Dresden files RPG - Interest check (play-by-forum)

Marqo

In Cryo Sleep
So I've just recieved the book part of my book+pdf purchase of the Dresden Files role playing game. I thought it might be cool to do a play-by-post campaign for it on these forums if there is enough interest. Further details could be worked out if there are enough people interested. But first, let me give you a short introduction to the game and setting:

The Dresden Files rpg takes place in the setting of the Dresden Files novels by Jim Butcher. These are basically set in the last decade-present day. However, there are lots of supernatural things afoot; regular people just don't know about it. There are various kinds of magic-users, ranging from minor talents (like being able to sens it when people are lying to you) to the wizards of the White Council (the most senior members are capable of destruction on the level of a natural disaster...). Various types of vampires lurk in the shadows. A wide variety of faeries are around as well, ranging from the (mostly) harmless to the utterly lethal, all of them having a type of morality utterly unlike our own. Demons exist. However, so do angels. Faith has power in the Dresdenverse. And even a regular mortal can put up a good fight against many supernatural enemies, if they know what they're doing.

Player characters can range from vanilla mortal to were-form (werewolf for example) to sorceror to half-faerie to champion of God. (There's a bunch more templates.) The kind of story can range from a supernatural detective story to epic battles (or a mixture of both) depending on the choices made by the GM and the players. The power level you're at is also available to choose.

The game uses the FATE system, which focuses more on storytelling than extremely detailed mechanics. A character consists of a set of skills (ranging from things like guns, athletics and driving to resources, contacts and rapport), mortal stunts (special tricks or abilities), supernatural powers (like the ability to use specific types of magic or shapeshift) and a total of seven aspects which describe who your character is and which can be used both to your advantage and to your disadvantage by yourself and the GM.


I'll stick with this for the basic description. If you've got further questions, feel free to ask them below, PM me or look at the game's official site (http://www.dresdenfilesrpg.com/). Please reply if you're interested in playing.
 

Marqo

In Cryo Sleep
By the way, I just put the first book (which has the main rules, including character creation and a fair bit of background) on Google docs. PM me if you're interested. It does contain spoilers for the books (which are awesome), so be aware of that.
 

Ronin Storm

Administrator
Staff member
I don't honestly think I have the space for this just now but I heartily approve of the concept. Looking forward to seeing where it goes. Shout if you need anything forum-wise.
 

Traxata

Junior Administrator
I'd be interested in trying it out :)

Having read all of the books and the short series on TV, I very much like the 'DresdenVerse'
 

Marqo

In Cryo Sleep
Nice to see people are interested. For now, I thought I'd give a short overview of the core mechanics of the game: aspects, skills, stunts and supernatural powers and fate points, as well as the dice mechanics.

Starting with the dice mechanics: Only a single type of dice roll is ever made in the game; 4df, or 4 Fudge dice. A fudge die is basically a six-sided die with two blank sides, two sides with a - and two sides with a +. They are always rolled four at a time. One simply totals the +es and -es of the roll to come up with a total between -4 and +4. 4df is equivalent to 4d3-8, for those of you more used to traditional dice. The result of such a roll is generally combined with a skill value (which range from 0 to +5 for player characters, generally) and potential modifiers and then compared to a target value. A target value might be the result of another such roll (like when you try to hit an enemy), or a value set by the game master (such as when you want to pick a lock).

Skills: These show how good you are at specific things, like Guns or Athletics. They influence your rolls to do stuff as explained above. Skills you haven't explicitly improved generally just provide a +0 bonus. You pick them during character creation, with a fairly simple set of restrictions.

Aspects: Where Skills show what your character can do, Aspects show who the character is, who he's connected to and what's important to him. They can be relationships, beliefs, catchphrases, descriptors, items or pretty much anything else that paints a picture of the character. Some example aspects (shamelessly copied from the main rulebook):

  • To serve and protect
  • Sucker for a pretty face
  • My grandpa's trusty six-shooter
  • Money-coloured eyes
  • White Council wizard
  • Stubborn as a mule

You are able to invoke aspects applying to a situation by spending a fate point (more about these in a bit). This will provide you with a bonus for what you're trying to do (like trying a difficult shot with My grandpa's trusty six-shooter).
An aspect can also provide you with more fate points by providing trouble for the character. When an aspect applies to a situation like this, the GM can compel it. This basically means that the character being compelled has to make a choice: be limited in some way (for example, To serve and protect would force the character to help others before pursuing a more personal agenda) and recieve a fate point for your trouble, or spend a fate point to buy out of the compel. Basically, aspects define what's "in character", and acting "in character" gets rewarded.
A thing to note is that scenes and objects can also have aspects, and you can use those as well where appropriate. In addition, there are many ways of putting short-term aspects (like off balance) on a person or object.

Mortal Stunts: These are basically the special tricks a character has up its sleeve. They either improve a specific use of a skill or broaden a skill. All character templates have access to stunts, but you may not take any as they come from the same budget as...

Supernatural powers: A bit like stunts, but for the stuff a plain mortal just can't do. These include various kinds of magic, things like supernatural strength or toughness, various kinds of shapeshifting et cetera. Access to these is, of course, restricted by character templates. In addition to that, some abilities come with drawbacks: A half-ogre might have inhuman toughness, but that ability is negated by cold iron, a weakness to all Faeries.

Fate points: These are the primary resource you have while playing: you can spend them to invoke aspects for bonuses, and your aspects being compelled can provide more of them. There are other uses as well: Some stunts and powers require spending a fate point to use. You can also spend a fate point to make a declaration: you state something, and if the GM accepts it, it will be true. The primary use for this is to create dramatic conveniences, like showing up somewhere in the nick of time or happening to carry the kind of thing needed for something (like a lighter). The GM is, of course, way more accepting of these declarations if they fit your aspects, add to the story in a cool way or preferably both.
The amount of fate points you recieve at the start of a scenario is determined by your refresh value. This value is determined by taking the base refresh set for character creation and subtracting the total cost of your stunts and supernatural abilities. This reflects the balance between free will and power; being more powerful generally means you need to act more in line with the nature of that power. Supernatural powers tend to cost a lot of refresh, which means a powerful spellcaster will generally be at the whims of compels if he wants to have some fate points lying around when he really needs them. Of particular note is that player characters must not have a refresh value of 0 or lower; at 0 refresh, you lose the ability to act in any way other than your nature. This even counts for characters without supernatural powers, as regular prower can corrupt just as much.

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I hope this wall of text was somewhat useful to you all. Again, if you're interested please say so here and also state what kind of stuff you would like to see in a campaign.

If you've got questions about the system, the setting or anything else related to this, feel free to ask, either here or via PM.

Edit: If you're wondering about the setting, here's a link to a short story set in the setting. Linky.
Edit2: Come to think of it, this is quite a decent example of the sort of encounter you might have at a low power level.
 

Marqo

In Cryo Sleep
Because my previous post was a bit long, I've done this as a separate post. Here's an example of an almost-finished character I whipped up this afternoon as practice. (Cookie to the first person to reply with what fictional character he's based on.) The only things this character still needs are two more aspects from the "Whose path have you crossed" sections. He also has room for up to 2 more Rote Spells, which are spells the caster is well-trained in.

Game level: Submerged (10 refresh, 35 skill points, skill cap at Superb)

Character: Roderick Stallion
Player: Marqo
Template: Wizard
High Concept Aspect: Pyromantic Warden Officer
Trouble Aspect: Doesn't trust the leadership

Appearance
Tall, slender Caucasian with shoulder-length black hair. Has bright, perceptive eyes and almost always has a serious expression. Often wears militaristic clothing, ususally with a dark blue longcoat. Adds the grey Warden's cloak the the garb when acting as a Warden.


ASPECTS
Pyromantic Warden Officer: Regional commander for part of Northwest Europe, Stallion has to ensure enforcement of the Laws in that area. (High Concept)
Invoke: Improve spellcasting, call upon resources of the White Council
Compel: Duty before personal concerns, draw enemies of the Council

Doesn't trust the leadership: Stallion has always been suspicious of any leader he has had to serve under. The upper echelons of the White Council are no different...
Invoke: keep information hidden from his superiors, deceive people of authority.
Compel: Prevent asking aid from higher-ups

Background
Stallion is the son of a Warden who was killed in action when he was just a teenager jut coming into his power. He was taken in by one of his father's closest companions, who trained him in the arts of magic. This mentor was also killed in action several years after Stallion completed his training. Afterwards, he decided to rise to a position of leadership in the Council to prevent the deaths of good people in unnecessary fights.
I will become captain!: Stallion has set becoming Captain of the Wardens as his first objective. It is a goal he pretty much always keeps in mind.
Invoke: Assume leadership among a group
Compel: must act as befits his rank

Rising Conflict
Stallion has fought in many battles of the Vampire War, and has seen the death and destruction among both the supernatural, like the Council, and the regular mortals. This has left deep scars in his mind.
Traumatized Vampire War Veteran: He hates the Red Court with a passion, and sees them as one of the greatest threats to humanity in existence.
Invoke: Fighting Red Court vampires, Vampire lore.
Compel: Being reminded of the battles can cause him to lose composure/lose concentration/Thirst for vengeance

The Story: Warlock Hunt
Stallion leads a team of specialists (Including non-wizards) to take out a warlock's cult. The mission proves more difficult than expected, and the only reason they succeeded without casualties was their mutual trust when working together.
Bond of Brotherhood: Stallion has a mixture of friends and subordinates both within and outside the council whom he can rely on no matter what, just like they can rely on him.
Invoke: working together with others who share the aspect, calling upon those who share the aspect.
Compel: Head out to rescue those who share the aspect and are in trouble.

Whose Path Have You Crossed (x2)
This would involve writing your character into the story of another character and providing an aspect based on how your character acted in it. Twice, for 2 more aspects.


SKILLS
Superb (+5) Conviction
Great (+4) Discipline, Presence, Alertness
Good (+3) Resources, Lore, Endurance
Fair (+2) Contacts, Intimidation, Athletics
Average (+1) Rapport, Deceit, Empathy

STUNTS & POWERS

[-3] Evocation: Fire, Air, Spirit; Fire control Specialization +2, Fire power specialization +1
[-3] Thaumaturgy: Ward control Specialization
[-1] The Sight
[0] Soulgaze
[0] Wizard's Constitution
[-1] Refinement (taken into account with Evocation)
Total Refresh Adjustment: -8 (For an adjusted Refresh of 2)

Stress:

Physical(Endurance): 0000
Mental(Conviction): 0000, One additional mild mental consequence.
Social(Presence): 0000

Focus Items:
Flamecaster's gloves: +2 to control and +1 to power of offensive fire magic. (Takes up 3 focus item slots.) A pair of flame-proof gloves embroidered with various mystic circles, runes etc.

Enchanted Items:
Two slots for potions. (Two 3-shift potions or one 4-shift potion because of lore(+3).)

Rotes
Flame Shock
Stallion snaps his fingers, and a bolt of flame shoots from his hand to a single target. He needs his gloves to cast this spell.
Type: Fire evocation, attack
Power: 7 Shifts – All to Strength.
Control: Automatically manages to control because it's a rote spell, but still needs to hit based on Discipline + 4 (specialization and gloves)
Target: 1
Duration: one action
Opposed by: Athletics, magical blocks, other if justified.

Up to 2 more Rote spells.

I could also have added the Lore Stunt Occultist(Vampires), specializing in Red Court, to improve any research about those subjects, which would bring his refresh down to 1.
 

Marqo

In Cryo Sleep
Incorrect; the character he's based on is not from the Dresdenverse. :D
However, Flame Shock is based heavily on Fuego! Then again, there's not much else you can do with a single-target fire damage spell. An actual character sheet for Harry (at the end of Storm Front, the first novel) is here. Another interesting thing at that page is the entire Baltimore chapter from Your Story, the main rulebook. It's basically a ready-to-go setting including three characters that could be used as PCs very easily.

Edit: I'll add another post later today that goes over the elements in the character profile I haven't described yet. That should make things a bit clearer.
 

Marqo

In Cryo Sleep
And here's my step-by-step overview of the character sheet:

Game level: Submerged (10 refresh, 35 skill points, skill cap at Superb)
This is the power level the character was created for. Submerged is the highest of the starting levels. Some of the lower ones do not allow certain templates, as templates have a minimum refresh cost for the required powers.

Character: Roderick Stallion
Player: Marqo
Template: Wizard
The template is basically a character's class. A wizard is basically a well-trained spellcaster who is a member of the White Council, a very powerful body consisting of the most powerful of human practicioners. For a bit more info about the template, read here. For a short overview of the White Council, read here.

High Concept Aspect: Pyromantic Warden Officer
Trouble Aspect: Doesn't trust the leadership
Here we have the character's first two aspects: The High Concept provides a basic definition of the character, while the trouble aspect shows his primary source of problems.

Appearance
Tall, slender Caucasian with shoulder-length black hair. Has bright, perceptive eyes and almost always has a serious expression. Often wears militaristic clothing, ususally with a dark blue longcoat. Adds the grey Warden's cloak the the garb when acting as a Warden.
A basic description of what the character looks like.

ASPECTS
Pyromantic Warden Officer: Regional commander for part of Northwest Europe, Stallion has to ensure enforcement of the Laws in that area. (High Concept)
Invoke: Improve spellcasting, call upon resources of the White Council
Compel: Duty before personal concerns, draw enemies of the Council

Doesn't trust the leadership: Stallion has always been suspicious of any leader he has had to serve under. The upper echelons of the White Council are no different...
Invoke: keep information hidden from his superiors, deceive people of authority.
Compel: Prevent asking aid from higher-ups
A bit more explanation for the first two aspects, including possible ways to invoke the aspect(to your advantage) and to compel the aspect (to your disadvantage).

Background
Stallion is the son of a Warden who was killed in action when he was a teenager just coming into his power. He was taken in by one of his father's closest companions, who trained him in the arts of magic. This mentor was also killed in action several years after Stallion completed his training. Afterwards, he decided to rise to a position of leadership in the Council to prevent the deaths of good people in unnecessary fights.
I will become captain!: Stallion has set becoming Captain of the Wardens as his first objective. It is a goal he pretty much always keeps in mind.
Invoke: Assume leadership among a group
Compel: must act as befits his rank
An aspect based on the character's early history. A default part of character creation.

Rising Conflict
Stallion has fought in many battles of the Vampire War, and has seen the death and destruction among both the supernatural, like the Council, and the regular mortals. This has left deep scars in his mind.
Traumatized Vampire War Veteran: He hates the Red Court with a passion, and sees them as one of the greatest threats to humanity in existence.
Invoke: Fighting Red Court vampires, Vampire lore.
Compel: Being reminded of the battles can cause him to lose composure/lose concentration/Thirst for vengeance
This is generally the reason the character is on his current path in life. Another default part of creation which provides another of your seven aspects.

The Story: Warlock Hunt
Stallion leads a team of specialists (Including non-wizards) to take out a warlock's cult. The mission proves more difficult than expected, and the only reason they succeeded without casualties was their mutual trust when working together.
Bond of Brotherhood: Stallion has a mixture of friends and subordinates both within and outside the council whom he can rely on no matter what, just like they can rely on him.
Invoke: working together with others who share the aspect, calling upon those who share the aspect.
Compel: Head out to rescue those who share the aspect and are in trouble.
If the character's life was a series of novels, this would probably be the first one. Basically, your first adventure, generating another aspect.

Whose Path Have You Crossed (x2)
This would involve writing your character into the story of another character and providing an aspect based on how your character acted in it. Twice, for 2 more aspects.
Here, you write your character into the story of another character in a supporting role. This is an important part of character creation, as it provides connections between the characters (rather than having them randomly meet in a bar). These provide your final 2 aspects, bringing you up to 7. This is the maximum number of permanent aspects any character can have. (There is no such limit on temporary aspects, which range in duration from a mere moment to a single scenario.)

SKILLS
Superb (+5) Conviction
Great (+4) Discipline, Presence, Alertness
Good (+3) Resources, Lore, Endurance
Fair (+2) Contacts, Intimidation, Athletics
Average (+1) Rapport, Deceit, Empathy
These are the character's skills. They are bought using skill points, the limit of which is 35 for a submerged-level game. The skill cap for Submerged games is Superb (+5), so that's the highest level of skill the character can have. Buying these skills is simple: Without upgrades, all your skills are at Mediocre (+0). An increase of a skill by 4 levels costs as many skill points. So the Superb (+5) Conviction for this character costs 5 skill points, The Great skills cost 4 points each, the Good ones 3 each et cetera. There is one other restriction: You can't have more skills at a level than you have skills at the level below it. So if I had more skill points available and wanted to add another skill at Fair (+2) level, I'd need to add another skill at Average level first, to prevent violating the restriction.

STUNTS & POWERS
We're gonna go over these in a bit more detail.
[-3] Evocation: Fire, Air, Spirit; Fire control Specialization +2, Fire power specialization +1
This is directly-applied magic, generally used in combat. In this case, the character is capable of using fire, air and spirit (including force) magic at a combat level. This magic can be used to make attacks (like fireballs, bolts of lightning or lances of kinetic force), add temporary aspects to characters (like the aspect Knocked Down to everyone is a zone) or create protection (like a force-based shield). Specializations will improve certain parts of this spellcasting. Other, generally less versatile, sources of magic are also available, but Wizards must have both Evocation and Thaumaturgy.
[-3] Thaumaturgy: Ward control Specialization
This is the indirectly-applied magic, generally not suited for direct combat. However, it can be used for a wide variety of things, from simple tracking spells to creating magic landmines to temporarily disabling a target. This requires more time and usually something to link the spell to the target, like fresh blood, hair a valued posession or something like that. However, you are generally capable of putting more power into a thaumaturgic spell, precisely because it takes more time.
[-1] The Sight
A must for Wizards, it lets you see things for what they really are and improves your supernatural senses.
[0] Soulgaze
A byproduct of the Sight, lets you see into the soul of another person for a moment (and vice versa) if you look each other into the eye for more than an instant; the effect is instant, and can only occur once between a pair of people.
[0] Wizard's Constitution
Has no real effect in game terms apart from severe consequences healing faster, but makes the wizard able to live for centuries as long as he doesn't get killed.
[-1] Refinement (taken into account with Evocation)
Taken to add more specializations for Evocation; can also be used to add more specializations to Thaumaturgy, add more focus item slots or add an element to Evocation.
Total Refresh Adjustment: -8 (For an adjusted Refresh of 2)
These are the fate points you get at the start of a scenario.

Stress:

Physical(Endurance): 0000
Mental(Conviction): 0000, One additional mild mental consequence.
Social(Presence): 0000
Combat in this game causes strress. You have three stress tracks, each of which is influenced by one of your skills. The higher the skill, the longer the stress track. The minimum length is 2, and the maximum length is 4 without supernatural powers to increase it. When a character takes more stress than is available on the appropriate track, he can either take consequences to reduce the stress taken (these represent injuries, fatigue etc.) or be taken out. What happens to a character who's taken out is determined by the person causing it, within reasonable limits. The amount of consequences one can take is very limited, so the high conviction allowing an additional mild mental consequence is very useful. (Especially since using magic can cause mental stress even if nothing goes wrong.)

Focus Items:
Flamecaster's gloves: +2 to control and +1 to power of offensive fire magic. (Takes up 3 focus item slots.) A pair of flame-proof gloves embroidered with various mystic circles, runes etc.
Taking spellcasting abilites can also provide focus item slots. Evocation and Thaumaturgy provide 2 slots each, for a total of 4 available. Here, I've used three of these slots on a single item, and specialized on a certain subset of magic. I could have spent them on three separate items with different bonuses (which would not stack) or a single item with a wide bonus (like +1 control on all defensive fire, air and spirit magic). There are lots of options here.

Enchanted Items:
Two slots for potions. (Two 3-shift potions or one 4-shift potion because of lore(+3).)
Another use for focus item slots is to trade them in for enchanted item slots. In this case, I've left them open for potions (which could be made during play based on the needs of the characters), but you could also make things like a duster that provides physical armor several times per session or a ring containing anough force for a magical blast once per session. The potency of such items would determine how many slots these items would take.

Rotes
Flame Shock
Stallion snaps his fingers, and a bolt of flame shoots from his hand to a single target. He needs his gloves to cast this spell.
Type: Fire evocation, attack
Power: 7 Shifts – All to Strength.
Control: Automatically manages to control because it's a rote spell, but still needs to hit based on Discipline + 4 (specialization and gloves)
Target: 1
Duration: one action
Opposed by: Athletics, magical blocks, other if justified.
Up to 2 more Rote spells.
Finally, rote spells. While a spellcaster can create spells suited to a situation on-the-fly, those spells induce mental stress. Rote spells are those spells a caster uses a lot. They have no problem controlling the amount of energy put in (which can be a problem with on-the-fly spells). However, they must be used exactly as described, and require that the caster has any focus items used in the rote. You can have rote spells not using focus items, but that means you can never use a focus item with that spell.

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I hope this overview has been informative. If you have any questions, just ask.
 

Marqo

In Cryo Sleep
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.

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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.
 
G

Gombol

Guest
Looks uberly complicated to be a forum game. Why not change things slightly and make it easier to play without god knows how much work to put Into it?
 

Marqo

In Cryo Sleep
It's basically a full-blown tabletop RPG; however, I am planning to keep things simple. This game isn't about precise numbers anyway. For anyone else who thinks it's too complicated: don't worry. One of the roles of the GM in this game is turning what the player wants to do into a roll based on the game mechanics (if a roll is even needed). Those playing this can simply state what they want to do, and I'll work out how that's done within the rules and tell them the odds.
 

luc

Junior Administrator
For those that want more info, Dresden is based off of FATE, to learn a little bit more (though it won't be exactly the same) about the system you can check out SotC's SRD (also FATE) over here.
 

Ronin Storm

Administrator
Staff member
It's basically a full-blown tabletop RPG; however, I am planning to keep things simple.

Good plan. That said, PBeM games are fairly frequent and forum play is really no different and even, perhaps, easier to manage and cooperate.

I think the chief difference between PBeM and tabletop is that players need to, y'know, write more and sometimes more elegantly and that play isn't so much blow-by-blow.
 

Dreshead13

In Cryo Sleep
Well the city question is always the biggest thing to deal with, may I suggest using the Baltimore example they already have? I actually would love to create from scratch, but I know how difficult that can actually be on a forum too.

A question on the lycanthropes as I thought I read in an interview somewhere Mr. Butcher talked about they could possibly be that there are different types of lycanthropes and that they could possibly not need the full moon. Just something interesting I once came across and I was totally waiting for the next lycanthrope to walk by.

My template ideas so far are:
Emissary of power of either a true dragon or demon
gave up his own self to serve out a sentence that
his true loves bloodline had been serving. She was
then killed and now he finds himself alone in the world.

Lycanthrope:
Former juvenile delinquent turned security specialist for hire. Hes mostly in it for the money, but with good reason his Sister is in a coma due to his own fault.

Wizard:
Spell slinger with a bad habit of being too curious for his own good. Inherited a nice trust fund from his former mentor, but doesn't realize the problems that came with his acceptance of his new-found money.
 

Traxata

Junior Administrator
May be, I don't think anyone actually knows who you are... Seeing how you've only posted in this thread ;)
 
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