Eric Laufey









Superb +5: Guile

Great + 4:

Good +3: Flair

Fair +2: Intellect

Average +1: Focus, Haste

Mediocre +0: Force

SCION (Supernatural Scale)

One of your parents was a lesser god, or,perhaps, you are the grandchild of a greater god or maybe you just haven’t fully developed your potential as the child of divinity. You were born with exceptional abilities but also have a mortal life. Create your character according to a Pure Mortal mantle of your choosing and then add the conditions and stunts below.

Your actions have Supernatural Scale when doing something that relates to their parent deity’s primal powers and when doing something in their name or with their blessing. The GM would determine what actions would fall under this mantle but in general they should not be simple mundane tasks that are purely a mortal concern (baking a cake, getting out of a parking ticket) but could include dangerous tasks (running across a busy freeway dodging oncoming cars) and doing something that exalts their parent’s divinity (sculpting a statue of their deity).

CRIMINAL (Mundane Scale)

You live outside the law as hired muscle, a con artist, a thief, or any other individual involved in illegal activities by choice.


Divine Power (sticky): [ ][ ][ ][ ][ ]

You have the power of the Gods running through your veins. Mark a box when using certain stunts provided by this mantle. Mark 3 boxes to have a friendly NPC connected to your God appear and offer aid or information. Once per scenario, you may mark all 5 boxes to operate at Otherworldly Scale for a scene. Recover one box at the conclusion of any scene in which you do not mark a box. Recover two boxes at the start of a new session.

Divine Responsibility (sticky): [ ]

Mark this condition when you act against your God’s wishes or best interests. You may not any boxes of Divine Power (but retain your Scale) until you recover from this Condition. Recover from this condition by spending a scene communing with your divine relation.

Unwanted Attention (sticky): [ ]

Mark this condition when you are seen in public performing feats well beyond human norms or otherwise causing mass chaos. As long as this Condition is marked, you are at risk of being recognized and hunted. You gain an aspect related the chaos you caused and the GM gets one free invoke. Recover this condition after spending a scene dealing with your “Unwanted Attention”, be it a physical conflict or a social encounter.

Heat (sticky): [ ][ ][ ][ ][ ]

Mark one of Heat’s five boxes when the attention of law enforcement is attracted, as indicated by your stunts. At the beginning of any scene in which you have Heat and are in a sufficiently public place, you must make an overcome roll to avoid drawing further attention. The GM rolls to oppose with +1 for each box of Heat marked. On a fail with 1–2 boxes marked, you are detained for questioning; if 3–5 boxes are marked, law enforcement immediately attempts to arrest you. Clear one box of Heat between sessions; clear all if you are arrested.


Add one stunt of your choice from the list below to the list of core stunts for your mortal mantle.


You may cast minor veils and seemings. With a moment of concentration, you may draw a veil over something roughly person-sized, hiding it from sight and other means of detection. Or you may cause a person or object to appear differently than it normally does. An observer may attempt to discern the illusion, but to do so, they must have some legitimate suspicion that they might be seeing a glamour. Use Intellect to resist any disbelief attempt.


People know your face and/or name and may even fear you, which can be used advantageously. For every box of Heat you are willing to mark, take +2 to intimidate or coerce a non-criminal NPC into cooperating. The NPC will not, however, remain quiet about the coercion.

Criminal Favors:

Acquisition of criminal assistance via marking Heat. One box provides a minor NPC under GM control with +2 in a needed illegal skillset. Two boxes provide two minor NPCs or a significant piece of illegal gear: a stolen car, guns, or drugs. Three boxes grant access to a secure or restricted area but offer no additional benefits once there.


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.

Greater Glamour:

Gain +2 to all attempts to create glamours. Once per session, you may create a nameless NPC as a glamour for a scene and dictate their actions. Others react to the NPC as if real but it cannot inflict conditions or harm—if forced into combat, the illusion dissolves immediately. Anyone who succeeds with style on any roll against the illusion may get the chance to see past it, at the GM’s discretion.

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.

  • Rune of Power: Defend with Flair +2
  • Rune of Translation: +2 to Create an Advantage relating to translation of languages


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.

Indebted (sticky): [ X ][ X ][ X ][ X ][ ]
Eric owes debts to a variety of uncouth characters.

This condition has five boxes. Mark one or more boxes when you have accrued a debt to a powerful group, person, or entity. The number of boxes you mark depends on the magnitude of the favor done for you; the GM has final say. Recover boxes of Indebted by doing favors for the lender in return, on their terms. Typically, a fairly safe but challenging task recovers one box, a dangerous task recovers two boxes, and a task that puts you in mortal danger or could otherwise permanently impact you recovers all boxes.

Spent Refresh: 0

STRESS: [ 1 ][ 1 ][ 1 ][ 1 ][ 1 ][ 1 ]

DFA_EC_CharacPor_EricaLaufey.pngEric Laufey, scion of Loki, is a happy go lucky and playful young man who delights in causing mischief. To date his pranks and jokes have all been mostly harmless and he is happiest causing Singard Jarlson’s hair to grey prematurely with his antics. Recently he has been seen in the company of Umik Kin-giant and his Frost Giant friends and has caused several incidents including almost releasing Fenrir from his chains. He works as a used car salesmen at Ballard Motors where he can play the most delightful tricks. Jarlson is worried that Eric’s endless pranks could cause significant harm if he is not careful.

Eric has been known to go out for a night on the town with Jack Youngblood on occasion and cause untold mischief.


Content Not Found: du-an-Branislav smuggled a blackthorn tree from Ireland to Seattle that was linked to the demon, Sebassis. During its journey from Ireland the tree corrupted several sailors and some deaths were involved. Eric was enlisted to get the tree past customs, but he became enamored of it and, after a few encounters with David Clay & Fergus Mac Cormaic he escaped with the tree into the Nevernever. Virgil Gugasian was able to determine that he had fled to the Land of the Giants, Jotunheim.

Eric Laufey

Dresden Files Accelerated: Emerald City: Requiem HumAnnoyd