Campaign of the Month: February 2022
Dresden Files Accelerated: Emerald City: Requiem
Mathew Riley
Description:
ASPECTS:
HIGH CONCEPT: EX-SEAL CHANGELING HOUND
TROUBLE: ENSLAVED TO AN ICE QUEEN
ASPECT: ANOTHER DAY, ANOTHER DEBT
ASPECT: OPERATOR FOR HIRE, SPECIAL FORCES
ASPECT: NO WOMEN, NO KIDS
APPROACHES: 9
Good +3: Focus
Fair +2: Guile, Haste
Average +1: Force, Intellect
Mediocre +0:
APPROACHES: HOUND FORM
Good +3: Haste
Fair +2: Force, Focus
Average +1: Guile, Intellect
Mediocre +0:
MANTLE
CHANGLEING (Supernatural Scale) & MONSTER HUNTER (Mundane Scale)
You are a mortal with Fae heritage that is becoming manifest and guiding you toward transformation into a Fae.
UNIQUE CONDITIONS
Called (sticky): [ ] [ ] [ ] [ ] [ ]
Mark one of this condition’s five boxes to use one of your Fae stunts for a whole scene. If you ever fill the track, you have
three options:
- Make the Choice to become fully Fae. You may use your Fae stunts
the rest of the session without penalty. At the next minor milestone,
declare a Court affiliation (or choose to be Wyldfae) and transition to
the True Fae mantle.
- Deliberately shun your Fae stunts until you recover one or more boxes.
Recover a box at the end of every session in which you avoid using Fae
stunts. At the GM’s discretion, long time jumps mid-session or between
session might allow you to recover another box.
- Choose to become fully mortal. Immediately clear the track. You may
no longer use your Fae stunts, and at the next minor milestone, you
revert fully to your mortal mantle.
In Pursuit (sticky): [ ]
Mark this condition when you name a specific supernatural creature as your target. While this condition is marked, you are obsessed with your quarry and committed to seeking its destruction regardless of cost; you also gain a new approach—The Hunt at Great (+4)—which can be used with any action taken against that quarry. The GM, however, is granted two free boosts to use against you in any scene not directly related to your pursuit and may propose compels involving your obsession. The GM may claim these boosts at any time during a relevant scene. Recover from this condition when your target is dead or you abandon the hunt. If you choose the latter, you may not pursue that particular quarry again.
Wounded (lasting): [ 4 ]
Mark this condition to absorb four shifts from any attack. While this condition is marked, you have an additional aspect that represents the nature of your injury. If you’re taken out while Wounded, death is on the list of potential outcomes, as with the Doomed condition. Begin recovery from this condition after you’ve received medical attention in a quiet environment (in other words, not in the field) and someone has succeeded at a recovery action against Great (+4) opposition on your behalf. You recover fully at the end of the next session.
CORE STUNTS:
Countermeasures:
Once per session, you may declare that you happen to have a countermeasure on hand that nullifies the effect of scale (page 182) from a supernatural condition or stunt for the current scene. At the GM’s discretion, this stunt can also nullify other effects of supernatural powers, such as by avoiding a soulgaze or seeing through a glamour.
Hunters Network:
You associate with a loose confederation of hunters who trade rumors and update each other. Once per session when you are In Pursuit, you may succeed automatically at an overcome roll to find information about your quarry. If this information can be expressed as an advantage, you get an aspect with two free invokes as well.
Beast Form (Hound):
You may mark a box of Called and transform into the form of the animal (this includes clothing and other items on your person). You gain the Aspect “Hound Form” and may switch the value of any two Approaches. You lose access to stunts that are not about physical prowess. You may gain new Scale on actions that benefit from your new form. You are limited in movement and communication by your animal’s form (fish cannot operate on land, bears cannot go into small spaces, etc). Switching from Human to Beast or back takes one action.
ADDITIONAL STUNTS:
Firearms Training (Focus):
Pick one of your approaches. When you attack with a firearm using that approach, gain +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: 3
Spent Refresh: 0
Bio:
Matthew ‘Woof’ Riley was on mission in Eastern Europe when his team was attacked by hell hounds (though neither he nor his team was aware of the nature of these creatures). Woof was one of the few team members to survive, and was subsequently discharged for ‘medical’ reasons. Bored and slowly running out of money, Woof unwittingly signs a contract and enters into the employ of Lady Odiana.