Hi all, long time lurker, short time poster.
Anyway, I'm currently converting a home brew RPG and campaign setting into the DFRPG since it is far more elegant than my system. (Plus my setting was loosely based on the Dresden Files in the first place.) To that end I was hoping you knowledgeable fellows and fellowesses could look over these playable creature templates and tell me what you think of them mechanically, or any comments on flavor you think are appropriate.
Grey Court Vampire: (I know everyone uses Grey as their extra court, but their aren't that many vampirey colors to choose from.) Loosely based on Let the Right One In style Vampires.
Your High Concept must reflect your vampiric nature. Turning someone else into a vampire requires taking them out through blood drinking, followed by invoking your vampiric High Concept as you then feed the target your blood. Failing to spend a fate point will cause the transformation to either fail, or botch. A botch can potentially produce a Dhampir.
Powers:
(-2) Undead (custom power:)
*No Death result is permanent unless taken out by one of their catches, or their head is removed from their body. The character no longer ages.
*Many things are less harmful to undead then they might be to humans. A vampire 'taken out' by extreme cold would still freeze, but could be thawed out later with no permanent harm. Undead do not need to breathe.
*Unlike the Living Dead power, an Undead character still heals at the same rate as a mortal (or faster when combined with recovery powers,) and appears to be a gaunt and pale human.
(-1) Claws
(-1) Blood Drinker
(+1) Feeding Dependency (Blood)
(-4) Supernatural Recovery
(-2) Inhuman Toughness
(+4) The Catch: (Direct Sunlight, Fire, and Holy Stuff)
*In addition to bypassing toughness and recovery, Sunlight also causes horrific burns dealing one point of physical stress per exchange spent in direct sunlight. A Grey Court Vampire Taken Out by sunlight bursts into flames and dies.
Total Template Cost (-5)
While this represents the minimum powers of a freshly turned vampire, they can also take any of the following abilities that they can afford. With age and increased refresh a Grey Court Vampire will gain most, or even all, of these abilities.
(-2/-4) Inhuman/Supernatural Strength
(-2/-4) Inhuman/Supernatural Speed
(-4) Supernatural Toughness
(-6) Mythic Recovery
(-1) Beast Change
(-2) Mimic Form
(-4) True Shapeshifting
(-3) Gaseous Form
(-2) Domination
(-2) Master Dominator
(-3) Possession
(-1) Spider Walk
(-1) Supernatural Sense
(-1) Addictive Saliva
(-1) Flight: (as the Wings Power without visible propulsion)
Dhampir:
You are a Grey Court Dhampir and your High Concept must reflect your nature. A Dhampir may be created out of a botched attempt to turn someone into a Grey Court Vampire, the result of a very freshly turned vampire mating with a mortal woman, the extremely unlikely result of draining a pregnant woman to death with the child surviving, or the child of two Dhampirs. A Dhampir can be turned into a full Grey Court Vampire just like a mortal, but their high concept can be invoked to resist most other supernatural, transformative effects.
Powers:
(-1) Blood Drinker
(+0) Dhampir's Constitution (Identical to Wizard's Constitution)
Total Template Cost (-1)
While this represents the minimum powers of a Dhampir, they can also take any of the following abilities that they can afford. With time, a Dhampir can gain most or even all of these abilities.
(-2) Inhuman Strength
(-2) Inhuman Speed
(-2) Inhuman Toughness
(-4) Supernatural Recovery
(+2) Catch: (Fire/Holy Stuff)
(-2) Domination
(-1) Supernatural Sense
(-1) Addictive Saliva
Lycanthrope: No relation to the DF style lycanthrope, these are more along the lines of the classic movie werewolf. Loosely based on the Monster Hunter International Werewolf
Your High Concept must reflect your Lycanthropic Nature. Lycanthropy is transmitted like a disease. Any time a mortal character is bitten by a transformed lycanthrope, they must spend a fate point to avoid infection. A transformed Lycanthrope is completely uncontrolled, and tremendously powerful hybrid of wolf and human. Typically they are as much a threat to their friends as to their foes in this form, unless their friends are part of their declared “Pack.”
Powers:
(+0) Curse of Lycanthropy: Anyone who survives being bitten by your transformed state must spend a fate point to avoid being infected with the curse.
(-1) Pack Instincts
(-1) Echoes of the Beast
(-4) Supernatural Recovery
(+4) The Catch: (silver) Very researchable and almost anyone can reasonably gain access to it.
(-1) Beast Form
(+1) Slow Change: The change takes between 30 seconds and a minute to complete during which no actions may be taken other than free actions.
(+2) Human Form / Involuntary Change (at Full Moon,) applies to:
(-1) Demonic Co-Pilot
(-2) Inhuman Strength
(-2) Inhuman Toughness
(-1) Claws
Total Template Cost (-6)
While this represents the minimum powers of a Lycanthrope, they can also take any of the following abilities that they can afford. At high Refresh levels a Lycanthrope can gain most, or even all of these abilities. The lycanthrope may also“buy off” their Slow Change and Involuntary Change with refresh, allowing them to change as a supplemental action and/or at will.
(-4) Supernatural Strength
(-2/-4) Inhuman/Supernatural Speed
(-4) Supernatural Toughness
(-6) Mythic Recovery
(-2) Hulking Size