Originally posted January 2009
This one is perhaps the most Dresden-specific. I had previously provided Fate-specific pricing for these traits, but the relative value of each trait will vary from system to system, so price as you will.
Not a race per se, a wizard is anyone who possesses a natural facility with magic, expressed as a Power trait (called Wizardry, here).
Wizards can purchase the full range of occult skills and advantages and use them to cast magic. The higher the character’s Wizardry rating, the more likely he or she is to inadvertently destroy nearby technology in a stressful moment. As a general rule of thumb, the character has a hard time using any technology developed more recently than a decade per level of wizardry with any safety at all. Many wizards play it safe and assume that anything newer than the 1920s will explode at the worst moment.
If the system has a specific expendable trait linked to Wizardry (e.g., Quintessence), it refills to after every night’s sleep and can be recovered during periods of strong emotion.
This race is intended for characters such as Knights of the Cross, but also can be used for very talented, dedicated secular individuals such as Murphy.
A knight is a mortal imbued with the ability to direct purpose or faith to nobler ends. The most well known knights are the Knights of the Cross, but any mortal with the ability to direct faith to occult ends can be considered a knight. The character buys the powers below a la carte as advantages. Abuse of the power for selfish ends can make it fail or can result in losing it altogether.
- Dedication/Called to Serve – The character has a Faith/Purpose trait that can be used to power other knightly abilities or for any other standard uses of Faith in the setting. Price this trait at whatever is reasonable for the rules set.
- At Peace with the World/All God’s Creatures – Any natural animal (that isn’t being supernaturally controlled) will never attack the character unless the animal feels seriously threatened. The character’s Purpose/Faith trait can be used as a skill to convince friendly animals to take actions slightly beyond their normal capabilities or intelligence.
- Instincts/Right Place – The character can spend a point of Purpose/Faith to get an impression of where he or she needs to go next to achieve a defined goal. If the scene stops focusing on the character, he or she can spend the aspect point to re-enter another scene when needed.
- Intent/Right Time – The character can spend a point of Purpose/Faith to get an impression of when a particular event will occur or to show up in time for something that it seems improbable that the character could make.
- Determination/Shield of Faith – The character can spend a point of Purpose/Faith to add his ranks in that trait to his armor rating for one attack, after the attack has been rolled.
- Iron Will/Higher Authority – The character adds his or her Purpose/Faith rating to rolls to resist all attempts to influence his or her mind or soul supernaturally. The power rating can even be rolled against powers that wouldn’t normally allow resistance. This ability does not prevent the character from being manipulated by mortal means.
The Purpose/Faith pool refills to full after every downtime and can be recovered when a test of the character’s purpose or faith is passed. In addition to the powers above, points can be spent on any roll that is directly related to a mission that the purpose or faith made unavoidable.
Finally, the trait can be rolled when channeled through a symbol of the character’s beliefs to drive off or harm supernatural creatures that are weak to such faith.
White Court Vampire
White court vampires are mortals that, from birth, form a symbiotic relationship with a non-sentient Nevernever entity typically referred to as the Hunger. They need to drain the psychic energy from other subjects via strong emotions, and court families break by their preferred emotion (the Raithes use lust, the Malvora prefer fear, etc.). Their skin and blood is pale.
All members of the race have an expendable trait called Hunger. When spending points of Hunger, their eyes turn white and they radiate cold. Despite these unnatural occurrences, White Court vampires are not harmed by the sun, are not harmed by faith anywhere near the levels of other vampires (though powerful manifestations can still harm them), and they have a soul. Conversely, their dependency on creating and feeding on impure emotions leaves them vulnerable to pure love. They have no ability to use occult powers to influence the thoughts of someone in love (though amplified beauty may be enough to have some effect) and cannot feed on such an individual without burning themselves (It is unclear in the books whether this is specific to the Raithes’ use of lust, and whether the Malvora might have a similar weakness to courage).
White Court vampires treat the system’s attractiveness advantage as two points higher than it is naturally. By spending Hunger, this rating can be made temporarily even higher on a one for one basis. The character can dominate a target with this unearthly beauty: if the character focuses on a particular subject, the target must make a contested roll of an appropriate resistance trait against the character’s current appearance rating to take any offensive action or to resist the character’s sexual advances.
The two points of extra attractiveness plus any gained from Hunger expenditures can even be used to seduce targets that wouldn’t normally be attracted to the character. However, a character seduced in this way will often feel violated; it is often more expedient to seduce the target via mundane means.
Again, Malvora vampires may be able to become more terrifying rather than attractive. It is unclear from the current books.
The character can exert minor mind control upon subjects that he or she has fed upon recently or often and can generally get a good idea of the location of a subject that has been fed upon repeatedly (this connection works both ways). When dealing with the vampire, reduce the subject’s resistance trait by the number of times the character has fed upon him or her (to a minimum of 0). The character rolls Hunger to make mental commands (these are almost always audible and in close proximity, not psychic or at range).
The Hunger is recovered by feeding on the emotions of a seduced or otherwise dominated subject. The character must have physical contact, and must advance to intimate contact to take more than a single point from a target. The vampire can generally take a number of points from a target equal to that target’s willpower-related trait before he or she becomes brain damaged, insane, or dead. If the character ever runs out of Hunger points and is not able to feed immediately, he or she quickly becomes irritable and will go insane or lose control of the hunger if the emptiness persists long enough.
In addition to amplified appearance, the vampire can spend Hunger points for bonus or extra success on any physical or social roll. He or she can also spend a point of Hunger to heal a wound of their choice (only once per turn).
Without spending Hunger, White Court vampires heal at the speed of a human multiplied by their Hunger level.
Werewolves are mortals that use a specialized magic spell to transform into the form of a wolf. Foregoing standard thaumaturgic techniques, they internalize the spell until they can shift back and forth with little effort. Though they take the form of a wolf, werewolves gain none of the instincts that go with the body. This means they do not risk being trapped in a feral state, and can use their full human intelligence, but they must learn the form from scratch.
Werewolves use an expendable trait called Instinct. This trait is restored to full after a good night’s rest, but cannot be increased in any other common way. Roll a simple test of Instinct to change forms; the roll total subtracted from 10 is the number of seconds it takes to change forms.
Instinct points can be spent on any physical roll when in wolf form, and on sense-based rolls.
In wolf form, a werewolf is assumed to have second tier weapons and armor (equivalent to short sword damage and leather armor), and can smell and hear better than a human as well as moving somewhat faster. Werewolves using pack tactics and taking advantage of a large target can gain additional bonuses in combat.
Werewolves do not heal any faster than a normal human does.
A lycanthrope is a human that is a natural channel for a spirit of bestial rage. From birth, they are very much like animals in human bodies with human intellect. They are stronger and faster than humans and heal quickly.
Lycanthropes use Instinct, much like werewolves. This trait is restored to full after a good night’s rest, but cannot be increased in any other common way. Roll a simple test of Instinct to cow other lycanthropes and natural predators, or to scare away prey. Instinct points can be spent on any physical roll and on sense-based rolls. They can also spend a point of Instinct to heal a wound of their choice (only once per turn). Without spending aspect, lycanthropes heal at the speed of a human multiplied by their Insticnt level.
A lycanthrope has no natural weapons, but does have senses somewhat greater than a human.
The GM can offer a lycanthrope player refreshed Instinct for succumbing to violent urges when in an emotional state.
Changeling are children born to one mortal and one fae parent. Typically, they have a normal mortal childhood and awaken their fae natures at puberty. The fae side calls stronger and stronger over the years, and ultimately the changeling must decide whether to become a full mortal or a full fae. Until that choice is made, the changeling is beholden to the same court and chain of command as his or her fae parent.
Changelings use an expendable trait called Wyld. This trait is restored to full after a good night’s rest and can be recovered when spending time in Faerie.
Pick a single archetypal quality such as great strength, beauty, or ability with machines and crafts. Wyld points can be spent on any roll related to this archetype. Additionally, a point can be spent to invoke a special effect related to this archetype that isn’t normally possible with related skills (such as crashing through a wall, entrancing someone with beauty, or making a
seemingly impossible device).
Unless it is part of their archetype, changelings do not heal any faster than a normal human does.