Templates

For your convenience, you can return to the Main Rules page here.

For your convenience, you can return to the Section Eleven here.
You can also get to other parts of section eleven:
I. Extras
III. Powers
IV. Morality
V. Stunts
VI. Magic
VII. Fear & Perseverance
VIII. Horror
IX. Curses

Templates & Musts

Templates, as stated above, are a summary of what you are. As such, they are not Extras. Instead they give Permissions for relevant Extras or access to special skills.

Emissary

You serve a supernatural entity of some sort. It could be a Higher Power, a “lower power”, or something you don’t fully understand. Either way, it has given you power; in return, you are beholden to it. One should bear in mind that this world is a dark one, so most entities which would give you power may not always be sweetness and light.
MUSTS: you must have an Aspect that speaks to the bargain (pact?) you have made. You must take the Emissary supernatural power, spending Refresh as necessary.
Options: if the theme/agenda of your patron allows you access to those Powers with special skills, this template gives you access to those skills.

Hermetic

You know or have found Forbidden Magical Lore. Perhaps you hold ancient Egyptian scrolls, strange Oriental chants, or a spellbook penned by some forgotten medieval scholar. Regardless, you have learned to “safely” use what you found.
MUSTS: you must have an Aspect which details your “magick”. You must take the Rote Magic supernatural power, spending Refresh as necessary. You may NOT ever take supernatural powers other than those in the Hermetic category. You have access to the Focus skill, which is required to cast Rote spells.
Options: you may create Extras related to or which further develop (or empower) Rote Magic.

Mortal

You have no supernatural abilities.
MUSTS: you may not have any supernatural abilities. You have +2 Refresh which you may use to gain Stunts or additional fate points.
Options: If you ever gain any supernatural abilities, you immediately lose the +2 Refresh this template gives; if this drops your adjusted Refresh to less than 1, you become an NPC at the end of the scene (or scenario if appropriate). Gaining supernatural abilities does NOT automatically give you access to skills granted by other templates.

Psychic

You have a Gift: the ability to see or sense that which others cannot. Your gift may manifest as cryptic glimpses into the future or past, or it may be the ability to read palms, people, or objects. Or perhaps you are a medium?
MUSTS: you must have an Aspect which speaks to your ability (or abilities). You must spend at least -1 Refresh on psychic powers. You have access to the Sensitive skill, which is used for most psychic powers. You may NOT ever take supernatural powers other than those in the Psychic category.
Options: you may create Extras related to or which further develop (or empower) Psychic.

Scion

You are not entirely human. One of your forebears consorted with something… otherworldly. Maybe you are descended from the Nephilim, or perhaps your grandmother was bitten by a vampire. Or the tainted blood of the lycanthrope runs weakly through your veins. Whatever the case, you are not truly “one of us”.
MUSTS: you must have an Aspect which speaks to your heritage. You must take the Scion supernatural power, spending Refresh as necessary.
Options: if your origin would logically have access to other powers, you have that access as well as access to any special skills required by those powers.

Shapeshifter

While you are human, you are not limited to one form. Perhaps you can turn into a wolf, or worse a wolf-human hybrid. Or maybe you shift your form to mimic others.
MUSTS: you must have an Aspect which speaks to your “Otherness”. You must take the Shifter power, spending Refresh as necessary. You have access to the Control skill, which is required to retain your sense of self when changing.
Options: you have access to those types of powers which your other form(s) would have. Your alternate form(s) can NOT give you access to any kind of spellcasting, faith, or psychic powers.

Spellcaster

Unlike the “mere” hermetic, your spellcasting is not limited to the writings of others or the relics or artifacts left behind by previous generations. You work your will upon the world to create true magical effects, and while you may have limits, that will not always be the case, will it?
MUSTS: you must have an Aspect which speaks to your spellcasting. You must have at least one supernatural power related to spellcasting. See the section on Magic below for details on how to write up your Extra. You have access to whatever special skill you write-up for your magic.
Options: you may spend additional Refresh to develop your magical abilities or even to develop “new” spellcasting abilities.

True Believer

Not only do you believe in a Higher Power, but you have a Calling to serve. Unlike the Emissary, you did not bargain or enter into a pact. Instead, you heard the Calling and let your faith lead you to where you are now. Surely, your faith will sustain you.
MUSTS: you must have an Aspect which speaks to either your faith or the source of your faith. You must take the True Believer power, spending Refresh as necessary. You have access to the Faith skill, which is needed for all Faith-based supernatural powers. You may NOT take any kind of spellcasting, psychic, or shifting/creature-type powers.
Options: you may spend additional Refresh to advance your abilities.

You may have noticed a pattern with the templates above. Typically, each Template gives narrow access to supernatural abilities. This is intentional. If you want to mix & match abilities from multiple categories, you are limited to taking the Emissary or Scion templates, ultimately spending an extra point of Refresh for the ability to customize your Extras. And the only real difference between those two templates is where the powers come from: Acquired vs. Inherent.

Templates

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