Campaign of the Month: February 2022
Dresden Files Accelerated: Emerald City: Requiem
Arnbjorg
Description:
ASPECTS:
FIERCE JOTUN SHAMAN
MASTER OF FROST, RUNES AND SPIRIT
DEFENDER OF MY TRIBE
APPROACHES
Great +4: Guile
Good +3: Focus
Fair +2: Flair, Force, Intellect
Average +1: Haste
Mediocre +0:
MANTLE
FROST GIANT OF JOTTENHEIM (Otherworldly Scale)
UNIQUE CONDITIONS
Hurt (sticky): [ 4 ]
Mark this condition to absorb four shifts of physical harm. Recovery requires at least one scene of downtime at full rest, obtaining medical attention, binding wounds, et cetera.
SPIRIT TALKER (Otherwordly Scale)
Spirit World (sticky): [ ][ ][ ][ ][ ]
This condition uses five boxes to represent your significant spiritual capital, which translates to a constant supply of local ghosts and spirits to help you. Mark a box when you draw on your spiritual resources for this mantle’s stunts. Recover this condition by waiting (one box per session) or by spending a scene to meet with local spirits and clear the track. During the meeting, however, your followers (via the GM) will inform you of a spiritual problem necessitating your attention.
Angry Spirits (sticky): [ ]
Violating the spirit’s trust marks this condition. While the Angry Spirit’s condition is marked you may no longer use the Spirit World condition. Recover Angry Spirits when you have made restitution with the spirits.
CORE STUNTS:
Unusually Large:
Much larger than the average human, Jotuns automatically gain scale (page 182) on actions in which his large size is advantageous. Opponents will, however, gain scale in situations in which they may use his size against him.
Superior Strength:
Once per scene, gain +2 to use Force to Attack or Overcome an obstacle that raw strength would effect. The GM may determine that your actions gain scale with or without invoking the bonus.
Superior Recovery:
Once per session, you may treat a sticky condition reflecting physical injury as if it were fleeting.
Spirit Talker:
Spirit Talkers perceive the presence of spirits and ghosts. If the spirit is deliberately trying to conceal themself Roll Focus (or Intellect) +2 vs. Guile. Conversely, spirits get a +2 when trying to perceive or locate you. Spirit Talkers speak and otherwise communicate directly with ghosts and other invisible or incorporeal spirits, without any need to perform thaumaturgy. They may seek out information and specific individuals among the dead.
Possession:
Check a box of Spirit World to allow a minor spirit to possess you for a scene allowing you access to either an aspect or a +2 bonus in something they’re skilled at (see the NPC creation rules on page 212). Check multiple boxes to grant multiple aspects and multiple areas of competence, with a maximum of +2 in any one area. Use your fate points to invoke these aspects on your behalf.
ADDITIONAL STUNTS:
Jotun’s Magic:
The Jotun may cast evocations (page 140) that fit the nature of Aurgelmir, also called Ymir, in Norse mythology, the first being, a giant who was created from the drops of water that formed when the ice of Niflheim met the heat of Muspelheim: slumber, water and ice. All of the Jotun’s magic has a cold ambiance, even if its connection to Ymir is metaphorical. This magic is ultimately sponsored by Ymir, and using it in a manner counter to the well being of his children may mark you as an enemy to the Jotuns. You use these as actions with your normal approaches, in any combination. The GM may assign scale (page 182) to your action.
Rune Magic:
You utilize a set of powerful runes to wield ancient Norse magic. Choose two different combinations of approach and action, then name the effect associated with them. A defend action with Force might be a “ward of power,” or an attack with Guile a “shadow strike.” Either combination grants +2 with scale (page 182) determined by the GM.
- Ward of Power: Defend with Force +2
- Ward of Deception: Create Illustions with Guile +2
Spirit Guide:
Mark Spirit World to call upon the local spirits for favors. One box grants automatic success to a task (provided it is without risk) without having to roll or play out a scene. Two boxes pays for one cost for a ritual spell (page 172) or provides spirit NPCs or a magical resource to assist with a dangerous task. If at least three boxes are unmarked, mark the entire track for a powerful Local Spirit to intervene on your behalf and resolve a situation utterly unresolvable under your own power. This action requires formally petitioning the spirit and convincing them that the intervention is in their best interest.
Seance:
When preparing rituals dealing with Spirits, add +2 to the preparation roll and reduce the number of costs by 1 (to a minimum of 1).
CONDITIONS:
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.
STRESS: [ 1 ] [ 1 ] [ 1 ] [ 1 ] [ 1 ] [ 1 ]
CURRENT REFRESH: 0
Spent Refresh: 0
Bio:
Arnbjorg is the fierce spiritual leader and protector of the Olfrik Tribe. She is the completely dedicated to protecting Prince Ulfur against the predations of Fulvragg. Who is the master of the Staff of Sebassis. She was Fulvragg’s apprentice and lover before he murdered Ulfur’s father. She was able to rescue Ulfur and has been on the run from Fulvragg’s forces since.