The Patient One

Description:

ASPECTS:

IMMORAL SORCERER

BRILLIANT, ANALYTICAL & PREPARED FOR ANYTHING

GREATEST LIVING RITUAL KABBALIST


APPROACHES

Skilled at (+2): Rituals, Evocations, Magical Lore
Bad at (-2): Physical Combat, Empathy
+2 at opposing Force and Flair


MANTLE:

MAGICAL PRACTITIONER (Supernatural Scale)

UNIQUE CONDITIONS

Exhausted (sticky) [ x ]

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.

CORE STUNTS:

Evocation:

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.

Thaumaturgy:

You excel at ritual magic (page 168). Add +2 to the preparation roll for any ritual.

Soulgaze:

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.

ADDITIONAL STUNTS:

Loremaster:

As a scholar of arcane lore and magical theory, once per session you may declare that you are able to read obscure text in a mysterious language or determine the specific nature of a ritual upon seeing the precise location where it was cast.

Arcane Investigator:

With GM permission, gain +2 to a simple overcome roll when casting a thaumaturgic spell specifically for the discovery of information.

Ritual Specialist: (Summoning)

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.

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:

A sorcerer, and perhaps the greatest living ritual Kabbalist. The Patient one wants to study and take apart David Clay to find the secret of the Clay that is flesh (a secret that, to his disappointment, is tied to the blending of justice and mercy). The Patient One has a history of working with the Denarians and living to repeat the process

The Patient One

Dresden Files Accelerated: Emerald City: Requiem HumAnnoyd