Campaign of the Month: February 2022
Dresden Files Accelerated: Emerald City: Requiem
Heidreck the Wise
High Concept: ANGRY SPIRIT OF A VIKING KING
Trouble: BOUND TO CROWN & SWORD OF THE GOTHS
KINSLAYER, OATHBREAKER, AND FOE OF ASGARD
SLAYER OF MAN, BEAST, AND MONSTER
Great + 4: Force
Good +3: Focus, Haste
Fair +2: Guile
Average +1: Flair, Intellect
DRAUGR (Otherworldly Scale)
Ectoplasmic Cohesion (Sticky) [ ] [ ] [ ] [ ] [ ]:
Mark a box to power spirit stunts. Many actions taken by spirits require more effort in the real world. The spirit overcomes this effort by utilizing part of the energy that keeps it formed and sentient. Clear one box per session. Clear two boxes if Heidrek is allowed to engage with the Crown of the Goths scroll. Depleting EC means that the spirit is weak and faded. It is now invisible to mortals and cannot affect the physical world in any way.
The Crown of the Goths (Sticky) [ ]:
Mark this box if another being lays claim to the Crown of the Goths and performs a ritual of binding. Heidrek cannot use any spirit stunts against the bearer of the Crown nor can the spirit recover any boxes of Ectoplasmic Cohesion unless permitted to do so. Heidrek is also required to carry out the commands of the wielder of the Crown.
The Sword of the Goths (Sticky) [ ]:
Mark this box if another being lays claim to the Sword of the Goths. Heidrek is vulnerable to the Sword of the Goths, his intangibility immaterial against it. He takes W2 damage from the wielder of the sword and loses any Scale on them.
Intangible (Special) [ x ]:
Spirits are always insubstantial and can pass through walls, floors and other solid objects with impunity barring any Thresholds. Crossing a threshold will inflict its rating in boxes of Ectoplasmic Cohesion, then stress, then conditions every round.
Mark a box of Ectoplasmic Cohesion (EC) to be able to physically interact with the physical world for a single action. This does not make the Draugr material but simply allows its will to manifest in the physical world. This can be any physical action from an attack to writing a message in the dust on a table.
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.
Mark a box of Ectoplasmic Cohesion to use the Create an Advantage or Overcome actions to conjure strong feelings of fear in any person you have line of sight to. You gain a +1 to the roll. Invoke to replenish two boxes of EC.
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: 2
STRESS: [ 1 ][ 1 ][ 1 ][ 1 ][ 1 ][ 1 ]
Heidrek the Wise was the king of the Goths. A viking who was slain by his own brothers with Tyrfing the cursed dwarven sword.