SO, there are always those that tell me to let nillas in Narwick. And I say no, because I don't think they suit the supernaturally focused feel of the game. But then, then the wonderful book called Mirrors comes out, with systems for mortals that are spectacularly amazing and can link them to the supernatural.
This doesn't mean I'll be taking in police, criminal overlords, or other concepts witha purely mortal focus. All Narwick characters are victims of, trying to fix, or trying to make worse the supernatural veils and alck thereof within the city.
If you don't have mirrors, the following aren't likely to be usable by you, but here are the three 'Vanilla Templates' I'm allowing, in limited quantities, as a test run.
There will be no more than 4 of them total until I'm convinced they work well, and I am likely only going to give spots to those I trust or to concepts that bedazzle me with amazement. Favoritism, perhaps, but you can deal with it. It's for game stability, and I need to trust those testing this out.
Clarification: Where Conviction can be purchased, it's New Rating * 5, not current, I don't know why Mirrors says current, that's a bit...off from everything else in any book ever. In addition, treat them as Half-Templates, in that you go down to -15 general xp.
Type: Supernatural Victim
Description: Sure, everyone in Närwick deals in some way with seeing attacks, explosions, and odd news stories. But you're the one that barely survived that 'animal' attack with a fuzzy memory and an increased stamina after healing, or that got shocked when 'that building's wiring failed' and never seemed to lose the bit of a spark from it. No supernatural will let you in on the full extent of what happened, but you have some resistance to the supernatural world and you might even gain a few abilities at the cost of your social life.
Starts with: Conviction 1, and can buy up to 3 at creation. (see pg 32)
Can Acquire: Has a starting Reason score of 9 or 10, meaning can start with a single piece of Forbidden Lore (pg 28) , and after creation can acquire more of it during their investigations or victimizations at the hands of the supernatural groups you can't quite comprehend.
Type: Jealous Sidekick
Description: Sleepwalkers with no Proximus lineage, Bloodbound that won't be ghouled, and Wolf-Blooded are often finding themselves engulfed int he supernatural with no way to protect themselves past hiding behind their master/mentor/claimer, but one day you find a spirit willing to impart one of those gifts you see the werewolves using, or your mentor leaves an odd grimoire lying open that you might be able to learn something from by studying. Or maybe, you haven't even been claimed yet, and find yourself drawn into some odd aspects of the world that seem to look to you differently than anyone else surrounding you.
Starts with: A lesser template; Either a Sleepwalker, Wolf Blood, Enchanted, or Blood Bound (not a ghoul).
Can Acquire: Has a starting Reason score of 9 or 10, meaning can start with a single piece of Forbidden Lore (pg 28) , and after creation can acquire more of it during their attempts to pry into what your 'superior' is hiding from you, or from further victimizations seemingly aimed at you just because it's what you are
Type: Extraordinary Mortal
Description: In such a supernaturally tainted city, one has to be strong, needs to have a few tricks up their sleeves, and must have the capability to, if not stand toe to toe with, survive long enough to retell the tale of some of the weird shit going on around here. Your standard mortal individual will generally die or go crazy before this happens, but you....you are better than that. You Have some tricks up your sleeves, and you will survive this town, and it will not kill you.
Starts with: The Extraordinary Mortal template (pg 52), i.e 3 Skill Tricks
Can Acquire: Up to 1 more Skill Trick (15xp), and can buy Conviction (pg 32) both at creation or afterwards
Type: Occult Prodigy
Description: You're smarter than all those above idiots. Trying to go toe to toe with a supernatural? Letting one claim you in any way? Could you BE any stupider? No no, the best thing to do is wait until they've had their way with an area, and then study the leavings and effects, learn about them, and claim what remnants of power are left behind.
Starts with: A Reason score as low as 4 (4-6 is a restricted slot), and the accompanying number of Forbidden Lores.
Can Purchase: Up to 2 Skill Tricks (15xp) at creation (and up to 1 more afterwards), and up to 1 supernatural item (Not including relics, which anyone can buy anyway). If you normally couldn't use that supernatural item (the imbued item needs magic, or the Catch of the Token is far too expensive) you can fuel it with Insanity like your Forbidden Lore.
