Dresden Files Accelerated: Emerald City: Requiem
HIGH CONCEPT: Survivor, Wizard and Former Host to a Denarrion
TROUBLE: Stage IV Cancer In Remission?
I Must Save My Baby Girl
I Carry the Knowledge of an Ancient Demon
Indomitable Willpower and Tenacity
Great + 4:
Good +3: Intellect
Fair +2: Focus, Guile
Average +1: Force, Flair
Mediocre +0: Haste
Clued-In Mortal (Mundane Scale)
Knowledge (sticky): [ ] [ ] [ ] [ ] [ ]
This condition has five boxes to represent the breadth of occult information to which you have access. Mark a box of Knowledge when you leverage the information you have gathered on the workings of the supernatural world, as indicated in the stunts. Recover through research in your free time, restoring one box between sessions.
In Too Deep (lasting): [ ]
Your connections with the paranormal have put your livelihood or a loved one at risk. Mark this condition to immediately recover all boxes of Knowledge. While this condition is marked, you have an additional aspect that represents a creature or faction that, due to your knowledge, is directly threatening something dear to you. Furthermore, you lack the wherewithal to research—which means Knowledge will not recover until you have recovered from this condition. Begin that recovery by confronting or evading the threat in a manner determined by the GM; be prepared to spend at least a session dealing with the problem.
Mark boxes of Knowledge to aid rolls to overcome or create an advantage when your research into supernatural threats is relevant, +2 for each box marked.
Once per scene, when confronting a threat that you have had an opportunity to investigate, you can mark Knowledge to reveal that you have a useful item on hand. One box is sufficient for common items (e.g., chalk, iron nails), three boxes for objects obtainable with a mild effort (e.g., holy water, a wooden stake), and all five boxes for especially esoteric items such as inherited silver or a saint’s relics. At the GM’s discretion, you may mark In Too Deep instead, to help another character pay one cost of a ritual spell (page 168).
Long evenings staring at images of (or actual) grotesque horrors have steadied your mind. You may mark a box of Knowledge to absorb 2 shifts of harm from attacks that represent attempts to cause fear or mental distress.
You excel at ritual magic (page 168). Add +2 to the preparation roll for any ritual.
When looking someone directly in the eye for more than a few seconds, you peer into their soul and they likewise see into yours. The exchange manifests itself as a cryptic vision. Make a Focus roll, opposed by their Focus roll; the winner learns one concrete, useful piece of information about the other individual, or two things if the winner succeeds with style. On a tie, each person learns something. These things can be advantages with a free invoke at the GM’s discretion.
As a scholar of arcane lore and magical theory, once per session you may declare that you are able to read obscure text in a mysterious language or determine the specific nature of a ritual upon seeing the precise location where it was cast.
Gain +1 to the preparation of summoning magic.
In Peril (sticky): [ 4 ]
You may mark the In Peril condition whenever you are hit by an attack. Negate up to four shifts of damage from the attack and then create an aspect that describes how the attack causes damage not easily shaken off (such as a Broken Leg or Shattered Reputation). Whoever inflicted the condition is awarded a free invoke on that aspect. Recover from In Peril when you act deliberately to resolve the peril: medical attention for an injury, a bribe to erase the slight on your reputation. This typically entails overcoming an obstacle against an opposition of Great (+4) or higher.
Doomed (lasting): [ 6 ]
You may mark the Doomed condition whenever you are hit by an attack. Negate up to six shifts of damage from the attack and then create an aspect that describes how the attack has rendered you almost helpless, such as Bleeding Out or Ready to Embrace the Dark Side. Whoever inflicted the condition is awarded a free invoke on that aspect. Recover from Doomed when you act deliberately to resolve the doom: emergency medical attention, the intervention of a White Council healer skilled in mental magic, or something similar. This typically entails overcoming an obstacle against an opposition of Great (+4) or higher. Clear out Doomed at the end of the next session after you’ve started recovery. If Doomed is checked and you are taken out (page 189), death is one of the possible outcomes.
Spent Refresh: 4
STRESS: [ 1 ][ 1 ][ 1 ][ 1 ][ 1 ][ 1 ]
For years Abigail Wharton, now Abigail Youngblood, served as a host to the Denarian Demon, Azael. She performed many heinous acts during that time and she is just now sorting out how to handle those memories. Abi had been an able host but she had developed cancer and even the demon’s considerable regenerative powers could no longer cope with it. The demon abandoned her after she was shot while helping to capture Jack Youngblood who it wanted to make its new host. Jack was able to escape that fate thanks to the intervention of his friends and Azael now resides in the body of Jack’s father.
Abi is undergoing treatment for her cancer and is under the care of Aunt B and Leif Wotensen. She remembers now that she had given birth to a baby girl that the demon has hidden from her. Jack is the father. The two of them are desperate to find their daughter but Abi is very limited because of her cancer. She is a formidable young lady though and if anyone could overcome cancer it would be her.