Dresden Files Accelerated: Emerald City: Requiem
HIGH CONCEPT: Fierce Monster Slaying Warrior
TROUBLE: Fiona Is In Danger!
Good +3: Haste
Fair +2: Force, Flair
Average +1: Focus, Guile
Mediocre +0: Intellect
MONSTER HUNTER (Mundane Scale)
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.
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.
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.
Off the Grid:
You have no permanent home or identity within the system. Once per scenario, you can immediately recover from a sticky condition, provided the condition results from trouble with the law or society at large.
Once per session, you may declare that you have a level of scale (page 182) against a supernatural opponent during the scene but must choose only one type of action to which your scale applies: attack, create an advantage, or defend.
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: 2
Spent Refresh: 1
After watching her parents and older brother be slaughtered by The Fomor, Nora Quinn picked up a sword and fought with all her might to protect her only remaining family, Fiona Quinn. It turns out her sister is the daughter of the Celtic deity of poetry, smiths and Spring. The goddess Brigid. But Fiona, despite all her untapped power, was still inexperienced and vulnerable and it was up to Nora to save her from the dark forces that targeted her. Including their estranged uncle. Nora learned to her surprise that she was quite a capable warrior. It seemed that she did not need the blood of divinity in her veins to destroy monsters. She possessed the drive and tenacity equal to any hero from song and story especially when protecting her sister.