Dresden D6 Templates


Template Blanks


Name Here

Template: 

Reflexes

0D

Perception

0D

Skills Here 0D

Skills Here 0D

Knowledge

0D

Strength

0D

Skills Here 0D

Skills Here 0D

Coordination

0D

Presence

0D

Skills Here 0D

Skills Here 0D

Feats: Feat 1, Feat 2, Feat 3

Action Dice: 1

Supernatural Abilities: Ability 1, Ability 2, Ability 3, Ability 4

Move: 10



Agent Of Fate


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


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


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


Every Agent of Fate must take the following Powers:


Wizard's Constitution [0]

Marked By Power [1]


Psychic Powers: 


Prophecy [1]

Probability Manipulation [3]

Controlled Fate [1]


Note: GM permission will be needed to add 1pt of power. The feats Magically Sensitive / Minor Talent and Supernatural Creature only get you 5 pts of power. 


Options: Agents of Fate can develop their natural abilities further, allowing them to purchase Precognition, Inexplicable Knowledge, and upgrades for Controlled Fate and Probability Manipulation. 



Name Here

Template: Agent of Fate

Reflexes

4D

Perception

2D

Dodge 0D

Skills Here 0D

Knowledge

4D

Strength

2D

Lore 0D

Skills Here 0D

Coordination

3D

Presence

3D

Skills Here 0D

Willpower 0D

Feats: Magically Sensitive / Minor Talent, Supernatural Creature

Action Dice: 1

Supernatural Abilities: Wizard's Constitution, Marked By Power, Prophecy,  Probability Manipulation, Controlled Fate

Move: 10



Bloodthirsty Weapon Bearer


There are many legends of cursed swords, possessed axes, evil knives, and other weapons that dominate their bearers and drive them to kill. Like most legends, they are based in fact.


Sometimes, when a weapon is used to kill enough people by an evil enough person, it takes on a life of its own from the pieces of the ones it has taken. It becomes partially sentient and entirely magical, with a personality similar to that of the bearer that gave it power. It invariably wants to do more killing.


These weapons are called Bloodthirsty Weapons. Most people who wield them become nothing more than slaves to their weapons, killing endlessly to appease the thirst of their master. When they die, their indestructible weapon simply sits and waits for a new bearer.


But with a strong enough will, it is possible to master a Bloodthirsty Weapon. Someone who does so can use it for a good cause, if he or she so chooses.


A Bloodthirsty Weapon is always an Item Of Power with the following abilities:


[1] True Aim

[1] Blood Drinker

[1] Demonic Co-Pilot


Options: A Bloodthirsty Weapon Bearer may take a variety of powers, but all of them must be linked to their Bloodthirsty Weapon. Strength, Toughness, Speed, and Recovery are options, and if taken they should be linked to an appropriate Feeding Dependency. Sacred Guardian is an option, if you want to admit that it exists. Living Dead is an option, if the magic of the weapon keeps the wielder from dying. The GM and player should determine what happens if the weapon is lost when Living Dead is taken. Beast Change and Human Form are options, if the personality of the weapon sometimes takes over the wielder.


Variant: Some GMs may wish to use this template with a character that wields a gun. Those GMs are of course more than welcome to do so, but they should keep in mind that the Blood Drinker power requires close contact with one's target. Also, Bloodthirsty Weapons tend to be rather old. This might mean that a Bloodthirsty Gun is obsolete.


Name Here

Template: Bloodthirsty Weapon Bearer

Reflexes

4D

Perception

2D

Dodge 0D, Melee Cbt 0D, Sneak 0D

Repair 0D

Knowledge

2D

Strength

4D

Concentration 0D, Lore 0D

Brawling 0D, Martial Arts 0D, Stamina 0D

Coordination

2D

Presence

4D

Bows 0D, Firearms 0D, Marksmanship 0D, Throwing 0D

Charm 0D, Intimidation 0D, Persuasion 0D, Willpower 0D

Feats: Supernatural Creature or Obtainer of Rare Antiquities feats, to allow powers from weapon

Action Dice: 1

Supernatural Abilities: via the weapon: [1] True Aim [1] Blood Drinker [1] Demonic Co-Pilot

Move: 10



Champion of God


Champions of God are among the rarest of mortal humans, actively called to service by the Almighty (in one of many possible guises) to stand against the darkness and beat it back with the strength and light of their faith. They are very few in number, usually limited to the three Knights of the Cross. (Luckily for this game, there are quite a few more faithful, in the form of True Believers)


In your campaign world there may be more folks than just the Knights of the Cross who can rightly be called Champions of God. Talk to the GM about any ideas you have along these lines.


Champions of God must take the following supernatural powers:


Bless This House (1 pt)

Guide My Hand (1 pt)

Holy Touch (1 pt)

Righteousness (2 pts)


The feats A True Believer and Champion of God are required to enable these powers


Knights of the Cross carry one of the Swords of the Cross in addition to the above:


Sword of the Cross: STR+3D+1 (Item of Power already baked in.)



Name Here

Template: Champion of God

Reflexes

4D

Perception

2D

Dodge 0D

Melee Cbt 0D


Knowledge

3D

Strength

4D

Lore 0D

Lore: Christianity 0D

Brawling 0D

Martial Arts 0D

Stamina 0D

Coordination

2D

Presence

3D


Willpower 0D

Feats: A True Believer, Champion of God

Action Dice: 1

Supernatural Abilities: Bless This House, Guide My Hand, Holy Touch, Righteousness

Move: 10



Changeling


Changelings are half-human, half-faerie people who—at least for the moment—are still living 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.


In play, this means that any time a changeling purchases new powers, it comes with a clear alteration of the changeling’s body, moving them towards a more fae appearance in line with that of their faerie parent (like suddenly growing horns or hooves and so on). Eventually, too much transformation will lead to an inability to retain a grip on mortality, and the character slips into

faerie (often becoming an NPC as their power costs rise to exceed their refresh).


Short of that final decision, the character has the option—using their remaining free will—to make the other Choice to become purely mortal.


Doing so means setting aside all of their faerie abilities—in essence, swapping the changeling template for the pure mortal one. When such a Choice is made, it’s permanent—there’s no going back.


Changeling PCs must choose their faerie parentage (e.g., Ogre-Blooded Changeling or Half-Pixie Heritage). This also determines some of the baggage that comes with being part Fae —a vulnerability to cold iron, supernaturally binding gift-exchanges and other such pacts, etc.—Some compels, if accepted, might even mandate that your character take on another of their faerie abilities.


Note, faerie vulnerabilities mean that—even if your character takes some manner of paranormal

toughness or healing abilities—those abilities will not protect them against attacks and implements that take advantage of those vulnerabilities.


Options: During character creation, you and your GM must work out a set of supernatural powers that the character could inherit from their faerie parent (usually by looking at the list of musts and options for the appropriate faerie template in What Goes Bump). If you wish for that to be a mystery, your GM may determine this list in secret and reveal it incrementally during play as your character draws closer to making their Choice.


Regardless, any ability from this list may be added to your character’s sheet at any time during play, up to 4pts worth. There are no “take-backs” once this is done, save for the Choice to become fully mortal (see above). If you take up to 4pts of powers, you will have to Choose. The changeling’s Choice is made and they become a full faerie, never mortal again, and now fully subject to the will of the Faerie Courts. Your character will have to be rebuilt as a Fae or Mortal. 


Abilities a changeling might take include, but are not necessarily limited to:


Inhuman, Supernatural, or Mythic

Speed, Strength, Toughness, or Recovery [Various pts.]

Physical Immunity 

Glamours [2] 

Seelie Magic [4] or Unseelie Magic [4]

Physical traits such as Wings [1], Claws [1], Diminutive Size [1], or Hulking Size [2]


Name Here

Template: Changeling

Reflexes

3D

Perception

3D

Dodge 0D

Skills Here 0D

Knowledge

3D

Strength

3D

Cultures 0D

Lore 0D

Brawling 0D

Running 0D

Coordination

3D

Presence

3D

Piloting 0D

Charm 0D

Persuasion 0D

Feats: Changeling

Action Dice: 1

Supernatural Abilities: Up to 4pts of powers

Move: 10



Emissary of Power


Emissaries are mortals who’ve been saddled with a burden of great power—and great responsibility—by one of the big dogs in the supernatural community: vast powers from Faerie or the outer reaches of the Nevernever, one of the true dragons, or something stranger. 


Emissaries of Power are often the bearers of items of great potency, able to tap into the power of their patron and bring it to bear on their—and their patron’s—behalf. Such champions are usually more victim than anything, though—powers such as theirs come at the price of dark bargains, be it a lifetime of thankless servitude and sacrifice, their eternal soul, or other such “petty” things. Knights of the Faerie Courts are an example of this, as are—by certain lights—Champions of God such as the Knights of the Cross. (Both have their own templates found elsewhere in this section.) This template, then, is for the outliers, the cases that aren’t covered by the more common, more easily identified Emissary templates. Perhaps there was once an Autumn Court of Faerie that got crushed by Winter and Summer—and some hapless mortal is its champion. Perhaps the dragon Ferrovax has the need of a functionary that can handle all of that insignificant mortal nonsense on their behalf. Perhaps something else is afoot.

If you are looking to play something supernatural, but unsure what, this template offers plenty

of build-your-own options. GMs are, however, encouraged to make the demands of the emissary’s patron a regular (if not constant) pain in the ass.


It may also mean that the patron can occasionally exercise near-total power over the PC (think of Harry’s predicament when Mab decides to force him to do something—like stab himself in the hand). You and your GM should discuss the terms of this agreement, to the extent that they’re known by your character.


In addition, the emissary must take Marked by Power [1], though exceptions may be made if there’s a concept-based reason to do so.


Options: No two emissaries are alike. Many of the abilities in Supernatural Powers are negotiably available, assuming you can afford the refresh cost and match the theme and nature of the emissary’s supernatural patron (if the patron is in some way a mystery to the character, the powers taken may offer a hint). Often some of these powers are essentially contained within an Item of Power. You might also want to take a look at Sponsored Magic as an option. 


Name Here

Template: Emissary of Power

Reflexes

0D+2

Perception

0D+2

Skills Here 0D

Skills Here 0D

Knowledge

0D

Strength

0D

Skills Here 0D

Skills Here 0D

Coordination

0D

Presence

0D

Skills Here 0D

Skills Here 0D

Feats: Feat 1, Feat 2, Feat 3

Action Dice: 1

Supernatural Abilities: Marked by Power, Ability 2, Ability 3, Ability 4

Move: 10



Focused Practitioner


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, but few do.


Each focused practitioner is different, with spellcasting abilities centered on a single theme. Kinetomancers have access to spell abilities that focus on the use of force (and, untrained, can lead to reports of poltergeists due to their subconscious mind flinging power around accidentally).


Pyromancers are the fiery version of the same. Ectomancers can summon and speak with spirits and ghosts, sometimes getting those spirits to do their bidding. Alchemists brew potions subtle and strange. Open up your handy Latin dictionary and peruse the prefixes—there are tons of –mancers out there, and if you can come up with something by playing “prefix mash-up,” it’s likely that one actually exists somewhere. (Apparently there’s a caffeinomancer who runs a coffee shop in Baltimore.)


Of course, focused practitioners are subject to the White Council’s enforcement of the Laws of Magic, like any other spellcaster (see page 232). Their narrow focus doesn’t necessarily prevent them from breaking Laws like violating someone’s mind or swimming against the currents of time.


(Players should beware the appeal of something like an enchantress or chronomancer since it can quickly lead to the Wardens deciding your neck has an appointment with a sword.)


Name Here

Template: Focused Practitioner

Reflexes

2D

Perception

2D

Skills Here 0D

Skills Here 0D

Knowledge

3D

Strength

2D

Lore 0D

Skills Here 0D

Coordination

2D

Presence

4D

Skills Here 0D

Willpower 0D

Magic Manipulation

3D

Focus Item 1

Focus Item 2

Marksmanship 0D

Feats: Focused Practitioner, Magically Sensitive/Minor Talent

Action Dice:

Supernatural Abilities: The Sight, 1 Element, Evocation skill and choice of 1 Magic Manipulation Skill from: Thautmaturgy, Wards, or Divination

Move: 10

Equipment: Two Focus Items



Knight of a Faerie Court


As far as we know, both Courts of Faerie—Winter and Summer—each have only one Knight, a mortal granted some measure of the power of his or her patron Court and charged with making certain the Court’s interests are well-represented in the world of mortals and beyond. For the Winter Court, the position doesn’t tend to be a long-term one. Employment is terminated only in the case of death. 


Those chosen to be the Winter Knight and the Summer Knight are no lightweights, usually catching the attention of the Queens of the Courts because of their already well-developed supernatural capacity. But each is bound, body and soul, by a deep compulsion to adhere to the word of the Mother, Queen, and Lady of his Court.


Still, the reason these Knights exist at all is that they alone possess something unique among the members of the Faerie Courts: they have mortal free will—in this, they are able to take action that is flatly impossible for faeriekind, for the fae cannot act in any way other than in accordance with their natures. As such, the Knights are regarded with much more importance than might seem apropos to their (admittedly still potent) supernatural powers.


Powers the Knight must take: 


Seelie Magic [4] or Unseelie Magic [4] 

And Marked by Power [1]


Options: Other options abound, such as mixing in elements of a Focused Practitioner, Sorcerer,

or Wizard (take note of the potential discount on Seelie or Unseelie Magic in such a case). Your character may carry an Item of Power and may be able to draw upon the power of the Courts to exercise Inhuman Strength, Speed, Toughness, or Recovery. Glamours may also be possible. You should discuss any such options with your GM before your character takes them (and watch those point costs!).


Name Here

Template: Knight of a Faerie Court 

Reflexes

4D

Perception

2D

Skills Here 0D

Skills Here 0D

Knowledge

2D

Strength

4D

Lore 0D

Skills Here 0D

Coordination

4D

Presence

2D

Skills Here 0D

Willpower 0D

Feats: Of the Fae and Faerie Bargain 

Action Dice: 1

Supernatural Abilities: Seelie Magic or Unseelie Magic, Marked by Power

Move: 10



Minor Talent


The Dresdenverse is filled with mortals who have small, limited powers, whether due to long-forgotten traces of inhuman bloodlines, exposure to the supernatural, or simply the right combination of willpower and belief. 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.

This template is a good option for someone who wants a little supernatural trickery up his sleeve—a mortal but with a little extra flavor, the kind you might rub shoulders with at McAnally’s.


The character may then take a single, one point cost (or, with approval, two point cost) ability from Supernatural Powers. Specifically, the Minor Ability and Psychic Ability categories should be considered, but the GM may allow the player to look further afield.



Name Here

Template: Minor Talent

Reflexes

2D

Perception

2D

Skills Here 0D

Skills Here 0D

Knowledge

3D

Strength

2D

Lore 0D

Skills Here 0D

Coordination 4D Presence 2D
Marksmanship 0D Willpower 0D  

Feats: Magically Sensitive / Minor Talent

Action Dice: 1

Supernatural Abilities: Wizard’s Constitution If going the Minor Talent route, 1 other power, maybe 2, with GM Approval. Roll 3D6 for Mojo points

Move: 10



Shadowcaster


There is power in the shadows. It's a rare and subtle power, but there are people who can use it. Those people are called Shadowcasters.


All Shadowcasters are at home in darkness, and they can all manipulate their shadow to move things and to hit people with. Some of them can also exploit shadows in more esoteric ways, to step through shadows and to attack other people's souls through their shadows.


Every Shadowcaster must take the following Powers:


Cloak Of Shadows [1]

Telekinesis [2]

Incite Effect (Shadow Control, with Willpower) [1]


Options: The shadows of experienced Shadowcasters grow stronger and more versatile, allowing Shadowcasters to purchase Strength Powers, Extra Appendages, and upgrades for Telekinesis.


Some Shadowcasters can see the true nature of the world by looking at its shadows, allowing them to purchase The Sight. Shadowcasters with The Sight can learn to travel from shadow to shadow, allowing them to purchase Teleportation and Worldwalker with the Limitation that neither Power can be used if there is no shadow available to step into or out of.



Name Here

Template: Shadowcaster

Reflexes

4D

Perception

2D

Dodge 0D

Sneak 0D

Skills Here 0D

Knowledge

2D

Strength

2D

Skills Here 0D

Skills Here 0D

Coordination

4D

Presence

4D

Sleight of Hand 0D, Marksmanship 0D

Willpower 0D

Feats: Supernatural Creature

Action Dice: 1

Supernatural Abilities: Cloak Of Shadows, Telekinesis, Incite Effect (Shadow Control, with Willpower)

Move: 10



Valkyrie


The Valkyrie is a servant of Odin or Freya, major powers of the Norse Pantheon, empowered to act in the mortal world.


Traditionally Valkyries were choosers of the slain, psychopomps who conveyed the souls of fallen heroes to Valhalla. In the modern world, they seem to act as mercenaries, generally associated with Odin's company, Monoc Securities.


Valkyries are traditionally always female, but the Einheriar, empowered fallen heroes of Valhalla, are also agents of Monoc Securities in the modern world, and may use a similar template.


The Valkyrie is essentially a special case of the Emissary of Power.



Name Here

Template: Valkyrie

Reflexes

3D

Perception

3D

Dodge 0D

Melee Cbt 0D

Craftsmanship 0D

Search 0D

Tracking 0D

Knowledge

3D

Strength

4D

Lore 0D

Lore: The Fated +1D

Skills Here 0D

Brawling 0D

Climbing 0D

Jumping 0D

Lifting 0D

Martial Arts 0D

Running 0D

Stamina 0D

Swimming 0D

Coordination

3D

Presence

2D

Bows 0D

Marksmanship 0D

Missile Wep 0D

Willpower 0D

Feats: Magically Sensitive, Supernatural Creature

Action Dice: As normal

Supernatural Abilities: Marked by Power, Supernatural Sense (Strange Senses): Use Lore skill to detect who is fated to die, track your fated foes (generally monsters associated with the Norse and similar mythoi), sense disruptions in fate, etc.


Optionally: The character can take the following physical powers: Inhuman Recovery, Inhuman Speed, Inhuman Strength, Inhuman Toughness, Per GM Approval. 

Move: 10


Note: Magically Sensitive feat gives you the 1 point for Marked by Power, while Supernatural Creature feat gives you 4 points, 2 used for Supernatural Sense, leaving 2 left over for the Optional Physical Powers: Inhuman Recovery (2pts), Inhuman Speed (2pts), Inhuman Strength (2pts), Inhuman Toughness (2pts), Per GM Approval. Later, with experience, you could upgrade these to Supernatural ranges, using pips from the level up to pay for them. Subtract the cost of the Inhuman level first.  


Wyld Hunt Carrier


When the Wild Hunt rides, those in the know hide or get out of the way. Those not in the know tend to fall into two categories: Those lucky enough not to be in its path, and the dead.


Sometimes, there are exceptions.


Sometimes someone is Hunted, trapped, and instead of dying like Prey, they face the hunt. Maybe they were warriors or soldiers, those used to conflict, maybe they were sociopaths who enjoyed preying on the weak, maybe they were just an average person pushed too far, too hard and for too long, who declared "No!" and refused to die on their knees.


Whatever the reason, someone in the Hunt decided that they were worthy of the Choice: "Hide, Join or Die", and they joined.


For a night they hunted with the Fae, and when they woke up the next day, they found themselves changed.


A tiny piece of the Hunt remained within them, a piece of the WyldFae burning like a mote within their soul, slowly fusing with their spirit. Both warping its host and being warped in return, growing them into a creature of instinct and hunger. A Predator.


Perhaps they had something latent within them, a Lycanthropic bloodline or even a bit of Skinwalker in their ancestry, that was triggered by the Fey power, or perhaps their spirit was simply fertile ground for the seed of the Wyld Hunt to grow. The initial results are much the same: A predatory character sharing many similarities with a Werewolf or Lycanthrope.


One who carries a spark of the Wild Hunt typically looks normal in their fully human form, though with a subtle difference that people may remark upon. Perhaps they are Graceful as a cat or have Predatory eyes or a talent for Moving unseen. Most of the time this will not be seen as anything special or supernatural. These individuals also tend to be a little more attractive than usual (both in Human form and Animal), caused by a touch of their Faerie spark bleeding through.


When they begin to draw upon their powers however, their appearance noticeably changes. To start with they retain their human form, but take on many aspects of their nature (typically growing claws, slitted eyes that glow in the light, denser muscles and an altogether feral bearing, whiskers, fur, and other minor alterations are not uncommon).


However this tends to only be the start of their transformation, and taking part in appropriate activities such as fighting or hunting will cause them to shift first into a humanoid version of their animal aspect (like the traditional view of a Werewolf), and then changing completely into their animal form. The animal form of a Wild Hunt Carrier is typically unusual in some way, such as being larger than usual for their specimen and being an odd colouration.


Some individuals will start shifting into their more animalistic aspects immediately, while others will only change in more extreme circumstances. Speak to your GM about whether changes should be commonplace, or only during special occasions.


One who carries the Wild Hunt in them can go many ways. Perhaps they control their instincts, only using it when necessary, perhaps they revel in their powers and seek more, delving into the Spark within them to try and draw out more power. Still others might try to have the spark within them removed, returning to Pure Mortal status, while others may seek out the Fae and bargain for more power, taking on a larger Mantle of the Wild Hunt.


They must take the following Supernatural powers:


Beast Change [1]

Echoes of the Beast [1]

Inhuman Toughness [2]

Inhuman Recovery [2]

The Catch: Cold Iron [3]


Note: If you wish your character to be more of the "Triggering inherent powers" than "Part Fey", negotiate with your GM about changing the Catch on your Inhuman Toughness/Recovery, though note that if you pick a less common/well known element it may have a higher point cost.


Human Form [1]

Claws [1]

Inhuman Speed [2] or Inhuman Strength [2]


Options: There are many different options that you can take, depending on how much of a connection to the Fae your character has, what your predator animal is, and how much spare Refresh you have. Some good options are:


Any pertinent options from the "Creature Features" section

Cloak of Shadows [1]

Demonic Copilot (Wild Hunt) [1]

Marked by Power (Wild Fae) [1]

Wings [1] (For those who have a Winged predatory animal or want to run on Anything like the Hunt does)

Supernatural Recovery/Toughness/Speed/Strength


For those who seek out the Fae and make a bargain with the Wyld, consider the following


Sponsored Magic: Wyldfae [4]


Domains over hunting, tracking, pack protection and wilderness areas.


Allows Tracking rituals at Evocation speed.


Any Inhuman or greater Toughness/Recovery counts as one step lower on any creature you have specifically sought out/hunted (ie if you hunt out a Gruff you know is in the area making plans, it's Toughness/Recovery is reduced by one step, but the Vampire they're currently talking with is just as tough as normal. If the Gruff escapes and later jumps you, its Toughness/Recovery works as normal)



Name Here

Template: Wyld Hunt Carrier

Reflexes

4D

Perception

2D

Dodge 0D

Melee Cbt 0D

Skills Here 0D

Knowledge

2D

Strength

4D

Skills Here 0D

Brawling 0D

Jumping 0D

Running 0D

Stamina 0D

Coordination

4D

Presence

2D

Bows 0D

Throwing 0D

Riding 0D

Skills Here 0D

Feats: Of the Fae, , Faerie Bargain, Wyldfae

Action Dice: 1

Supernatural Abilities: 

Beast Change [1]

Echoes of the Beast [1]

Inhuman Toughness [2]

Inhuman Recovery [2]

The Catch: Cold Iron [3]

Move: 10