Welcome to our little corner of the Dresden-verse. It is our belief that the events in our game take place before the events of Jim Butcher’s novels. Like Chicago, Seattle is a major transportation hub, albeit smaller and nestled between Puget Sound and the Cascade Mountains, not too many miles from an active, but currently dormant volcano. Seattle sits on the edge of the Cascadian Subduction Zone, a part of the “Pacific Ring of Fire” where earthquakes and tsunamis are concerns. Seattle sits atop a major ley line nexus. Seattle’ population is as diverse as the planet and a number of Native American tribes call the area home. In short, Seattle is a “happenin’ place.”
Seattle lies on a strip of land between the salt water Puget Sound to the west and the fresh water Lake Washington to the east. To the west of Puget Sound are the Olympic Mountains and beyond those is the Pacific Ocean. To the east of Lake Washington are the Cascade Mountains. The climate is mild with rainy winters and sunny but comfortable summers as ocean currents bring cold waters down from the Gulf of Alaska.
Native American Tribes speak a dialect of the Salish language. Tradition says the various tribes were created and placed here during the Myth Age by powerful supernatural beings. They lived close to the Earth and each tribe was protected by various guardian spirits. White settlers came to the Seattle area in the 1850s. The city of Seattle is named after Chief Seattle of the Duwamish tribe who was friendly to the Settlers. Things did not stay peaceful and in 1856 a brief Indian war was fought. Native culture was suppressed and disease devastated local tribes. In the 1930’s the Seattle area experienced a revival of native art and culture. In our Dresden-verse Seattle, 18 tribes worked together to reclaim land sacred to them (a major Lay Line nexus) and built the Mercer Island Country Club over the top of a cultural center and council chambers for supernaturally gifted members of the 18 tribes. Today, these supernaturally gifted tribal members act as protectors of the Fae who once protected them. |
On June 6th, 1889 the city of Seattle experienced a major fire that leveled 116 acres of the city’s business district. This fire was the result of a major battle between the Red Court with assistance from the Black Court and a band of Ghouls against the supernatural inhabitants of the city. Out of the ashes of this conflict arose the Treaty of 1889 in which the White Court, the White Council, the Council of the 18 Tribes, and the Catholic church agreed to work together to keep Larval demons (known individually as: Jade Court Vampire, Black Court Vampire, Red Court Vampire, Cambion, Uber-Ghoul, Bastellus (Nightmare Court Vampire), and Hags) out of Seattle and surrounding lands and if any were found, these 4 supernatural organizations would band together to immediately eliminate the threat.
Another result of the fire was that the old Seattle downtown was built with brick and many of these structures survive today. City planners also took advantage of the fire to re-plan the city to correct many issues downtown Seattle suffered from. Among these corrections, street level of Seattle close to the waterfront was raised 10 to 12 feet, creating what is today known as “The Seattle Underground.” Many rebuilt storefronts found themselves covered over, but are still accessible as tourists explore locations under downtown Seattle.
Another result of the fire was that the old Seattle downtown was built with brick and many of these structures survive today. City planners also took advantage of the fire to re-plan the city to correct many issues downtown Seattle suffered from. Among these corrections, street level of Seattle close to the waterfront was raised 10 to 12 feet, creating what is today known as “The Seattle Underground.” Many rebuilt storefronts found themselves covered over, but are still accessible as tourists explore locations under downtown Seattle.
By now, you know that there’s a whole lot more to the world than most people realize. Magic is real, fairytale characters aren’t just in children’s books, and malevolent creatures do lurk under your bed, in your closet, in your head. You don’t know the half of it yet. Supernatural factions have hidden histories, dark secrets, and blood feuds. Each one has its own version of how much they’ve left their fingerprints on the history of the world. These factions tend to go to some effort to make sure that mortals don’t even bother to start looking for their fingerprints in the first place. To the supernatural set, most of the world should enjoy comfortable ignorance. The “supernatural nations” detailed below tend to follow an Old World aesthetic of manners and methods. This often means a Renaissance-era mindset in their approach to political issues.
Meanwhile, the philosophies and technologies of mortal-kind have advanced significantly. No longer do frightened mortals grab pitchforks and torches. Mortals have assault rifles, smart bombs, even nuclear weapons. Telecommunications, cameras, and computers make the world a tougher place for the supernatural community to maintain ancient ways of life.
Regardless of their differences, all supernatural factions observe the rules of interaction laid out in the Unseelie Accords. Devised by Queen Mab of the Winter Court of Faerie, the Accords are a cross between the Magna Carta and the Geneva Conventions for the various supernatural factions.
The Accords recognize major magical factions as independent political entities (or “nations”) with the right to defend, protect, and avenge their members. The Accords lay out an important concept: magical nations are responsible for policing their own. If they don’t do this and let their people run willy-nilly, these activities can become a lawful grievance to another nation—even up to a justification for war.
Most importantly, the Accords establish several hard and fast rules that provide ancient (read: Old World) customs of hospitality and honor with the force of law. If any two things are regarded as concrete by the supernatural nations, they are: 1) the binding power of sworn oaths; and 2) the obligation of a host to offer aid, comfort, and protection to his guests.
New players may choose from the pre-generated characters we have available. Try any that look interesting and see what fits on you, then feel free to create your own character. Although you may choose not to align yourself with any of the Supernatural Factions below, going it alone is a bit like being a young gazelle, alone on the African plains.
Below is a listing of our supernatural factions:
Meanwhile, the philosophies and technologies of mortal-kind have advanced significantly. No longer do frightened mortals grab pitchforks and torches. Mortals have assault rifles, smart bombs, even nuclear weapons. Telecommunications, cameras, and computers make the world a tougher place for the supernatural community to maintain ancient ways of life.
Regardless of their differences, all supernatural factions observe the rules of interaction laid out in the Unseelie Accords. Devised by Queen Mab of the Winter Court of Faerie, the Accords are a cross between the Magna Carta and the Geneva Conventions for the various supernatural factions.
The Accords recognize major magical factions as independent political entities (or “nations”) with the right to defend, protect, and avenge their members. The Accords lay out an important concept: magical nations are responsible for policing their own. If they don’t do this and let their people run willy-nilly, these activities can become a lawful grievance to another nation—even up to a justification for war.
Most importantly, the Accords establish several hard and fast rules that provide ancient (read: Old World) customs of hospitality and honor with the force of law. If any two things are regarded as concrete by the supernatural nations, they are: 1) the binding power of sworn oaths; and 2) the obligation of a host to offer aid, comfort, and protection to his guests.
New players may choose from the pre-generated characters we have available. Try any that look interesting and see what fits on you, then feel free to create your own character. Although you may choose not to align yourself with any of the Supernatural Factions below, going it alone is a bit like being a young gazelle, alone on the African plains.
Below is a listing of our supernatural factions:
The White Council
Warden: Brennan Fitzpatrick played by Kevin Letherwood
The White Council, comprised of wizards from all mortal nations, is a signatory of the Unseelie Accords and serves as the “supernatural nation” for all mortal wizard-kind. The Senior Council (its governing body) ensures that most wizards in the world respect the Laws of Magic—and disposes of the ones who don’t via its Wardens. It maintains alliances with other occult groups like the Venatori Umbrorum, the Fellowship of St. Giles, and a few mystically inclined monasteries in Tibet and India.
Most wizards worthy of the name have come up through the traditional system: apprenticing with a White Council member, passing the trials of wizardry, and joining the Council themselves as full members.
A White Council member gets a vote in important deliberations and agrees to abide by the Council’s rules (including the Laws of Magic, see sidebar). A member is obliged to represent the White Council, if necessary.
Latin is spoken in White Council conclaves. All members attending a full meeting of the Council wear a robe with a stole that denotes their rank (no stole for apprentices, blue for junior wizards, red for senior wizards, purple for Senior Council members).
The White Council is governed by the Senior Council: seven wizards of age, skill, power, and knowledge. The leader of the Senior Council (and thus the entire White Council) is called “the Merlin.”
Players may wish to start as a Focused Practitioner to more easily learn the magic system, or try the more powerful Sorcerer, or try a full Wizard, one of the most difficult templates to master.
Focused Practitioners are the minor-league of the spell-slinging set. They have one rather narrowly defined aptitude at spellcraft which they practice to the exclusion of all else—usually because they just don’t “get” things outside of their focus. Sometimes this is due to the practitioner having an intuitive understanding of what they do rather than a trained understanding; sometimes it’s simply the result of a mystical blind spot. Depending on the causes of the focus, some focused practitioners might be able to train into broader spellcasting capabilities.
Musts: A focused practitioner must have a high concept that names or implies his spellcasting abilities and focus. Additionally, a focused practitioner must take one or both of:
.. Channeling [–2] (page 181)
.. Ritual [–2] (page 181)
The appropriate focus for each ability must be defined at the time the ability is taken.
Sorcerer is a near-pejorative term that many on the White Council use to describe “full spectrum” spell practitioners who don’t have the bloodline, access, resources, and training that a Wizard of the White Council has. Some Wizard Apprentices start as Focused Practitioners, but mostly start as Sorcerers.
Musts: A sorcerer must have a high concept that declares his nature as a spellcaster. In addition, the character must take the following supernatural powers:
.. Evocation [–3] (page 180)
.. Thaumaturgy [–3] (page 181)
Players of spellcasting characters should take some time to work out their most often used, practiced spells before play.
Wizards in action are a terror to behold. Theirs is an ancient bloodline, heir to the magics of old and able to command their full array; given enough time and preparation, there is very little to limit what a wizard can accomplish beyond the fetters of his own belief in what he can do. In short, a Wizard of the White Council is a lean, mean, arcane ass-kicking machine. The power comes at a price. The first 4 powers listed below are the 4 most difficult to master game mechanics. To master them requires a lot of patience and a player willing to do some homework in order to use the power at his or her disposal.
Musts: A wizard must have a high concept that declares his nature. In addition, the character must take the following supernatural powers:
.. Evocation [–3] (page 180)
.. Thaumaturgy [–3] (page 181)
.. The Sight [–1] (page 174)
.. Soulgaze [–0] (page 174); discounted due to the Sight.
.. Wizard’s Constitution [–0] (page 170)
Players of spellcasting characters should take some time to work out their most often used, practiced spells before play.
Warden: Brennan Fitzpatrick played by Kevin Letherwood
The White Council, comprised of wizards from all mortal nations, is a signatory of the Unseelie Accords and serves as the “supernatural nation” for all mortal wizard-kind. The Senior Council (its governing body) ensures that most wizards in the world respect the Laws of Magic—and disposes of the ones who don’t via its Wardens. It maintains alliances with other occult groups like the Venatori Umbrorum, the Fellowship of St. Giles, and a few mystically inclined monasteries in Tibet and India.
Most wizards worthy of the name have come up through the traditional system: apprenticing with a White Council member, passing the trials of wizardry, and joining the Council themselves as full members.
A White Council member gets a vote in important deliberations and agrees to abide by the Council’s rules (including the Laws of Magic, see sidebar). A member is obliged to represent the White Council, if necessary.
Latin is spoken in White Council conclaves. All members attending a full meeting of the Council wear a robe with a stole that denotes their rank (no stole for apprentices, blue for junior wizards, red for senior wizards, purple for Senior Council members).
The White Council is governed by the Senior Council: seven wizards of age, skill, power, and knowledge. The leader of the Senior Council (and thus the entire White Council) is called “the Merlin.”
Players may wish to start as a Focused Practitioner to more easily learn the magic system, or try the more powerful Sorcerer, or try a full Wizard, one of the most difficult templates to master.
Focused Practitioners are the minor-league of the spell-slinging set. They have one rather narrowly defined aptitude at spellcraft which they practice to the exclusion of all else—usually because they just don’t “get” things outside of their focus. Sometimes this is due to the practitioner having an intuitive understanding of what they do rather than a trained understanding; sometimes it’s simply the result of a mystical blind spot. Depending on the causes of the focus, some focused practitioners might be able to train into broader spellcasting capabilities.
Musts: A focused practitioner must have a high concept that names or implies his spellcasting abilities and focus. Additionally, a focused practitioner must take one or both of:
.. Channeling [–2] (page 181)
.. Ritual [–2] (page 181)
The appropriate focus for each ability must be defined at the time the ability is taken.
Sorcerer is a near-pejorative term that many on the White Council use to describe “full spectrum” spell practitioners who don’t have the bloodline, access, resources, and training that a Wizard of the White Council has. Some Wizard Apprentices start as Focused Practitioners, but mostly start as Sorcerers.
Musts: A sorcerer must have a high concept that declares his nature as a spellcaster. In addition, the character must take the following supernatural powers:
.. Evocation [–3] (page 180)
.. Thaumaturgy [–3] (page 181)
Players of spellcasting characters should take some time to work out their most often used, practiced spells before play.
Wizards in action are a terror to behold. Theirs is an ancient bloodline, heir to the magics of old and able to command their full array; given enough time and preparation, there is very little to limit what a wizard can accomplish beyond the fetters of his own belief in what he can do. In short, a Wizard of the White Council is a lean, mean, arcane ass-kicking machine. The power comes at a price. The first 4 powers listed below are the 4 most difficult to master game mechanics. To master them requires a lot of patience and a player willing to do some homework in order to use the power at his or her disposal.
Musts: A wizard must have a high concept that declares his nature. In addition, the character must take the following supernatural powers:
.. Evocation [–3] (page 180)
.. Thaumaturgy [–3] (page 181)
.. The Sight [–1] (page 174)
.. Soulgaze [–0] (page 174); discounted due to the Sight.
.. Wizard’s Constitution [–0] (page 170)
Players of spellcasting characters should take some time to work out their most often used, practiced spells before play.
The White Court
Lead by: NPC
Other PCs include: Jean Antonia Lucido (Raith) and Pandora Raith
The White Court are psychic vampires; they live off the emotions of others, so much so that they can drain other people to death. They can feed off of various different emotions, using that energy to empower their supernatural abilities. White Court vampirism is hereditary as opposed to infectious.
There are a number of Houses in the White Court jockeying for power and status—Raith, Skavis, and Malvora are the most powerful, with Avaria, Beot, Koes, and Acedia completing the list. Of all of the houses, Lord Raith is the current White King and rules from a castle-like mansion near Chicago. In Seattle there was a strong House Malvora presence until recently. The survivors of that house currently look to House Raith for aid and protection. There are no other White Court houses in Seattle and that seems to suit House Raith just fine. In conclave, White Court members speak ancient Etruscan.
Thralls are Pure Mortals as explained above. In this case they are a willing or unwilling “Fine Thrall” of a White Court Vampire. Fine Thralls are mortals who have come under the influence of mind control powers of a White Court Vampire (or certain others). Fine thralls look just like normal people. In the Sight, the effect of their enthrallment is much more subtle—they might appear with bonds or chains wrapped around them, a collar of thorns, or something similar. What We Know: Fine thralls are so controlled; they might not even realize they’re a thrall at all.
The effects of the White Court vampire mental “whammy” are much like limited, often temporary, versions of fine enthrallment. Advanced wizardry or a bargain with a fae is needed for the long-term versions, though prolonged exposure to the vampiric versions may have long term effects. With the proper skill, therapies, care, and time, thralls can recover from their thralldom, but this always carries a burden of mental issues sparked by the violation of their minds (recurring nightmares, numerous phobias, personality changes, etc.)
Musts: A pure mortal may never have any supernatural abilities (not even an Item of Power). Instead, pure mortals gain 2 extra refresh to spend on Mortal Stunts or to keep as Fate Points. Their High Concept must a high concept that mentions their thralldom in some capacity.
White Court Virgins are a result of a hereditary condition, passed along when a White Court Vampire interbreeds with humans. Their Vampiric nature doesn’t truly take hold until the “virgin” White Court vampire has killed for the first time with his emotion-feeding abilities. Unblooded White Court virgins do not have the weaknesses of full White Court vampires, making them difficult to detect. Some vestiges of ability—enough to excite emotion and feed on it—exist prior to that point, and a White Court virgin fully aware of his condition might be able to finesse making use of it in a mostly “safe” way. Sadly, many preadolescent White Court scions are kept in the dark about the true nature of their family—it makes it easier for them to stumble into that first kill, and thus harder for them to fight the reality of their genes. Once the kill is made, this character template is swapped out for the full White Court Vampire template.
There is an escape clause, however; if he experiences true, deep, reciprocated love with another, the curse of heritage is broken, and he may live life as a normal, regular human (thus setting aside his modest powers, swapping this template for the pure mortal). But after his first kill, there is no remedy, even if he should fall in love, however real and true.
Musts: White Court virgins must take a high concept indicating their heritage and predicament. This aspect may be compelled to bring the character’s heritage to the fore, triggering a sudden buried urge to feed, etc. Unless it’s not known for some reason, the player should determine and at least sketchily detail the character’s House—it’s bound to be important.
.. Emotional Vampire [–1] (page 189)
.. Incite Emotion (Touch Only) [–1] (page 172)
White Court Vampires appear to be the weakest of all the known vampire courts, but they are no less deadly. They are also the closest to mortals in behaviors and predilections. They might best be seen as a separate race. They feed on the strong emotions of their victims—sometimes, though not always, to the point of death—and they can excite these emotions in their victims as well. Adept at manipulation, White Court vampires rarely take action directly, preferring to act through catspaws and patsies.
Some few of their kind choose to and are able to resist the demonic hunger that lives within them. To do so is to live a life of near-starvation. A few manage to find ways around this, feeding off a much larger “herd” in dribs and drabs rather than a single victim in quantity. These are the ones most likely to be viable as PCs, as they grip onto the last vestiges of their free will—making the important choice not to kill, every day.
Musts: White Court vampires must take a high concept indicating their heritage. This aspect may be compelled to represent some of the White Court’s classic weaknesses—True Love can burn them (leaving scars that don’t fade), and holy objects and displays of faith at least make them uncomfortable. Unless it’s not known for some reason, the player should determine and at least sketchily detail the character’s House—family is terribly important to the White Court, if only in a “know thy enemy” sort of way. In addition, a White Court vampire must take the following abilities:
.. Emotional Vampire [–1] (page 189)
.. Human Guise [+0] (page 176)
.. Incite Emotion (Touch Only) [–1] (page 172)
.. Feeding Dependency [+1] (page 190), which affects the rest of the abilities listed below
.. Inhuman Recovery [–2] (page 185); the Catch is True Love in the case of House Raith [+0]
.. Inhuman Speed [–2] (page 178)
.. Inhuman Strength [–2] (page 183)
Lead by: NPC
Other PCs include: Jean Antonia Lucido (Raith) and Pandora Raith
The White Court are psychic vampires; they live off the emotions of others, so much so that they can drain other people to death. They can feed off of various different emotions, using that energy to empower their supernatural abilities. White Court vampirism is hereditary as opposed to infectious.
There are a number of Houses in the White Court jockeying for power and status—Raith, Skavis, and Malvora are the most powerful, with Avaria, Beot, Koes, and Acedia completing the list. Of all of the houses, Lord Raith is the current White King and rules from a castle-like mansion near Chicago. In Seattle there was a strong House Malvora presence until recently. The survivors of that house currently look to House Raith for aid and protection. There are no other White Court houses in Seattle and that seems to suit House Raith just fine. In conclave, White Court members speak ancient Etruscan.
Thralls are Pure Mortals as explained above. In this case they are a willing or unwilling “Fine Thrall” of a White Court Vampire. Fine Thralls are mortals who have come under the influence of mind control powers of a White Court Vampire (or certain others). Fine thralls look just like normal people. In the Sight, the effect of their enthrallment is much more subtle—they might appear with bonds or chains wrapped around them, a collar of thorns, or something similar. What We Know: Fine thralls are so controlled; they might not even realize they’re a thrall at all.
The effects of the White Court vampire mental “whammy” are much like limited, often temporary, versions of fine enthrallment. Advanced wizardry or a bargain with a fae is needed for the long-term versions, though prolonged exposure to the vampiric versions may have long term effects. With the proper skill, therapies, care, and time, thralls can recover from their thralldom, but this always carries a burden of mental issues sparked by the violation of their minds (recurring nightmares, numerous phobias, personality changes, etc.)
Musts: A pure mortal may never have any supernatural abilities (not even an Item of Power). Instead, pure mortals gain 2 extra refresh to spend on Mortal Stunts or to keep as Fate Points. Their High Concept must a high concept that mentions their thralldom in some capacity.
White Court Virgins are a result of a hereditary condition, passed along when a White Court Vampire interbreeds with humans. Their Vampiric nature doesn’t truly take hold until the “virgin” White Court vampire has killed for the first time with his emotion-feeding abilities. Unblooded White Court virgins do not have the weaknesses of full White Court vampires, making them difficult to detect. Some vestiges of ability—enough to excite emotion and feed on it—exist prior to that point, and a White Court virgin fully aware of his condition might be able to finesse making use of it in a mostly “safe” way. Sadly, many preadolescent White Court scions are kept in the dark about the true nature of their family—it makes it easier for them to stumble into that first kill, and thus harder for them to fight the reality of their genes. Once the kill is made, this character template is swapped out for the full White Court Vampire template.
There is an escape clause, however; if he experiences true, deep, reciprocated love with another, the curse of heritage is broken, and he may live life as a normal, regular human (thus setting aside his modest powers, swapping this template for the pure mortal). But after his first kill, there is no remedy, even if he should fall in love, however real and true.
Musts: White Court virgins must take a high concept indicating their heritage and predicament. This aspect may be compelled to bring the character’s heritage to the fore, triggering a sudden buried urge to feed, etc. Unless it’s not known for some reason, the player should determine and at least sketchily detail the character’s House—it’s bound to be important.
.. Emotional Vampire [–1] (page 189)
.. Incite Emotion (Touch Only) [–1] (page 172)
White Court Vampires appear to be the weakest of all the known vampire courts, but they are no less deadly. They are also the closest to mortals in behaviors and predilections. They might best be seen as a separate race. They feed on the strong emotions of their victims—sometimes, though not always, to the point of death—and they can excite these emotions in their victims as well. Adept at manipulation, White Court vampires rarely take action directly, preferring to act through catspaws and patsies.
Some few of their kind choose to and are able to resist the demonic hunger that lives within them. To do so is to live a life of near-starvation. A few manage to find ways around this, feeding off a much larger “herd” in dribs and drabs rather than a single victim in quantity. These are the ones most likely to be viable as PCs, as they grip onto the last vestiges of their free will—making the important choice not to kill, every day.
Musts: White Court vampires must take a high concept indicating their heritage. This aspect may be compelled to represent some of the White Court’s classic weaknesses—True Love can burn them (leaving scars that don’t fade), and holy objects and displays of faith at least make them uncomfortable. Unless it’s not known for some reason, the player should determine and at least sketchily detail the character’s House—family is terribly important to the White Court, if only in a “know thy enemy” sort of way. In addition, a White Court vampire must take the following abilities:
.. Emotional Vampire [–1] (page 189)
.. Human Guise [+0] (page 176)
.. Incite Emotion (Touch Only) [–1] (page 172)
.. Feeding Dependency [+1] (page 190), which affects the rest of the abilities listed below
.. Inhuman Recovery [–2] (page 185); the Catch is True Love in the case of House Raith [+0]
.. Inhuman Speed [–2] (page 178)
.. Inhuman Strength [–2] (page 183)
The Catholic Church
Lead by: Father Steve Marlow (played by Karl Holtz)
Other PCs include: William Reynolds
The Catholic Church has more branches than you can shake a stick at, so to speak. Those that are relevant to our setting include:
- Ordo Miles Militis Crux Crucis: The Order of the Knights of the Cross
- The Fellowship of Saint Giles
- Fraternitas Rosea Crucis: Order of the Rose Cross
While many priests believe in the Devil, not many have accurate information on Satan or his Princes of Darkness. There are some who know a bit about the various Vampire Courts, but very few know anything about the Faerie Courts. The general attitude of clued-in people in the Church is that anyone involved with the supernatural is either evil or sliding that way, with few exceptions. A scattering of Seattle area Churchly people—priests, monks, nuns, affiliated laymen, and others—know and stand sentinel against the darkness and are usually members of one of the three orders listed above. Few of them have any real skill with magic, but some have particular areas of knowledge, special skills, or personal alliances with supernatural factions. For example, the Knights of the Cross (though their calling comes from a higher source than any mortal religion) are strongly associated with a faction within the Catholic Church that provides what support it can for the Knights.
Ordo Miles Militis Crux Crucis: The Order of the Knights of the Cross was founded to counter the Fallen angels who make up the Order of the Blackened Denarius. They protect the freedom of the mortal soul. To that end, they aid any mortals under the oppression of dark forces and try to help those people win freedom from the darkness.
Knights of the Cross are often Christians of some stripe, but a virtuous and faithful heart is more important than conscious belief in a theistic faith. After all, God believes in them, whether or not they believe in Him in any particular way.
There are three Knights of the Cross at most, and sometimes there are fewer. Their tokens and their burdens are their three Swords: Amoracchius (The Sword of Love), Fidelacchius (The Sword of Hope), and Esperacchius (The Sword of Faith), each incorporating one of the three nails that pierced Christ’s hands and feet on the cross.
There are no knights in Seattle, but the Dominican Fathers Blessed Sacrament Church maintains a small facility for those who choose to use their faith to battle evil in the world. While primarily founded to thwart the Denarians, the Order tackles other evils, should it be God’s will—“winning free of the oppression of dark forces” covers a lot of ground.
Pure Mortals are ordinary (or mundanely extraordinary!) people who don’t have anything supernatural going on—save perhaps for the company they keep or the things they’ve seen. While they don’t bring any supernatural oomph to the table, pure mortals can still pack quite a wallop in terms of their mundane abilities and “civilized world” influence, connections, and resources.
Musts: A pure mortal may never have any supernatural abilities (not even an Item of Power). Instead, pure mortals gain 2 extra refresh to spend on Mortal Stunts or to keep as Fate Points.
Minor Talents are mortals who have small, limited supernatural powers, whether due to long-forgotten traces of inhuman bloodlines, exposure to the supernatural, possession of an item of power, or simply as a gift from God. These mortals can be referred to as minor talents: people with “one-trick” powers that might not have a lot of mojo—but which can be very effective in the hands of a creative and driven individual.
Musts: A minor talent must have a high concept that mentions the talent in some capacity. The character may then take a single, one refresh cost (or, with approval, two refresh cost) ability from
Supernatural Powers (page 158). Specifically, the Minor Ability and Psychic Ability categories should be considered, but the GM may allow the player to look further afield.
True Believers are special mortals among us whose beliefs are so strong that they cross into the territory of true supernatural power.
Musts: A true believer must have a high concept that speaks to the strength of his or her abiding faith. A high Will skill (Good or better) is highly recommended. Additionally, true believers must take the following supernatural powers:
.. Bless This House [–1] (page 187)
.. Guide My Hand [–1] (page 187)
The Fellowship of Saint Giles. Saint Giles is the patron saint of lepers and outcasts. The Fellowship named after him tries to help anyone afflicted by incurable diseases, but especially people that are afflicted with supernatural diseases, especially those the Red Court has harmed, both to victims’ families as well as those who have been cursed into a half-vampire existence. They work against the Red Court, attempting to expose, hinder, and destroy them whenever possible. The Fellowship has developed a type of binding tattoo that is etched into the flesh of half-vampire members to help “hold the darkness inside” and warn when the bloodthirst is rising. While a Pure Mortal or Minor Talent character is appropriate for a member of the Fellowship of St. Giles, the following are the most common:
True Believers are special mortals among us whose beliefs are so strong that they cross into the territory of true supernatural power.
Musts: A true believer must have a high concept that speaks to the strength of his or her abiding faith. A high Will skill (Good or better) is highly recommended. Additionally, true believers must take the following supernatural powers:
.. Bless This House [–1] (page 187)
.. Guide My Hand [–1] (page 187)
Red Court Infected individuals possess some of the same capabilities as the monsters that bit them—at least at a “junior varsity” level. But these victims haven’t turned—they haven’t given up their humanity—yet. Not until they kill, though that often comes fast, as an almost uncontrollable hunger for blood grips them. Still, it’s only almost uncontrollable—with the right amount of discipline and careful choices about what sorts of situations they get into, these victims can hold out, at least for a time.
Musts: A Red Court Infected must have a high concept that addresses the character’s infected status. This aspect may be compelled to inflict watered-down versions of the Red Court’s weaknesses on the character—he will experience aversion to holy objects and sunlight and, when exercising his powers, he may even be damaged by them. On the other hand, these can also help him resist his vampiric urges when he isn’t using his powers. Further, the infected character must take the following:
.. Addictive Saliva [–1] (page 162)
.. Blood Drinker [–1] (page 188)
.. Feeding Dependency [+1] (page 190), which will affect all abilities listed below:
At least one of:
.. Inhuman Recovery [–2] (page 185),
.. Inhuman Speed [–2] (page 178),
.. Inhuman Strength [–2] (page 183),
.. Inhuman Toughness [–2] (page 185).
If at any point the character kills another human and drinks its blood, he must immediately “upgrade” to a full Red Court Vampire (OW87). This invariably results in turning the character into an NPC, and an evil one at that.
The Fraternitas Rosea Crucis or Order of the Rose Cross, takes many forms in many different places around the world and is known by a variety of names. In Seattle Fraternitas Rosea Crucis is not an organized order, but is merely a collection of Clergy and lay people of the Church who are in the know. The Fraternitas Rosea Crucis is best known for Clergy with extra abilities, Catholic Mysticism, usually in the form of Ritual casting in order to exorcise demons, but they may have other talents as well. The following templates are appropriate for those wishing to play Fraternitas Rosea Crucis:
True Believers are special mortals among us whose beliefs are so strong that they cross into the territory of true supernatural power.
Musts: A true believer must have a high concept that speaks to the strength of his or her abiding faith. A high Will skill (Good or better) is highly recommended. Additionally, true believers must take the following supernatural powers:
.. Bless This House [–1] (page 187)
.. Guide My Hand [–1] (page 187)
Catholic Mystics are a rare group of Clergy whose faith and study have given them an ability to execute divine sponsored rituals including the exorcism of demons.
Musts: A true believer must have a high concept that speaks to the strength of his or her abiding faith. A high Will and Lore skill (Good or better) is highly recommended. Additionally, Catholic Mystics must take the following supernatural powers:
.. Ritual [–2] (page 181)
.. Guide My Hand [–1] (page 187)
.. Holy Touch [–1] (page 188)
.. Righteousness [–2] (page 188)
Lead by: Father Steve Marlow (played by Karl Holtz)
Other PCs include: William Reynolds
The Catholic Church has more branches than you can shake a stick at, so to speak. Those that are relevant to our setting include:
- Ordo Miles Militis Crux Crucis: The Order of the Knights of the Cross
- The Fellowship of Saint Giles
- Fraternitas Rosea Crucis: Order of the Rose Cross
While many priests believe in the Devil, not many have accurate information on Satan or his Princes of Darkness. There are some who know a bit about the various Vampire Courts, but very few know anything about the Faerie Courts. The general attitude of clued-in people in the Church is that anyone involved with the supernatural is either evil or sliding that way, with few exceptions. A scattering of Seattle area Churchly people—priests, monks, nuns, affiliated laymen, and others—know and stand sentinel against the darkness and are usually members of one of the three orders listed above. Few of them have any real skill with magic, but some have particular areas of knowledge, special skills, or personal alliances with supernatural factions. For example, the Knights of the Cross (though their calling comes from a higher source than any mortal religion) are strongly associated with a faction within the Catholic Church that provides what support it can for the Knights.
Ordo Miles Militis Crux Crucis: The Order of the Knights of the Cross was founded to counter the Fallen angels who make up the Order of the Blackened Denarius. They protect the freedom of the mortal soul. To that end, they aid any mortals under the oppression of dark forces and try to help those people win freedom from the darkness.
Knights of the Cross are often Christians of some stripe, but a virtuous and faithful heart is more important than conscious belief in a theistic faith. After all, God believes in them, whether or not they believe in Him in any particular way.
There are three Knights of the Cross at most, and sometimes there are fewer. Their tokens and their burdens are their three Swords: Amoracchius (The Sword of Love), Fidelacchius (The Sword of Hope), and Esperacchius (The Sword of Faith), each incorporating one of the three nails that pierced Christ’s hands and feet on the cross.
There are no knights in Seattle, but the Dominican Fathers Blessed Sacrament Church maintains a small facility for those who choose to use their faith to battle evil in the world. While primarily founded to thwart the Denarians, the Order tackles other evils, should it be God’s will—“winning free of the oppression of dark forces” covers a lot of ground.
Pure Mortals are ordinary (or mundanely extraordinary!) people who don’t have anything supernatural going on—save perhaps for the company they keep or the things they’ve seen. While they don’t bring any supernatural oomph to the table, pure mortals can still pack quite a wallop in terms of their mundane abilities and “civilized world” influence, connections, and resources.
Musts: A pure mortal may never have any supernatural abilities (not even an Item of Power). Instead, pure mortals gain 2 extra refresh to spend on Mortal Stunts or to keep as Fate Points.
Minor Talents are mortals who have small, limited supernatural powers, whether due to long-forgotten traces of inhuman bloodlines, exposure to the supernatural, possession of an item of power, or simply as a gift from God. These mortals can be referred to as minor talents: people with “one-trick” powers that might not have a lot of mojo—but which can be very effective in the hands of a creative and driven individual.
Musts: A minor talent must have a high concept that mentions the talent in some capacity. The character may then take a single, one refresh cost (or, with approval, two refresh cost) ability from
Supernatural Powers (page 158). Specifically, the Minor Ability and Psychic Ability categories should be considered, but the GM may allow the player to look further afield.
True Believers are special mortals among us whose beliefs are so strong that they cross into the territory of true supernatural power.
Musts: A true believer must have a high concept that speaks to the strength of his or her abiding faith. A high Will skill (Good or better) is highly recommended. Additionally, true believers must take the following supernatural powers:
.. Bless This House [–1] (page 187)
.. Guide My Hand [–1] (page 187)
The Fellowship of Saint Giles. Saint Giles is the patron saint of lepers and outcasts. The Fellowship named after him tries to help anyone afflicted by incurable diseases, but especially people that are afflicted with supernatural diseases, especially those the Red Court has harmed, both to victims’ families as well as those who have been cursed into a half-vampire existence. They work against the Red Court, attempting to expose, hinder, and destroy them whenever possible. The Fellowship has developed a type of binding tattoo that is etched into the flesh of half-vampire members to help “hold the darkness inside” and warn when the bloodthirst is rising. While a Pure Mortal or Minor Talent character is appropriate for a member of the Fellowship of St. Giles, the following are the most common:
True Believers are special mortals among us whose beliefs are so strong that they cross into the territory of true supernatural power.
Musts: A true believer must have a high concept that speaks to the strength of his or her abiding faith. A high Will skill (Good or better) is highly recommended. Additionally, true believers must take the following supernatural powers:
.. Bless This House [–1] (page 187)
.. Guide My Hand [–1] (page 187)
Red Court Infected individuals possess some of the same capabilities as the monsters that bit them—at least at a “junior varsity” level. But these victims haven’t turned—they haven’t given up their humanity—yet. Not until they kill, though that often comes fast, as an almost uncontrollable hunger for blood grips them. Still, it’s only almost uncontrollable—with the right amount of discipline and careful choices about what sorts of situations they get into, these victims can hold out, at least for a time.
Musts: A Red Court Infected must have a high concept that addresses the character’s infected status. This aspect may be compelled to inflict watered-down versions of the Red Court’s weaknesses on the character—he will experience aversion to holy objects and sunlight and, when exercising his powers, he may even be damaged by them. On the other hand, these can also help him resist his vampiric urges when he isn’t using his powers. Further, the infected character must take the following:
.. Addictive Saliva [–1] (page 162)
.. Blood Drinker [–1] (page 188)
.. Feeding Dependency [+1] (page 190), which will affect all abilities listed below:
At least one of:
.. Inhuman Recovery [–2] (page 185),
.. Inhuman Speed [–2] (page 178),
.. Inhuman Strength [–2] (page 183),
.. Inhuman Toughness [–2] (page 185).
If at any point the character kills another human and drinks its blood, he must immediately “upgrade” to a full Red Court Vampire (OW87). This invariably results in turning the character into an NPC, and an evil one at that.
The Fraternitas Rosea Crucis or Order of the Rose Cross, takes many forms in many different places around the world and is known by a variety of names. In Seattle Fraternitas Rosea Crucis is not an organized order, but is merely a collection of Clergy and lay people of the Church who are in the know. The Fraternitas Rosea Crucis is best known for Clergy with extra abilities, Catholic Mysticism, usually in the form of Ritual casting in order to exorcise demons, but they may have other talents as well. The following templates are appropriate for those wishing to play Fraternitas Rosea Crucis:
True Believers are special mortals among us whose beliefs are so strong that they cross into the territory of true supernatural power.
Musts: A true believer must have a high concept that speaks to the strength of his or her abiding faith. A high Will skill (Good or better) is highly recommended. Additionally, true believers must take the following supernatural powers:
.. Bless This House [–1] (page 187)
.. Guide My Hand [–1] (page 187)
Catholic Mystics are a rare group of Clergy whose faith and study have given them an ability to execute divine sponsored rituals including the exorcism of demons.
Musts: A true believer must have a high concept that speaks to the strength of his or her abiding faith. A high Will and Lore skill (Good or better) is highly recommended. Additionally, Catholic Mystics must take the following supernatural powers:
.. Ritual [–2] (page 181)
.. Guide My Hand [–1] (page 187)
.. Holy Touch [–1] (page 188)
.. Righteousness [–2] (page 188)
Faeries
Most Faeries are Wild Fae and owe allegiance to no one. They include: Tufel Formors, Orchi, Shadrach Leiberman, and Zara
The appearance of a Fae varies by what sort of type of faerie it is—there’s a vast range of different sizes, shapes, and distinguishing features. They are all remarkable in some way, though—be it remarkably beautiful, remarkably ugly, or remarkably odd.
Most Fae start off their existence "Changelings," the product of the union of Mortals and Fae. Changelings start their life as mortals. But before each changeling, every day, stands the Choice, a razor’s edge dividing their mortal nature from their faerie nature. When they call upon the abilities of their faerie blood, they—bit by bit—push themselves closer to becoming full faerie. Those who choose to become full Fae or who were born that way generally begin that existence as “Wyldfae”—that is, they’re not yet aligned with either of the major faerie “nations” (the Summer Court and the Winter Court). While many Fae declare allegiance to one or the other, some choose not to declare.
The aristocrats of the Fae are called Sidhe and are slightly different than the typical Fae (who are often called “the Little Folk”). The highest aristocrats rule the Courts; these include the six Faerie Queens and their mortal emissaries, the Winter and Summer Knights, plus a collection of court nobles. Seattle's generally mild climate is too cool for Comfort of the Summer Fae and too warm for the Winter Court of the Fae, making it an ideal play ground for Wyldfae. Local Wyldfae tend to turn to the "Council of the 18 Tribes (see below) for protection, but recently a Winter Court Noble was exiled to Seattle for his less than ice cold heart. He seeks to unite and protect the Fae of Seattle.
Little Folk don’t tend to keep memories long. Nor is logic their strong suit. A promise given three times is binding upon them. They are not methodical or organized, nor do they tend to be impatient (though the lesser Fae may get antsy when pizza is offered)—however, they are often vindictive. Debt and obligation make up a huge part of what they are, and they constantly trade gifts and favors, jockeying for power and position. Mortals shouldn’t give or receive gifts from Fae or strike bargains with them: anything but an equal exchange is either enticing or insulting.
Changelings are half-human, half-faerie people who—at least for the moment—are still living life as mortals. However, all those who wish to play a Fae start with the Changeling Template (some have already made "the Choice" and some of those have even chosen a Court to belong to). Of all of the character templates, the Changeling Template is the most flexible. The one constant is the catches and restrictions common to all Fae, namely vulnerability to cold forged iron, supernaturally binding gift-exchanges and other such pacts. A promise given three times is binding upon them. They are not methodical or organized. Fae must speak the truth (though they can still deceive). Their magic doesn’t tend to last long outside of their immediate presence. Additionally, fae aren’t used to enduring pain. Beyond that, talk to the Storyteller (GM) about your ideas. He may already have a base template made up to get you started.
Most Faeries are Wild Fae and owe allegiance to no one. They include: Tufel Formors, Orchi, Shadrach Leiberman, and Zara
The appearance of a Fae varies by what sort of type of faerie it is—there’s a vast range of different sizes, shapes, and distinguishing features. They are all remarkable in some way, though—be it remarkably beautiful, remarkably ugly, or remarkably odd.
Most Fae start off their existence "Changelings," the product of the union of Mortals and Fae. Changelings start their life as mortals. But before each changeling, every day, stands the Choice, a razor’s edge dividing their mortal nature from their faerie nature. When they call upon the abilities of their faerie blood, they—bit by bit—push themselves closer to becoming full faerie. Those who choose to become full Fae or who were born that way generally begin that existence as “Wyldfae”—that is, they’re not yet aligned with either of the major faerie “nations” (the Summer Court and the Winter Court). While many Fae declare allegiance to one or the other, some choose not to declare.
The aristocrats of the Fae are called Sidhe and are slightly different than the typical Fae (who are often called “the Little Folk”). The highest aristocrats rule the Courts; these include the six Faerie Queens and their mortal emissaries, the Winter and Summer Knights, plus a collection of court nobles. Seattle's generally mild climate is too cool for Comfort of the Summer Fae and too warm for the Winter Court of the Fae, making it an ideal play ground for Wyldfae. Local Wyldfae tend to turn to the "Council of the 18 Tribes (see below) for protection, but recently a Winter Court Noble was exiled to Seattle for his less than ice cold heart. He seeks to unite and protect the Fae of Seattle.
Little Folk don’t tend to keep memories long. Nor is logic their strong suit. A promise given three times is binding upon them. They are not methodical or organized, nor do they tend to be impatient (though the lesser Fae may get antsy when pizza is offered)—however, they are often vindictive. Debt and obligation make up a huge part of what they are, and they constantly trade gifts and favors, jockeying for power and position. Mortals shouldn’t give or receive gifts from Fae or strike bargains with them: anything but an equal exchange is either enticing or insulting.
Changelings are half-human, half-faerie people who—at least for the moment—are still living life as mortals. However, all those who wish to play a Fae start with the Changeling Template (some have already made "the Choice" and some of those have even chosen a Court to belong to). Of all of the character templates, the Changeling Template is the most flexible. The one constant is the catches and restrictions common to all Fae, namely vulnerability to cold forged iron, supernaturally binding gift-exchanges and other such pacts. A promise given three times is binding upon them. They are not methodical or organized. Fae must speak the truth (though they can still deceive). Their magic doesn’t tend to last long outside of their immediate presence. Additionally, fae aren’t used to enduring pain. Beyond that, talk to the Storyteller (GM) about your ideas. He may already have a base template made up to get you started.
The Council of the 18 Tribes
Lead by: Thomas Gray of the Quileute tribe (played by Kevin Letherwood)
Other PCs include: Jorain "Smokey" Robinson of the Tenino tribe.
18 Native American tribes in the area have lived for centuries within ley lines of magical energy which encircle the earth. Those especially susceptible to the magical energy are able to channel their animal spirits in very real ways or some control it as magically gifted Shaman. Due to their deep reverence for nature and connection to it in a supernatural way, Wyldfae and the Tribes have worked and played together for mutual protection and support for many untold centuries. Those members of the 18 tribes who demonstrate supernatural abilities are gently sent to learn about their supernatural abilities from others like them. Only those who are supernaturally gifted are admitted to the Council of the 18 Tribes, so while playing a pure mortal member of the tribes is certainly allowed, such characters would not be considered members of the Council and may not even know of its existence.
The Council of the 18 Tribes is a major part of what gives our setting its unique flavor. The 18 local tribes are nothing like the Hollywood versions of the Sioux, Apache, and Comanche. So, there is a challenge to learn the difference and attempt to bring that flavor to the game.
Lycanthropes of the Dresden-verse are not werewolves—though they share some traits in common. But where werewolves change their bodies, lycanthropes change only their minds, aligning their thoughts and senses with those of a beast. While this isn’t as scary as a man turning into a wolf (or other creature) right in front of you (at least at first), they can still mess you up all nasty. Add to this the fact that a pack of lycanthropes in close proximity to one another have a sort of group-mind advantage, and you’re looking at some serious badasses here.
Most of their powers aren’t fully in effect except for about five days out of every month—starting two days before the full moon and ending two days after. As such, players may find playing a lycanthrope pretty frustrating—having access to the bulk of your power only 5 days out of every 28 may not be a lot of fun for some.
Musts: A lycanthrope must have a high concept that references his nature as a mind-shifting beast-dude. In addition, the lycanthrope must take the following supernatural powers; these are always available to the lycanthrope, even when not near the full moon:
.. Pack Instincts [–1] (page 165)
.. Echoes of the Beast [–1] (page 163)
.. Human Form (Involuntary Change) [+2] (page 176)
The lycanthrope must also take:
.. Inhuman Strength [–2] (page 183)
.. Inhuman Recovery [–2] (page 185)
This last set of abilities is affected by the change from the Human Form and is only available near the full moon. Some lycanthrope concepts (particularly non-wolf-derived ones) may not require all of these abilities, or may provide a different set of abilities. If you are interested in any such possibilities, discuss them with your Storyteller / GM.
Were-forms in our campaign are generally humans who were simply born with the capability to take on the form of a beast; when that beast is a wolf, we call them werewolves, but there are many other were-forms out there. Each tribe has it's own animal spirit protector which determines the type of were-form the character usually becomes. The animal in question isn’t supercharged or innately magical (other than the fact that it has a human intellect kicking around in its noggin), but with some practice, the shapeshifter can use it as easily as his human form, within the limits of what that animal can do. Unlike lycanthropes, loup garoux, and some other types of shapechangers, most were-form shifters are entirely in control of their change. There’s no full moon business going on with us.
Musts: A were-form shapeshifter must take a high concept indicating that she / he is a shapeshifter, able to take on a single animal form. The type of animal must be specified at the time the character is created. In addition, the following supernatural powers must be taken:
.. Beast Change [–1] (page 174)
.. Echoes of the Beast [–1] (page 163)
.. Human Form [+1] (page 176)
At least two refresh points’ worth of abilities from the options list below. The Beast Change ability allows the player to restructure his skills when in animal form. This second skill configuration should be worked out with the Storyteller before play begins so long as those abilities are in sync with the animal form she / he assumes.
.. Inhuman Recovery [–2] (page 185)
.. Inhuman Speed [–2] (page 178)
.. Inhuman Strength [–2] (page 183)
.. Inhuman Toughness [–2] (page 185)
Similarly, abilities may be taken from the Creature Feature category (page 162) or the Minor Ability category (page 169) if they can be shown to be a part of the creature’s natural advantages.
Shaman are Tribal spellcasters of ancient bloodlines, heir to the magic of nature and the spiritual guardians of their tribes. Theirs is sponsored magic and as such, they must nature above all else.
Musts: A shaman must have a high concept that declares his nature (e.g., Ornery Bear Shaman or Wolf Shaman of the Quileute). In addition, the character must take the following supernatural powers:
.. Nature's Magic [–3] (page 167) Very similar to Seelie Magic and discounted due to Thaumaturgy. Spells cast are restricted to those spells dealing with weather, life, health, and aspects of the tribe's animal ancestors described in the Character Design and Development document:
.. Thaumaturgy [–3] (page 181)
.. The Sight [–1] (page 174)
.. Soulgaze [–0] (page 174); discounted due to the Sight.
See the power descriptions for more details.
Players of spellcasting characters should take some time to work out their most often used, practiced spells before play.
Believers are Pure Mortals (as described above) who are ordinary tribal members who don’t have anything supernatural going on—save perhaps for the company they keep and the things they’ve seen. While they don’t bring any supernatural oomph to the table, these believers can still pack quite a wallop in terms of their mundane abilities and influence, connections, and resources within the various tribes and the Wyldfae who call this area home.
Musts: A pure mortal may never have any supernatural abilities (not even an Item of Power). Instead, pure mortals gain 2 extra refresh to spend on Mortal Stunts or to keep as Fate Points.
Lead by: Thomas Gray of the Quileute tribe (played by Kevin Letherwood)
Other PCs include: Jorain "Smokey" Robinson of the Tenino tribe.
18 Native American tribes in the area have lived for centuries within ley lines of magical energy which encircle the earth. Those especially susceptible to the magical energy are able to channel their animal spirits in very real ways or some control it as magically gifted Shaman. Due to their deep reverence for nature and connection to it in a supernatural way, Wyldfae and the Tribes have worked and played together for mutual protection and support for many untold centuries. Those members of the 18 tribes who demonstrate supernatural abilities are gently sent to learn about their supernatural abilities from others like them. Only those who are supernaturally gifted are admitted to the Council of the 18 Tribes, so while playing a pure mortal member of the tribes is certainly allowed, such characters would not be considered members of the Council and may not even know of its existence.
The Council of the 18 Tribes is a major part of what gives our setting its unique flavor. The 18 local tribes are nothing like the Hollywood versions of the Sioux, Apache, and Comanche. So, there is a challenge to learn the difference and attempt to bring that flavor to the game.
Lycanthropes of the Dresden-verse are not werewolves—though they share some traits in common. But where werewolves change their bodies, lycanthropes change only their minds, aligning their thoughts and senses with those of a beast. While this isn’t as scary as a man turning into a wolf (or other creature) right in front of you (at least at first), they can still mess you up all nasty. Add to this the fact that a pack of lycanthropes in close proximity to one another have a sort of group-mind advantage, and you’re looking at some serious badasses here.
Most of their powers aren’t fully in effect except for about five days out of every month—starting two days before the full moon and ending two days after. As such, players may find playing a lycanthrope pretty frustrating—having access to the bulk of your power only 5 days out of every 28 may not be a lot of fun for some.
Musts: A lycanthrope must have a high concept that references his nature as a mind-shifting beast-dude. In addition, the lycanthrope must take the following supernatural powers; these are always available to the lycanthrope, even when not near the full moon:
.. Pack Instincts [–1] (page 165)
.. Echoes of the Beast [–1] (page 163)
.. Human Form (Involuntary Change) [+2] (page 176)
The lycanthrope must also take:
.. Inhuman Strength [–2] (page 183)
.. Inhuman Recovery [–2] (page 185)
This last set of abilities is affected by the change from the Human Form and is only available near the full moon. Some lycanthrope concepts (particularly non-wolf-derived ones) may not require all of these abilities, or may provide a different set of abilities. If you are interested in any such possibilities, discuss them with your Storyteller / GM.
Were-forms in our campaign are generally humans who were simply born with the capability to take on the form of a beast; when that beast is a wolf, we call them werewolves, but there are many other were-forms out there. Each tribe has it's own animal spirit protector which determines the type of were-form the character usually becomes. The animal in question isn’t supercharged or innately magical (other than the fact that it has a human intellect kicking around in its noggin), but with some practice, the shapeshifter can use it as easily as his human form, within the limits of what that animal can do. Unlike lycanthropes, loup garoux, and some other types of shapechangers, most were-form shifters are entirely in control of their change. There’s no full moon business going on with us.
Musts: A were-form shapeshifter must take a high concept indicating that she / he is a shapeshifter, able to take on a single animal form. The type of animal must be specified at the time the character is created. In addition, the following supernatural powers must be taken:
.. Beast Change [–1] (page 174)
.. Echoes of the Beast [–1] (page 163)
.. Human Form [+1] (page 176)
At least two refresh points’ worth of abilities from the options list below. The Beast Change ability allows the player to restructure his skills when in animal form. This second skill configuration should be worked out with the Storyteller before play begins so long as those abilities are in sync with the animal form she / he assumes.
.. Inhuman Recovery [–2] (page 185)
.. Inhuman Speed [–2] (page 178)
.. Inhuman Strength [–2] (page 183)
.. Inhuman Toughness [–2] (page 185)
Similarly, abilities may be taken from the Creature Feature category (page 162) or the Minor Ability category (page 169) if they can be shown to be a part of the creature’s natural advantages.
Shaman are Tribal spellcasters of ancient bloodlines, heir to the magic of nature and the spiritual guardians of their tribes. Theirs is sponsored magic and as such, they must nature above all else.
Musts: A shaman must have a high concept that declares his nature (e.g., Ornery Bear Shaman or Wolf Shaman of the Quileute). In addition, the character must take the following supernatural powers:
.. Nature's Magic [–3] (page 167) Very similar to Seelie Magic and discounted due to Thaumaturgy. Spells cast are restricted to those spells dealing with weather, life, health, and aspects of the tribe's animal ancestors described in the Character Design and Development document:
.. Thaumaturgy [–3] (page 181)
.. The Sight [–1] (page 174)
.. Soulgaze [–0] (page 174); discounted due to the Sight.
See the power descriptions for more details.
Players of spellcasting characters should take some time to work out their most often used, practiced spells before play.
Believers are Pure Mortals (as described above) who are ordinary tribal members who don’t have anything supernatural going on—save perhaps for the company they keep and the things they’ve seen. While they don’t bring any supernatural oomph to the table, these believers can still pack quite a wallop in terms of their mundane abilities and influence, connections, and resources within the various tribes and the Wyldfae who call this area home.
Musts: A pure mortal may never have any supernatural abilities (not even an Item of Power). Instead, pure mortals gain 2 extra refresh to spend on Mortal Stunts or to keep as Fate Points.
Venatori Umbrorum
Lead by: Castiel O’Brian
Other PCs include: Alyce and William Reynolds
The Venatori Umbrorum are literally “hunters of the shadows.” Often characterized as “Masons with machine guns” or “Masons with flamethrowers,” this ancient secret brotherhood has extensive knowledge of academic (especially history and folklore), commercial, intelligence and counter-intelligence, financial, legal, and military issues. They possess an understanding of basic occult countermeasures. Their ranks contain craftsmen who build weapons and ammo that allow mortals to compete with supernatural creatures on equal terms. While not everyone in the “VU” are mortals, the vast majority are.
Pure Mortals are ordinary (or mundanely extraordinary!) people who don’t have anything supernatural going on—save perhaps for the company they keep or the things they’ve seen. While they don’t bring any supernatural oomph to the table, pure mortals can still pack quite a wallop in terms of their mundane abilities and “civilized world” influence, connections, and resources.
Musts: A pure mortal may never have any supernatural abilities (not even an Item of Power). Instead, pure mortals gain 2 extra refresh to spend on Mortal Stunts or to keep as Fate Points.
Lead by: Castiel O’Brian
Other PCs include: Alyce and William Reynolds
The Venatori Umbrorum are literally “hunters of the shadows.” Often characterized as “Masons with machine guns” or “Masons with flamethrowers,” this ancient secret brotherhood has extensive knowledge of academic (especially history and folklore), commercial, intelligence and counter-intelligence, financial, legal, and military issues. They possess an understanding of basic occult countermeasures. Their ranks contain craftsmen who build weapons and ammo that allow mortals to compete with supernatural creatures on equal terms. While not everyone in the “VU” are mortals, the vast majority are.
Pure Mortals are ordinary (or mundanely extraordinary!) people who don’t have anything supernatural going on—save perhaps for the company they keep or the things they’ve seen. While they don’t bring any supernatural oomph to the table, pure mortals can still pack quite a wallop in terms of their mundane abilities and “civilized world” influence, connections, and resources.
Musts: A pure mortal may never have any supernatural abilities (not even an Item of Power). Instead, pure mortals gain 2 extra refresh to spend on Mortal Stunts or to keep as Fate Points.