Campaign of the Month: February 2022
Dresden Files Accelerated: Emerald City: Requiem
HIGH CONCEPT: Red-eyed Demon Dogs
TROUBLE: Hungers for Human Flesh
ASPECT: Hounds of Ill Omen
Average +1: Force, Focus, Guile, Haste
Mediocre +0: Flair, Intelligence
Barghest Pack (Supernatural Scale)
Dwindling Numbers (sticky): [ 2 ] [ 2 ] [ 2 ] [ 2 ]
The Barghest are not solitary creatures; they are trained to fight in groups of 4 and attack lone targets. As long as this condition has unmarked boxes, this “creature” represents a group of Barghest acting in concert. As a group, the Barghest Pack has scale when dealing with lone targets. They may mark a box to absorb up to 2 shifts in damage, representing individual dogs being taken out or driven away. This condition is recovered between sessions as dogs return to the fold or they recruit new members.
Barghests are omens of death. The first time a character sees a barghest in a scenario, that character loses a Fate point.
Barghest are most effective in large numbers. For every unmarked box of Dwindling Numbers, add +1 to any attack roll.
Chase them Down:
Because of their experience chasing their prey, barghests get +2 to Haste rolls whenever they’re chasing another character in a chase scene.
Cloak of Shadows:
You can see perfectly in the dark and are immune to any potential effect of normal or magical darkness. Additionally, once per session, you may declare that you automatically succeed at hiding from any non-magical attempt to spot you, provided you have a nearby shadow to hide in.
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
People say that barghests are specters which materialize as ghastly dogs and persecute the living. According to some folk tales these monsters are the scouts of the Wild Hunt. Other legends say the ghosts appear as a sign of divine retribution and embody revenge. However, all tales agree on one point: barghests show the living no mercy.