Campaign of the Month: February 2022
Dresden Files Accelerated: Emerald City: Requiem
HIGH CONCEPT: Magically Enhanced Amateur Vigilante
TROUBLE: “I’m My Own Superhero!” Says the Idiot.
Struggling Dark and Edgy Comic Book Artist
All of the Tools and None of the Talent
Superhero Mask of Power
Superb +5: Flair, Force
Good +4: Guile
Good +3: Haste
Average +1: Focus, Intellect
SYNTHETIC SUPERHERO (Supernatural)
A Synthetic Superhero created by the Builder via an Item of Power, a superhero Mask.
Superpower (sticky) [ ][ ][ ][ ][ ][ ]
Mark one of the condition’s five boxes to access your mantle’s power, as detailed in your stunts. Recover fully at the conclusion of any scene in which you did not use the mantle’s stunts. The mantle’s power is also obtainable as a unique approach, Super, with a bonus equal to the number of unmarked boxes usable toward any action. The Super approach, however, has a catch: the GM will modify your description of your action according to the character of the mantle. Super is primal, unpredictable, and motivated to fulfill basic needs with no moral or ethical compunctions. If the change is sufficiently complicating, the GM may treat the action as a compel and award you a fate point
Physical Transformation (sticky) [ ]
Mark this condition when changing into your superhero form. Clothing and belongings on your person change with you. While this condition is marked, the following apply: Take the Form of the Green Man aspect in addition to your other Aspects. Swap the ratings of any two approaches with any other two approaches, to reflect your super form. You also benefit from scale (page 182) when using your animal form to exceed human capabilities: keen predatory senses, inordinate strength or speed, overly large or small form that provides access to something inaccessible to normal mortals. Any opposition you face, however, will have a level of scale against you whenever you are at a significant disadvantage compared to human beings. You and the GM should collectively name a few examples as guidelines of when you would benefit from scale and when you deal with scale in opposition. Recovery of this condition begins when you retake human form; full recovery requires concrete efforts to recharge from the experience, such as enjoying a hearty meal or uninterrupted rest. The GM may allow this recovery to occur between any two scenes involving a sufficient time jump.
Crisis Of Faith (sticky) [ ]
Mark this condition if you significantly violate the tenets of your faith or misuse the power granted to you. While this condition is marked, the Faithful approach and all stunts of this mantle are unavailable. Recover this condition after performing appropriate penance, per the GM.
Faster, Stronger, Tougher:
Mark a box of Super Power to add +1 to any physical action. The GM may elect to add scale (page 182) even if a box has not been marked.
As long as they are Transformed, a Superhero is considered to be at Otherwordly Scale against Mundane Attacks such as from Bullets.
Gain +2 to use Haste to defend or create an advantage.
Once per session, you may treat a sticky condition reflecting physical injury as if it were fleeting..
The Smell of Sin:
The crimes of others are open books to you. Succeed in an overcome action against an opponent’s Intellect or Guile to learn their greatest crimes. The GM may also grant an advantage with a free invoke.
Right Place, Right Time:
Once per session, you may announce your presence in the perfect place to help someone in need, ignoring usual limits of time, distance, or plausibility. The GM may take advantage of this stunt from time to time to coincidentally put you in the path of someone in need—this does not count against your per-session use.
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): [ x ] (Very Badly Burned)
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: [ x ] [ x ] [ x ] [ 1 ] [ 1 ] [ 1 ]
CURRENT REFRESH: 0
Matthew Schumacher was granted power by the Djinn called The Builder.