Lucy Smith-Einar





INVOKE: Lucy is a Wizard in good standing. She has been making a profession of providing services to a range of customers.

COMPEL: Her name is out there in the community, and people know of her and her work.




COMPEL: Even when she tries to vet them, she ends up being hired by people with secret plots, ulterior motives, or even who try to make her ‘offers she can’t refuse’. Even apart from The Peter Kirk Syndicate, there were White Court Vampires, working with some Valkyrie to fortify the house of what wound up being a Chicago Mobster, or disarming magical traps on an artifact for someone she later identifed as a member of an arcane society dating back to WWII Germany.


INVOKE: Heir of a bloodline of magial power and elemental potency, Lucy can push for power, and trade on the name of her father, Warden Zebediah Einar, in magical circles. She was raised in Wizard circles, and has had contacts with a number of significant figures through her father. As the child of a Warden who was injured in battle, she gets some extra sympathy from may who know the story.

COMPEL: Lucy did not have a happy childhood, and still has a lot of unresolved issues with her father, with Wardens, and with trying to live in his shadow. She is driven to succed


INVOKE: Math, Math for magic, Wards, Using Math to make better wards

COMPEL: Having magical issues with magics that are not number based, especially fae magics and navigation of their worlds.


INVOKE: Spy stuff from before

COMPEL: Untrusted in the now


Great + 4: Intellect

Good +3:

Fair +2: Focus, Guile

Average +1: Flair

Mediocre +0: Force, Haste




Exhausted (sticky): [ ]

Check this condition to boost your magical power, as described by the Evocation stunt. When you are Exhausted, the GM has one boost to use against you in any scene in which your fatigue may be used against you. Clearing Exhausted, of course, requires an active effort to rest. The GM may allow this recovery to occur between any two scenes involving a sufficient time jump.

Burned Out (lasting): [ ]

Check this condition to further boost your magical power, as described by the Evocation stunt. If Burned Out, you cannot use magic, period, until fully recovered. Begin recovery by eating, meditating, or otherwise deliberately resting as per the Exhausted condition. Recover fully at the end of the following session.

The Third Eye (sticky): [ ]

Mark this condition when utilizing your magical Sight to view the mystical, true world overlaid on the material world. While the condition is marked checked, your memory is eidetic and the following are true:

  • You view everything as a metaphorical expression of its true nature.
  • The Sight ignores supernatural disguises or glamours and grants no guidance in interpretation of what is seen.



As a wizard, you can cast magical spells comprising the five elements: fire, air, earth, water, and spirit. In game terms, you may perform any of the four basic actions with spectacular magical effects such as defending with a shield of ice or creating an advantage by shifting earth beneath the opponent’s feet. Your actions may have scale (page 182) at the GM’s discretion. If desired, push yourself to increase the spell’s effect as follows:

  • Check a stress box for +1 or two boxes for +2 on any one magical action. You may check only two boxes at a time.
  • Mark Exhausted to add +4 to any single magical action or to attack multiple targets magically without dividing your roll (page 190).
  • Mark Burned Out to gain +2 to all magical actions for the rest of the scene or, if Exhausted is already checked, to attack multiple targets with magic without having to divide your roll.

These benefits are cumulative: if you mark two stress boxes and both conditions, you could do a single magical action at +8, and then have +2 to all magical actions for the rest of the scene.


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 an Intellect roll, opposed by their Intellect roll; the winner learns one concrete, useful piece of information about the other individual, or two things if they succeed with style. On a tie, each person learns something. These things can be advantages with a free invoke at the GM’s discretion.


Personal Wards

Your Personal Wards are extra potent against Supernatural Effects (works vs. a fireball but not a rock thrown using magic)

  • Gain +2 to Defend with Focus against magic. (May always apply scale)
Ritual Specialist (WARDS):

Gain +1 to the preparation of one broad category of magic (summoning, curses, necromancy, and so on). You may take this stunt multiple times for different categories but may not take any category more than once.

Math Ph.D.

You have studied math to the level of a Ph. D and have a wide and deep knowledge of it. Gain +1 to Create Advantage or Overcome Obstacles when you have the time to apply your mathematical skills to the attempt.

Strictly Professional

You hold yourself to proper behavior, keeping client information confidential, and not giving hints that would harm negotiation positions. Gain +2 to Guile to Defend any social action that is intended to make you reveal information, truth or falsehood, or make you look bad.


In Peril (sticky): [ 4 ]
Doomed (lasting): [ 6 ]
Indebted: [ ? ][ ? ][ ? ][ ? ][ ? ]

Spent Refresh: 3

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

The daughter of Zebidiah Einar, the famous “Magma Kraken”, Lucy has long been estranged from him and his legacy. Embittered at Zeb’s absence in her life she has gone her own way and has become a respected wizard and scholar in her own right. Despite her father’s protests she took a contract with the Peter Kirk Syndicate several years ago for a mysterious project. The dispute was heated and she has not been in contact with her father since.

Lucy Smith-Einar

Dresden Files Accelerated: Emerald City: Requiem HumAnnoyd