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Low Templates

This is a simple guide to what low templates can be


taken and what their associated abilities and costs for
joining are by genre.

Available choices:
• Hunters
• Psychics
• Thaumaturges
• Proximi
• Wolf Blooded/Changing Kin
• Dampyr
• Ghouls
• Skin Changers

Hunters

These are the men and women who hunt the night. Getting into any of these groups will
require a 5-dot merit (10 xp) as Status (Group)
Core Compacts
• Ashwood Abbey: Comprised of jaded socialites and devious aristocrats, this Compact is the
most infamous of all the hunter organizations. Members of the Abbey often come off as
disturbingly amoral even to some of their most inhuman adversaries, what with their preference
for torture and... making sport with their prey. Recent supplements attempt to paint them with a
touch more morality, stressing their recklessness and love of competition.
• The Long Night: The Tribulation Militia. A collection of various Christian groups, the Long
Night holds firm to the belief that the Apocalypse is approaching. Exactly what constitutes
Armageddon is not universally agreed upon, though most members believe that for the new
dawn will to arrive, they must strive to destroy the many evils in the world.
• The Loyalists of Thule: The Indebted. Remnants of the Thule Society predating Nazi Germany,
the Loyalists reformed after one of its members had an encounter with a supernatural being.
Since then, the Compact has devoted itself to making amends for its (unintended) part in
founding the Nazi ideology. Of a scholarly bent, they amass occult lore for use against the
minions of darkness, among which they count neo-Nazis and white supremacist groups.
• Network Zero: The Secret Frequency. A loosely knit force of hackers, YouTube jocks and the
odd legitimate news reporter attempting to catalogue and release evidence of paranormal
activity. Their means range from posting videos on the 'Net to hijacking TV signals or even
taking an evening news broadcaster hostage.
• Null Mysteriis: The Organization for Rational Assession of the Supernatural. Scientifically or
scholarly-minded individuals looking to explain or debunk the whats, hows and whys of the
"so-called" supernatural. Whether through rigorous testing or study of fringe sciences, what
unifies Null M. is not so much the penchant for fighting monsters as the drive to learn more
about them.
• The Union: Regular Joes and Janes. Blue-collar workers and regular folks who just want to
keep themselves and theirs safe from the things in the shadows - including mundane criminals
and corrupt, oppressive bosses. The youngest of these compacts, the Union makes up for its lack
of centrally controlled management with sheer numbers and flexibility. From picturesque
farming towns to large metropolitan cities - if you've got the Internet, then you've got the Union.
Core Conspiracies
• Aegis Kai Doru: Guardians of the Labyrinth. Greek for "The Shield and Spear", the Aegis Kai
Doru claim a heritage dating back to lost Atlantis and a sacred duty to protect Relics of all
shapes and sizes. They hold a special grudge against witches and shapeshifters, believing them
to be responsible for the state of the world. Regardless of the veracity of their assertions, no
other Conspiracy holds as many magical artifacts, or is as proficient in their use.
• Ascending Ones: Born from the Ancient Egyptian conspiracy known as The Cult of the
Phoenix, the Ascending Ones ingest alchemical Elixirs mixed with poisons to put themselves on
an even playing field with the supernatural. Less wholesomely, they often fund their operations
with drug dealings great and small.
• The Cheiron Group: The Field Projects Division. A massive pharmaceutical concern based in
Europe, Cheiron are pioneers of Thaumatechnology - harvesting body parts from various
supernatural creatures and grafting them onto their agents. TCG policy dictates that the Bottom
Line is the only line; its operatives are given plenty of leeway, as long as they do not drag the
company name through the mud.
• The Lucifuge: Children of the Seventh Generation. Offspring of unions between human parents
and demonic forces, the Lucifuge number exactly 666 agents at any given time. Sympathetic
towards penitent creatures but merciless in their pursuit of those who revel in their monstrous
nature, their hereditary powers of Castigation are as formidable as they are unsettling.
• Malleus Maleficarum: The Shadow Congregation. Harking back to the days of the original
Catholic witch hunters, these zealots harrow vampires, witches and demons in that order,
clearing the path with holy Benediction rites. Though still Vatican run, the dwindling number of
priests and other religious has forced the Witches' Hammer to look to the laity to fill the gaps in
manpower.
• Task Force: VALKYRIE: The US government's answer to the things that go bump in the night,
VALKYRIE's mission is twofold. Their first objective is to keep the general public safe from
Extra-Normal Entities. The second is to keep that same public from ever learning about the
critters. With its Advanced Armory, TFV can bring bleeding-edge technology to bear against
monsters of all stripes, provided the top brass gives the field operatives the green light.
Witch Finders: Introduced in the first sourcebook, these three compacts and single conspiracy
specialize in the hunting of witches and other magic users, sometimes to the exclusion of all other
threats.
• Division Six: A compact claiming it is an extra-governmental agency, Division Six specializes
in hunting "reality deviants" that, according to them, destabilize reality and cause it to break
down. Though paid and given an ID, their leadership cares little about what they do, so long as
questions directed inwards are not asked.
• Keepers of the Source: A group of hippies and flower children who are under the belief that
witches and mages drain "Mother Earth" of its energy, its "Source". Trying to use more
peaceable methods to deal with the witches, the Keepers still sometimes resort to violence to
protect the Earth.
• Promethean Brotherhood: Apprentices and students of mages and magic users, the
Brotherhood literally steal the magic from mages, using an ancient rite to make it their own, at
the cost of the mage's life. Their "gift", however, cannot be kept forever, and they must find
another mage to steal from again.
• The Knights of St. George: A conspiracy from medieval England, the Knights specialize in
using so-called "Goetic Gospels", secret rites and meanings hidden in Christian iconography, to
literally channel their own sins against magic users before striking the killing blow.
Slasher: Though named "World of Darkness: Slasher", the book caters almost exclusively to Hunter,
introducing a new compact and conspiracy, as well as the steps needed to create the monstrosities
simply known as "Slashers".
• The Hunt Club: A social club in a similar vein as the Ashwood Abbey, the Hunt Club instead
sates its bloodlust by killing off living, non-monstrous human beings, claiming they only kill the
ones who deserve to die.
• Vanguard Serial Crimes Unit: A branch of the FBI made almost exclusively of psychics,
VASCU specializes in the hunting of murderers and slashers, using their abilities of
Teleinformatics to root out the evidence they need to stop the monsters. Their jurisdiction,
though alotted to cover any and all supernatural killers, is limited by VALKYRIE.
Night Stalkers: The second sourcebook, Night Stalkers covers Hunter operations targeting vampires of
all stripes, as well as looking deeper into the three compacts and one conspiracy introduced.
• The Barrett Commission: Made up of power-brokers and those in high positions of national
power, the Barrett Commission is able to root out vampiric influence in the business and
political worlds. Though low on numbers and still succeptable to vampiric attacks, the
Commission is a serious thorn in the side of any political vampire.
• Night Watch: Formed in the ghettos of Pittsburgh, the Night Watch devotes itself to taking an
active role in protecting mankind from the predations of vampires, particularly in urban areas
that other groups care little for.
• Maiden's Blood Sisterhood: A sorority created to protect America's colleges from the
bloodsuckers, the Sisters in the group are just as well known for caring for the victims as for
eliminating the vampires.
• Cainite Heresy: A loosely connected group of the victims of vampiric feedings and abuse, the
Cainites fight back using Rites Of Denial, blood-magic taught to them by mysterious "Sources",
unknown benefactors who lead them to their targets.
Spirit Slayers: The third sourcebook, the contents inside focus on werewolves, shapechangers, and
spirits, and the groups that hunt them.
• The Bear Lodge: Formed of American big game hunters that realized there was more out there
than just bears and mountain lions. Interestingly, they sometimes will let a werewolf live, so
long as it has not killed a human being. Their main motive is simply to prove their skill at the
hunt, which often seems cruel to other humans but would probably be respected by their prey.
• The Illuminated Brotherhood: Formed of an experiment that was meant to research what
relation certain drugs had on religious euphoria, the number of spiritually sensitive individuals
tore a hole in the fabric separating the spirit world from the real one. The survivors decided to
continue their studies, as well as doing their best to protect others from spirit possession.
• The Talbot Group: Formed after a mother and father lost their son to lycanthropy, the Talbot
Group seeks not to kill werewolves, but to save them from themselves, teaching the wolf-
blooded children in their care that they can control their bloodlust and remain human, as well as
protecting others from possession.
• Les Mysteries: Practitioners of everything from Voodoo to Snake Handling, the members of
Les Mysteries actively communicate with spirits, battling both spirits and werewolves by
striking deals with more amicable spirits to grant them gifts, collectively called the Rites du
Cheval.

Psychics
These humans have pushed the limits of what their minds can do. From
mediums that can talk to spirits to telekinetics that can move
objects with their mind. To become a psychic you need to have an
Occult of at least 1 and purchase the Occult specialty (Psychics).
All information found in the Second Sight book.

Thaumaturges
Another group found in the Second Sight book, Thaumaturges practice
various types of ritualistic magic. To join you must have at least 1
dot in Occult and purchase their traditions defining 4-dot merit
(8xp).
• Apostle of The Dark One:
• Ceremonial Magician:
• Hedge Witch:
• Shaman:
• Taoist Alchemist:
• Vodoun:

Proximi
These Mages are the descendants of the great mage families mixing
with human stock. They must purchase the 4- dot Sleepwalker merit
(8xp) as well as the 1-dot Proximi merit (2xp).
Wolf Blooded/Changing Kin
These are the human kin of Werewolves and Changing Breeds alike. They
get access to low level gifts and fetishes. Both must purchase the 5-
dot (10xp) Wolfblooded merit.
Dampyr
This is the unfortunate result of a vampire giving birth. You must
purchase the Occult specialty (Vampires) to join.
Ghouls
Skin Changers

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