The Big Book of Templates

1. Hero Templates

2. Ship Templates

Hero Templates

Does not list "unique" templates that only one character is liable to ever possess. If the description is vague, assume it has a lot of DM discretion tied to it's effect.

<Rarity> Adaptation

Can allocate # of points into any <rarity> template at will. Remaining points may be invested into any $ of other <rarity> templates.

Annihilator

Can attack # of targets simultaneously every round. Deals double damage to non-heroic characters.

Arcane

This character has access to # tier arcane spells. Arcane casters gain matchup benefits against complex scenarios due to the adaptability of their school of magic and its immense utility features.

Arsenal

Can shift # into offense or defense as desired and declare weapon/armor types as desired. Can upgrade colors instead of enhancing number as desired. Upgrading to green costs 1, blue 2, purple 3 (so going from white to purple costs 6). Must be done from point of resupply. Instant arsenal variant can choose to do this at any time without point of resupply.

Backstab

# bonus to offense during first attack if this character has advantage. (Can be contested by quickdraw)

Bluff

Character is an oddly talented liar. Particularly good for social infiltration.

Block

This character can make a skillcheck with # bonus. If successful this character takes the damage an ally would have taken instead. Does not work against Mass Destruction.

Bodyguard

This template can be used to sacrifice its # of defense to increase a targets defense # instead.

Captain

Gains a bonus to captain rolls in ship combat if they are in command of that ship.

Combined Ops

Bonus during mass combat of # for each faction on allied team with this character.

Conduit

Can use a modified version of Pandem's embody bind that allows for temporary mild possession. Can borrow templates from host with this ability.

Dare to Dream

# per encounter, automatically succeed a roll or win any contested roll.

Deity

Cannot be disabled by any ability that disables templates. Cannot die unless killed on their own plane. Cannot be killed on their own plane unless they have no pandem binds remaining. Necrocarnum can seal this character away, but not destroy them without destroying their native plane. Deity characters have their own higher plane that they can manipulate at will. Access to entire divine spellbook barring deity specific spells, has their own set of deity specific spells. Every pandem bind to a deity empowers the deity further instead of splitting their strength.

Destroyer

Deals # extra damage on successful offense

Disruptor

Can negate up to # of target template. Legendary templates cost more to negate.

Duelist

In conflict with an opposing melee hero, increase offense by #

Durable

Has # extra hit points

Godbound

User can cast healing magic.

Incarnum

This character has access to # tier incarnum spells and abilities. Incarnum can never be disarmed even by the disruptor template. Incarnum tends to gain situational bonuses whenever their durability is called into question or in melee combat.

Intimidation

This character imposed a penalty of # to the offense of all enemy characters.

Necrocarnum

This character has access to # tier necrocarnum spells and abilities. Necrocarnum can never be disarmed even by the disruptor template. Necrocarnum functions similarly to incarnum for situational bonuses, but often is prerequisite for access to another kind of broken ability.

Variant Omnicarnum: Can use all templates and spells related to incarnum and necrocarnum gimmicks. So far includes mostly lifesteal.

Heroic Ops

In squad combat, +1 to offense or defense for each individual heroic character to be distributed to allies. If in Mass combat, apply bonus to both offense and defense.

Inescapable

If an opponent tries to flee combat against this template, subtract # from their rolls.

Joint Ops

Bonus during mass combat of # for each unit type under this character's command. All heroes count as one unit type.

Knowledge Templates

Tends to be very specific to working within whatever situation that knowledge happens to be useful. Also being able to know obscure things and provide accurate exposition.

Lifesteal

Recover # health whenever dealing successful melee damage.

Lucid Conduit

When empowered by the lucid ritual, gain # offense and defense.

Mass Destruction

Gain # bonus to offense in mass combat rolls. Gain half bonus in small combat at the cost of collateral damage.

No Man Alive

All allies gain # bonus to offense stat.

No Man Behind

All allies gain # bonus to defense stat.

Pilot

Bonus to piloting checks when this character is piloting a ship.

Psionic

This character has access to # tier psionic spells. Psionic casters tend to gain matchup benefits when complex teamwork is involved and in computer based situations.

Quickdraw

This character attacks first unless someone with the same template has a higher number.

Sahad

This character has access to # tier sahad spells. No one knows what this is really useful for yet.

Slayer

When attacking a studied target with preparation time, increase offense and defense by number. When defending gain half bonus.

Summoner

Can use Summon Monster # times simultaneously.

Synapse

All team buffs are twice as effective on holder and #*10 allies.

Stealth

Bonus to avoid being noticed when it is not desired to be noticed.

Zankou

This character has access to # tier zankou spells. Zankou cannot be disarmed even by the disruptor template. Zankou practitioners tend to gain matchup benefits when melee combat is involved. Prerequisite for certian style templates.

 

Ship Templates

Big Guns

+25% offense

Big Scanners

Gains and grants bonus of +10% offense and defense to all allied ships.
Exerlus Scanner variant gives 20% bonus

Cargo of Holding

The cargo hold of this ship is 5x larger than it should be.

Command Suite

Gains and grants bonus of +10% offense and defense to all allied ships, if paired with Big Scanners increase this bonus to +20%

Dare to Dream

Automatically succeed a roll # of times per encounter

Flyswatter

+10 defense to boarding actions. +100% offense against starships, strike craft, and shuttles. Can attack 5 of these targets at a time.

Hard to Hit

Increases defense score by a flat 5, increases further for each class smaller this ship is. Cannot be applied to ships of battlecruiser or higher. If ship has Speed Demon, add Speed Demon bonus to defense as well.

Heavy Hull

+25% Defense

Galactic Speed

Reduce travel time by 75%, reduce max crew size by 90% to a minimum of 10

Omni-Warrior

On a natural roll of 6+ it deals a minimum of 1 damage no matter what. Damage scales based on situation (i.e. if it grazed a strike craft versus if it's shooting a titan).

Overclocked Reactor

For 5 rounds +50% offense and defense, after 5 rounds -25% offense and defense.

Reckless Push

Ship cannot fire its weaons but gains 200% defense (prone to deterioriation even when combined with Redundant Design)

Redundant Design

Ship stats do not deteriorate until the last hit point is lost.

Speed Demon

Add # bonus to escape and pursuit rolls

Stealth Systems

The ship is undetectable to all scanning equipment as long as it does not fire, scan, or raise its shields. Can still be seen if you happen to look right at it though. Comes with a free black paint job.

Void Plate

Can only be mounted onto battleship/carrier or higher. Increase defense by 100% reduce offense by 25%