Campaign of the Month: February 2022
Dresden Files Accelerated: Emerald City: Requiem
Tengu Blacksmith
Description:
ASPECTS:
HIGH CONCEPT: Tengu Shop Owners
INVOKE: Selling things, bartering, bargaining, commissioning, and creating weapons and armor.
COMPEL: Has a shop to run. Often summoned to make things.
TROUBLE: Purpose over morality.
INVOKE: Set aside right and wrong to focus on the task at hand.
COMPEL: Has made a LOT of good, bad, and interesting things.
ASPECT: Sibling Rivalry
INVOKE: Must outdo my siblings.
COMPEL: Must outdo my siblings.
APPROACHES
Skilled at (+3): Making deals and crafting what a customer truly wants. Taking vengeance for a broken deal.
Bad at (-3): Resisting a well-maneuvered bargain no matter how bad it is, facing his brother’s crafts, and making what a customer truly needs.
Skilled at opposing (+3): Haste, Intellect, Guile
Bad at opposing (-3): Flair, anything that would pit him against one or both of his brothers.
MANTLE
True Fae (Supernatural Scale)
Truth-Bound (special): [x]
You are incapable of outright lies. If you wish, you may carefully omit information, speak your opinions, or utter something you believe true that is later proven false. This condition is always checked.
Ferroburned (sticky): [ ]
If you suffer a condition inflicted by an iron weapon, mark this condition as well. You must recover this condition before healing from any other physical injury. Begin recovery by recuperating in Faerie or receiving medical care from a character versed in supernatural healing. If you seek medical attention outside Faerie, the healer must overcome a Great (+4)
to succeed at the recovery action.
Oathbreaker (sticky): [ x ]
Mark this condition when an agreement with someone has been violated by either party. All actions taken by the aggrieved party against the violating party gain +2 bonus and ignore magical defenses or scale (page 182). Recover this condition when the violator fulfills the letter of the bargain or the aggrieved party voluntarily releases the violator from the agreement.
CORE STUNTS:
Glamour:
You may cast minor veils and seemings. With a moment of concentration, you may draw a veil over something roughly person-sized, hiding it from sight and other means of detection. Or you may cause a person or object to appear differently than it normally does. An observer may attempt to discern the illusion, but to do so, they must have some legitimate suspicion that they might be seeing a glamour. Use Intellect to resist any disbelief attempt.
UNIQUE CONDITIONS
Condition Name (sticky) [ ]
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Condition Name (sticky) [ ]
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Condition Name (sticky) [ ]
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Maecenas auctor sollicitudin venenatis. Nam aliquet libero urna, id viverra ipsum mattis sit amet. Donec id feugiat nisi, ut rutrum erat.
CORE STUNTS:
Glamour:
You may cast minor veils and seemings. With a moment of concentration, you may draw a veil over something roughly person-sized, hiding it from sight and other means of detection. Or you may cause a person or object to appear differently than it normally does. An observer may attempt to discern the illusion, but to do so, they must have some legitimate suspicion that they might be seeing a glamour. Use Intellect to resist any disbelief attempt.
Sales Craftyman:
Gain a +2 when crafting or enchanting an item for a customer.
Crafty Salesman:
When rolling to create an advantage against a potential customer during negotiations a success will gain in one extra invoke.
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 ]
Bio:
Three Tengu Blacksmiths of Great Skill
The three brothers that run the Tengu Blacksmithy in Toyland are master smiths of various kinds. However, all three are peerless in the art of sword-smithing and able to forge true Muramasa (blades tinged with madness that hunger for blood) weapons.
While extremely shrewd businessmen, the three brothers are known to be extremely competitive. While their competitive natures can be used to drive very hard bargains, the brothers can take it personally if it is used to take advantage of them.
While the three brothers are known for running a shop in Toyland, they are frequently summoned or called to do commission work and can be encountered nearly anywhere in the world. Though, the majority of their clientele obviously comes from Japan and areas with significant amounts of Japanese culture.