Okay, it seems we've got at least enough people interested for a campaign. However, if you haven't expressed interest yet but do want to join in, just speak up. It's not too late yet!
In order to get started, we'll need both characters and a city to play in. Character and city creation is fairly simple, and I'll create a new thread for that once we're gonna make the fully fleshed out character sheets. Both are collaborative efforts, so each of the players will have some say in the locations you're gonna be in.
For now, I'd like to know three things primarily: What kind of campaign you'd like to have (e.g. more investigative or more combat-oriented).
What kind of place you'd like to have it set; what country, a city or some more rural area, etc. If you've got a good idea for a location, speak up!
What kind of character you'd like to play. I'll be putting some basic descriptions of the character templates at the bottom of this post. There are some more expansive descriptions
here, and you can PM me if you want access to the full rules.
If you've got any questions, just ask.
-------------------------------------------------------------
Character templates.
These are basically the classes of this game. Most of them allow lots of room for what you actually
are, but some are very limited (and might need some very good justification to be used). The following templates are available:
Pure mortal
Exactly what it says on the tin. Regular human with no supernatural powers whatsoever. This may seem like a massive disadvantage, but you get some things in return. The most important ones are two additional starting refresh (meaning you'll probably have quite a few more fate points than the more supernaturally inclined characters) and immense freedom in what you want to be. Having no supernatural powers doesn't mean you're helpless, though.
Examples of pure mortals in the Dresden Files books include Karrin Murphy, John Marcone and Waldo Butters.
Champion of God
A person actively called into service by the Almighty. Usually limited to the three Knights of the Cross, but there's room for more with proper justification. Gnerally, these are truly
good people, kicking ass because it's the right thing to do.
Examples of these in the books are the Knights of the Cross: Michael Carpenter, Shiro and Sanya.
Changeling
Changelings are half-faerie and half-human, at least for the moment (it might change during play). These characters can take on powers in line with those of their Faerie parent permanently whenever they want to, but there's a catch. If you take too much of the Faerie side, the character will become a true Faerie and lose all capacity for free will, becoming an NPC. However, the character can, at any point, make the other choice as well: give up the Faerie heritage and become a pure mortal. This can be done even if you're about to become a full Faerie, but the choice is permanent either way.
For those unfamiliar with the Dresden Files, Faeries include such creatures as goblins, ogres, pixies, sylphs and trolls. The more powerful ones of their kinds (the Sidhe) can also look like humans.
Characters from the books: Several in Summer Knight.
Emissary of power
Could be used for all kinds of people who were granted power by some powerful supernatural creature. These creatures vould be things like true dragons or old gods (like the Greek/Roman pantheon or the germanic gods). However, this power will come at a price: the patron will probably have some kind of power over the character or require him/her to do stuff for it. This can, of course, priovide excellent story hooks. Powers are strongly dependent on the nature of the patron.
Characters in the books: the only one I can think of that doesn't fit in another category is Sigrun Gard.
Focused Practicioner
These are spellcasters who are only capable of performing a certain subset of magic; generally, they just don't "get" the rest of it. This needn't mean they're pushovers, though. Just because someone can only use fire magic doesn't mean they're not quite good at it. This template is for pyromancers (fire), kinetomancers (force), ectomancers (ghosts) and the like. Be aware that the Laws of magic forbid such things as mind control and time travel, so those kinds of character are out.
From the books: Mortimer Lindquist. Also plenty of background characters in MacAnally's.
Knight of a Faerie Court
Basically, Emmisaries of power for the Faerie Courts of Summer and Winter.
Only one each for the Summer and Winter courts, both of whom are known for the entirety of our possible timeframe, so this template is basically out unless you can get me a good justification.
Lycanthrope
Not a werewolf, but related: around the time of full moon, a lycanthrope's mind becomes more animal-like, which comes with improved instincts, strength and recovery. However, the fact that this is only available around the full moon can be quite limiting.
From the books: the Streetwolves.
Minor talent
Basically, a mortal with one -quite limited- magical ability. This could be things as very limited foresight, the ability to cloak onself in shadow and other limited but useful things. A nice template if you want a little bit of supernatural, but not go fully spell-slinging.
From the books: Lydia from Grave Peril, many of the Ordo Lebes, plenty of customers at MacAnally's.
Red Court infected
Someone infected (duh) by the Red Court of vampires. What this means is that they get limited acces to the superhuman strength, speed, toughness and recovery of the Red Court, as well as a more limited version of their addictive saliva. However, all of these powers (apart from the saliva) require the drinking of human blood to recover from the effort. When an infected kills someone and drinks their blood, they become full Red Court vampires (who are always NPC monsters). Therefore, controlling their bloodlust is very important for Infected.
From the books: without going into spoilers: Martin from the Fellowship of St. Giles.
Sorcerer
Basically, a "full-spectrum" speelcaster without the bloodline, access, resources and training of a wizard of the White Council. Many of them at least dabble in the gray areas of magic, so the Wardens like to keep an eye on them. Generally not as powerful as a wizard of the White Council, but sorcerers don't get the trouble of being a member either. All in all, a highly versatile spellcaster.
From the books: Several warlocks, who are sorcerers who've done a bit too much dark magic.
True Believer
Faith has power in the Dresdenverse, and these are the truely faithful. These can be of pretty much any faith. Faith powers can be very useful, as the power of faith can worl against plenty of supernatural baddies and can offer help even against more mundane threats.
From the books: Father Forthill.
Were-form
A person who can turn into a specific animal form. The classic is of course the wolf, but other animals like raven, goat or mouse are also possible. May also have some aspects of the beast-form while still in human shape (like instincts).
From the books: The Alphas.
White Court Vampire
Another kind of vampire, these feed on emotions (drawing life-force from their victims) and are capable of inciting these emotions in others. Which emotion the vampire prefers is strongly dependent on their House. Known ones are lust (house Raith), fear (Malvora) and despair (Skavis). Have access to superhuman speed, strength and recovery, but those are powered by their hunger, which is pretty much an inner demon. This hunger gets closer to the surface as the powers are used more, driving the vampire to feed to bring it down again. However, at least true love is anathema to them (they might get burns from touching a wedding ring or someone who in love). Their emotion-powers might not work against them either.
From the books: Thomas Raith for a PC-like one.
White Court Virgin
White Court vampires are born, not made. They don't become full vampires until they've fed upon someone for the first time (the first feeding is always lethal). However, they already have slight emotion-inciting powers and an aware character might be able to make use of them. However, most of them are not made aware of what they are. The only way to not eventually become a vampire is to truly feel the antithesis to their house's preferred emotion (so trule love for the Raiths) before the first kill.
From the books: Inari Raith.
Wizard
Last, but definetely not least! Wizards of the White Council are among the most powerful mortal magic-users. They have access to a wide variety of magic, along with proper training. Being part of such an organization also has its disadvantages, though: members might be called upon to represent the Council in local matters, for example. There's also the matter of an ongoing war between the Red Court of vampires and the Council. A sub-group of the Council are the Wardens, who specialize in combat magic and act as both enforcers for the lawes of magic and as soldiers for the Council.
From the books: Harry Dresden himself, of course. Also Warden Donald Morgan, Warden Carlos Ramirez and quite a few others.
Be aware that some of these (like Sorcerer, White Court Vampire and Wizard) are only available in games with a higher power level because of the Refresh cost of their compulsory powers.