase their Strength and Toughness to Supernatural levels.

They may also add certain powers such as:

Breath Weapon (-2) (Fire, Frost, Acid, etc)
Hulking Size (-2)*
Inhuman Speed (-2)

Breath Weapon and Inhuman Speed are both bound by the Feeding Dependency.  Hulking Size is only bound by Human Form.

Finally, Dragonborn with a positive Refresh count as humans, even in their "beast forms." 



IMPORTANT SKILLS
Athletics, Lore, Fists, Performance, Conviction, Discipline, Deceit.[/spoiler]

Title: Re: Custom Templates
Post by: Sanctaphrax on January 08, 2013, 03:28:37 AM
Here's a Template I thought of a long time ago, but never wrote.

AGENT OF FATE

Fate has plans for this world, and for the most part it doesn't need help executing those plans. It bends events quite well on its own.

But sometimes things go wrong. That's why Fate recruits its Agents. It selects children of heroic potential early in life and manipulates their lives to shape them into suitable servants. When it finally decides to initiate them, generally in their late teens, it marks their foreheads with astrological signs and they leave their old lives behind.

Agents of Fate exist to ensure that things go the way that destiny says they should. They're gifted with supernatural insight into Fate and the ability to manipulate probability, so they're generally able to shape events without much direct intervention. But if necessary, they can do a fair bit of damage.

Musts: An Agent of Fate must have a High Concept that reflects its role as a servant of destiny. In addition, every Agent of Fate must take the following Powers:

Wizard's Constitution [-0]
Marked By Power [-1]
Prophecy [-1]
Probability Manipulation [-3]
Controlled Fate [-1]

Options: Agents of Fate can develop their natural abilities further, allowing them to purchase Precognition, Inexplicable Knowledge, and upgrades for Controlled Fate and Probability Manipulation. Agents can also learn mortal magic, so they can purchase Supernatural Martial Arts and various forms of spellcasting.

Important Skills: Lore, others.

Minimum Refresh Cost: -6
Title: Re: Custom Templates
Post by: Sanctaphrax on January 08, 2013, 03:32:30 AM
johntfs, the Dragonborn looks pretty good except for the copypasta Sponsored Magic at the end.

Though I would hesitate to allow people to take both Claws and Breath Weapon. It's such a bad idea...
Title: Re: Custom Templates
Post by: Tedronai on January 08, 2013, 03:37:28 AM
Here's a Template I thought of a long time ago, but never wrote.

AGENT OF FATE

I guess the part I'm missing is why this isn't just a particular manifestation of the Emissary of Power template, but actually a template in its own right...
In addition, maybe to what I'd call unnecessary minimums on the powers taken.  I don't see why a fledgling Agent of Fate couldn't be represented with Prophecy and Controlled Fate alone, or something of the like, and develop the rest of the powers (and possibly others) during play.
Title: Re: Custom Templates
Post by: Sanctaphrax on January 08, 2013, 04:59:57 AM
Yeah, it's an Emissary variant. Like the Summer/Winter Knight.

I made it -6 base because all of the Musts on that list are part of my mental image of an Agent of Fate. A "fledgling" Agent doesn't really fit with what I imagined.
Title: Re: Custom Templates
Post by: Hick Jr on January 08, 2013, 05:12:44 AM
Sanctaphrax, are you aware of the nature of Fate in the DV?

CD spoilers ahoy

(click to show/hide)
Title: Re: Custom Templates
Post by: Sanctaphrax on January 08, 2013, 05:19:04 AM
I don't put much stock in that interpretation, and so I didn't consider it when writing that Template.
Title: Re: Custom Templates
Post by: Sanctaphrax on January 11, 2013, 10:05:30 PM
Updated the first post again.

Left out the Skinwalker and the Thunderbird because, IIRC, they're going to be edited soon.

Hick Jr, are you still planning on making a Jade Court Template?
Title: Re: Custom Templates
Post by: johntfs on January 12, 2013, 03:59:40 PM
johntfs, the Dragonborn looks pretty good except for the copypasta Sponsored Magic at the end.

Though I would hesitate to allow people to take both Claws and Breath Weapon. It's such a bad idea...

I was borrowing from another Template and the Storm stuff got stuck on the end.  I've deleted it.  As for Claws and Breath Weapon, a normal mortal gets the same effects for 0 Refresh if she has a knife and a pistol.  Plus, Breath Weapon is Feeding Dependent and both of them are "form dependent."

I'm thinking of adding a new potential ability called "cannibal" which gives a +1 to attempts to kill and eat sentient beings.  Essentially this would be a "Lawbreaker" ability for the Dragonborn and would stack with each "cannibalism" incident.
Title: Re: Custom Templates
Post by: Deadmanwalking on January 12, 2013, 04:04:30 PM
I was borrowing from another Template and the Storm stuff got stuck on the end.  I've deleted it.  As for Claws and Breath Weapon, a normal mortal gets the same effects for 0 Refresh if she has a knife and a pistol.  Plus, Breath Weapon is Feeding Dependent and both of them are "form dependent."

That's what he means. It's such a bad waste of Refresh.

I'm thinking of adding a new potential ability called "cannibal" which gives a +1 to attempts to kill and eat sentient beings.  Essentially this would be a "Lawbreaker" ability for the Dragonborn and would stack with each "cannibalism" incident.

This might be better built as a re-flavored Blood Drinker, only for flesh. That way it has real benefits that encourage them to indulge.
Title: Re: Custom Templates
Post by: Sanctaphrax on January 12, 2013, 09:01:10 PM
Indeed. Once you've spent Refresh on adding a weapon rating to unarmed attacks, you should not have to spend more Refresh on that same effect again. The fact that Claws and Breath Weapon use different skills just adds insult icing to the injury cake.

And I agree that Blood Drinker sounds like a good way to model that effect.
Title: Re: Custom Templates
Post by: LeviathanZero on January 17, 2013, 12:27:37 AM
The Wild Hunt Carrier (yes, I know, needs a catchier name) is ready to be listed :)
http://www.jimbutcheronline.com/bb/index.php/topic,36363.msg1735688.html
Title: Re: Custom Templates
Post by: Hick Jr on January 17, 2013, 12:40:52 AM
How's Wyld Huntsman?
Title: Re: Custom Templates
Post by: Sanctaphrax on January 17, 2013, 11:03:32 PM
Updated the first post.

Let me know if you change the name.

Incidentally, you might want to post that Sponsored Magic to the Sponsored Magic list thread.

Hick Jr, how are the Thunderbird and Skinwalker coming along?
Title: Re: Custom Templates
Post by: Hick Jr on January 18, 2013, 12:27:59 AM
Should be ready by tonight. I'm checking my math and spelling.

Full disclosure, with the troubles the game i'm in is having and making two new characters and three Cities, i'd almost forgotten about them.
Title: Re: Custom Templates
Post by: Sanctaphrax on January 19, 2013, 10:01:41 PM
Fair enough. Put 'em up whenever you're ready.
Title: Re: Custom Templates
Post by: Hick Jr on January 20, 2013, 06:38:30 PM
The Skinwalker is reborn as a fairly balanced template!

(click to show/hide)

The Thunderbird is also done. Still kind of boring IMO.
(click to show/hide)

The Vesuvian is still giving me trouble, mostly due to problems with it's Sponsored Magic.
Title: Re: Custom Templates
Post by: Sanctaphrax on January 20, 2013, 10:19:40 PM
Much better!

The mechanics of skin-making are still a bit vague, though. How long does a skin last once made? And does each one take only one enchanted item slot?

As for the Vesuvian, I suggest that their extra benefit let them conjure super-awesome weapons with evothaum. Give the weapons Evocation-level weapon ratings and maybe special powers.

Because otherwise, well, there just isn't much point conjuring a weapon.

You'll probably have to limit the duration of those conjured super-weapons to Evocation levels, though. And they probably shouldn't be freely lend-able.
Title: Re: Custom Templates
Post by: Hick Jr on January 20, 2013, 11:00:16 PM
To make a skin, you must complete a ritual with Complexity equal to 1.5 times the number of your Modular Ability Points you wish to be available while you are wearing that skin. For example, if I wanted a tarantula skin with Diminutive Size, Echoes of the Beast, Beast Change Inhuman Speed, and Spider Climb, a total of 6 refresh of abilities, that would be a Complexity:9 biomancy ritual. At the ritual's completion, you must spend one Enchanted Item slot on the skin, after which it is permanent and can be used as often as you like. Because their Catch is kind of unfair, i'm also adding "weapons coated in white ash". Thanks, Defending The Borders and your players!

How's this?

Extra Benefits: Weapons  conjured by Vulcanomancers are far more powerful than others- multiply the the number of shifts put into the Conjuration by 1.5- This is the effective Weapon rating of whatever you have conjured. Armor rating is equal to half of the total shifts. However, you must set aside shifts for duration, using Evocation's rules. These weapons fall to useless volcanic ash when they leave your posession. Wards created by Vulcanomancy do not require a threshold as long as they involve the aforementioned ashes (Sprinkled on the outside of a building, used in a circle, etc).
Title: Re: Custom Templates
Post by: vultur on January 21, 2013, 01:38:24 AM
Mystic Martial Artist

Some people can unlock the powers of esoteric techniques through talent, discipline, and training, focusing mind, body, and spirit into a perfect harmony. Unlike spellcasting, mystic martial arts powers hardly ever manifest without training or at least focused practice.

In the modern world, some mystic martial artists are associated with the White Council's allies – many are among the Himalayan temple monks that participated in the Vampire War, and the Paranet and the Venatori Umbrorum may have some individuals with the same skills.
Others are seemingly ordinary people working everyday jobs, who nonetheless devote much time and focus to improving their inner powers.
Others may turn to evil, using their powers to destroy, but those desiring easy supernatural power are more likely to seek out a Sponsor than devote years to practice and focus.

Musts: The character's high concept must represent her status as someone who has attained their abilities through training and focused discipline. Also, the character must take Modular Abilities with at least two form points [-4 Refresh], though more are recommended.

Powers available through these form points include Claws (energized blows) and its Venomous upgrade (disrupting a creature's life energies), Cloak of Shadows (ninja stealth techniques), Spider Walk, and any of the Inhuman and Supernatural Recovery/Speed/Strength/Toughness set. 

If the GM allows, other options might be appropriate, such as Supernatural Senses [-1 or more] or “Wings” [-1] (flight by levitation).

Human Guise [-0] automatically attaches to Claws or Wings if taken.

Mythic-level powers MAY be available with the GM's permission, but these are often unbalancing except in very high-powered games.

Options: The character can also take Wizard's Constitution [-0] and can buy more points of Modular Abilities. Also, mortal stunts reflecting the character's martial arts skills are highly recommended.

If enough Refresh is available, this template might be combined with a Focused Practitioner (possibly kinetomancy or biomancy) or True Believer. Aristedes (from the Ghost Story casefile) might be an example of the former.

Important Skills: Fists; likely Alertness, Athletics, Discipline, Endurance, Might.

Minimum Refresh Cost: -4, but more is recommended.

This template was inspired by Arcane's character, Daniel Chang, in the Defending the Borders game (and in the Grey Council game before that).


Title: Re: Custom Templates
Post by: Sanctaphrax on January 21, 2013, 09:05:05 PM
@vultur: Okay, I'll add that to the list.

Have you seen the Variable Abilities and Supernatural Martial Arts custom Powers? I think they might interest you.

@Hick Jr: Since you mention The Catch, it occurs to me that the value of The Catch ought to be included in the basic Refresh cost. They have Recovery all the time, so they must have The Catch all the time too.

That extra benefit seems overpowered. The key problem is that it can be prepared in advance. If I can get together a bunch of shifts once, I have a massive permanent advantage. I suggest making it work on an Evocation time-scale.

I might tone down the numbers too...I haven't really checked to see how they work but they look kind of scary. Especially with regards to armour rating, which is normally harder to get than weapon rating.
Title: Re: Custom Templates
Post by: Hick Jr on January 21, 2013, 11:39:51 PM
I was under the impression that Limitation replaced The Catch. It's why I used the phrase in the Limitation description.

I agree on the extra benefit. Editing it.
Title: Re: Custom Templates
Post by: Sanctaphrax on January 22, 2013, 12:45:55 AM
Limitation is intended to replace The Catch, yes, but it sounds like you use the words "The Catch" in the skinwalker write-up so it sounds like you're using The Catch.

Anyway, even if you're using Limitation the Limitation on the Recovery ought to be separate from the Limitation on the Modular Abilities. And it ought to give a separate rebate.
Title: Re: Custom Templates
Post by: vultur on January 22, 2013, 12:53:44 AM
@vultur: Okay, I'll add that to the list.

Have you seen the Variable Abilities and Supernatural Martial Arts custom Powers? I think they might interest you.

Variable Abilities, no; Supernatural Martial Arts yes - but I was intentionally writing this up with out-of-the-book Powers.

---

and re Vulcanomancy: yeah, if I'm reading that right, a 6 shift Conjuration (Lore 4 plus a focus item or one Declaration, say) would give you Armor 9 which is excessive.

EDIT: oh, oops, I see the change now.

I still might make it x1.5 for weapon, x1 for armor since armor is (as Sanctaphrax said) generally more difficult/rarer at high values.
Title: Re: Custom Templates
Post by: Hick Jr on January 22, 2013, 01:30:34 AM
Sanctaphrax, doing one Limitation nearly destroyed me. Two will cast me Outside. I'll change the armor- good catch.
Title: Re: Custom Templates
Post by: Sanctaphrax on January 22, 2013, 11:27:23 PM
Want me to do the second Limitation?

You know, I was really happy with that Power once. But sometimes it seems like it causes almost as much trouble as The Catch.
Title: Re: Custom Templates
Post by: Hick Jr on January 23, 2013, 12:30:24 AM
You'd probably do it better than me, but I imagine it'd be like a +1 or 2?
Title: Re: Custom Templates
Post by: Tedronai on January 23, 2013, 08:30:29 AM
It's a Limitation.  It's value cannot be reasonably assessed on a Template scale because it requires information specific to the character, game, and potentially even story arc, in which it features.
Title: Re: Custom Templates
Post by: Sanctaphrax on January 23, 2013, 10:57:13 PM
Limitation does vary in cost, but you can make reasonably accurate estimates if you try. You just have to add a disclaimer.

Anyhoo, quote-edit:

(click to show/hide)
Title: Re: Custom Templates
Post by: Tedronai on January 24, 2013, 09:07:15 AM
I generally don't view 'white room' estimates to be anything remotely resembling 'accurate'.  They can't be.  The entire basis upon which these costs are adjudicated are rendered unavailable by the context of the estimate.
The narrative nature of the Limitation is entirely immaterial to its refresh value.  The only thing that matters is how often it will come up in play.  And that can not be reasonably extrapolated without some basic knowledge of the game in question.
Title: Re: Custom Templates
Post by: Sanctaphrax on January 24, 2013, 09:13:04 AM
Most games are at least somewhat similar to one another.

So while there is plenty of variation, white-room estimates are still useful.
Title: Re: Custom Templates
Post by: Tedronai on January 24, 2013, 09:37:42 AM
Most games are at least somewhat similar to one another.

So while there is plenty of variation, white-room estimates are still useful.

In the same way that two individuals sharing a steriotypical DSM-IV diagnosis are 'similar' to one another.  They each have some traits found on the same list.  Except the list of traits for DFrpg games is rather longer, and it's not entirely clear how many traits from that list are required before something can be called a DFrpg game.
Title: Re: Custom Templates
Post by: Sanctaphrax on January 24, 2013, 10:06:55 AM
To extend the mental illness analogy further, it's totally possible to say that drug X (Refresh Rebate X) is good for illness Y (Limitation Y). You wouldn't want to take X without consulting your doctor (GM), but the general statement is still useful.
Title: Re: Custom Templates
Post by: Tedronai on January 24, 2013, 11:11:14 AM
To extend the mental illness analogy further, it's totally possible to say that drug X (Refresh Rebate X) is good for illness Y (Limitation Y). You wouldn't want to take X without consulting your doctor (GM), but the general statement is still useful.

If you throw enough weasel words into the statement proper as to be worth of a pharmeceutical company's television ad, then, sure, you'd be on the right track.
"Have regenerative powers that fail to regenerate injury sustained from fire?  A [1/x] rebate may be right for you.  Consult your GM for more information."
Title: Re: Custom Templates
Post by: Sanctaphrax on January 25, 2013, 04:35:40 AM
I un-ironically think that's a good idea. Weasel words work well.

I'll give it a try next time I write a Template with a Limitation.
Title: Re: Custom Templates
Post by: Hick Jr on January 26, 2013, 05:12:58 PM
I edited the Vesuvian according to suggestions. I just put my reccomended Limitation rebate next to a question mark. Here she goes.
(click to show/hide)

And their sponsored magic.
(click to show/hide)
Title: Re: Custom Templates
Post by: Sanctaphrax on January 27, 2013, 12:15:36 AM
Updated first post.

Not sure how the rules for Vesuvian-conjured armour differ from the normal armour evocation rules though.
Title: Re: Custom Templates
Post by: Hick Jr on January 27, 2013, 03:29:01 AM
Oh, they don't. I just posted it to clarify.
Title: Re: Custom Templates
Post by: Adin on January 28, 2013, 11:21:46 PM
I got the first draft of that statuepire template written up if you are interested Sanctaphrax.

http://www.jimbutcheronline.com/bb/index.php/topic,36458.60.html
Title: Re: Custom Templates
Post by: Sanctaphrax on March 23, 2013, 12:31:38 AM
And here's another Template. This one's from DMS. I'll add it to the first post in a moment.

(click to show/hide)

Now could someone report this thread and get it moved to Resources? I dislike having to dig it up when I want to add to it.
Title: Re: Custom Templates
Post by: Hick Jr on March 23, 2013, 04:01:40 AM
I reported it to Darkwood some time ago. Is trying again rude?
Title: Re: Custom Templates
Post by: Sanctaphrax on March 23, 2013, 08:32:21 PM
I think it's probably fine.
Title: Re: Custom Templates
Post by: Sanctaphrax on September 15, 2014, 03:57:09 AM
Now could someone report this thread and get it moved to Resources? I dislike having to dig it up when I want to add to it.

Done.
Title: Re: Custom Templates
Post by: Sanctaphrax on September 15, 2014, 04:00:47 AM
Added the Sentinel to the first post. Haven't put it on the wiki yet, though.