Wilbur the White Rabbit

Description:

ASPECTS:

HIGH CONCEPT: White Rabbit of the Court of Hearts

TROUBLE: Always OCD, Always Polite, and Never on-time

ASPECT: Phenomenal Chronomantic Watch

ASPECT: Mantel and Responsibility of the Timekeeper

ASPECT: The Shadow of Charles Lutwidge Dodgson


APPROACHES

Skilled at (+2): Bringing order to chaos.

Bad at (-2): Being rude or aggressive.

Skilled at Opposing (+2): Force, Focus, Guile

MANTLE

Timekeeper of Faerie (Legendary Scale)

UNIQUE CONDITIONS

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.

Absolute Temporal Awareness:

You are immediately aware of any and all temporal disturbances, including where they start, where they end, and what kind of changes, if any, have been made to the timeline. If efforts are made to hide a temporal disturbance, you get a +2 bonus to overcome them.

The Timekeeper’s Watch:

You can use the watch to add, remove, or rearrange moments in time. This can be used to create aspects, overcome obstacles, or defend and grants a +2 bonus to any checks made. An additional +2 bonus is granted if the watch is being used to defend against or overcome Chronomantic attacks or actions.

Power of the Timekeeper:

Once per scene you can use your action to alter the flow of time either around yourself or another. You may immediately give a single chosen target two additional turns that must be taken immediately. Alternatively, you may cause a single chosen target to skip their next turn. There is no check necessary to activate this ability, and no defense may be made against it unless the target has the appropriate kind of magic available (in which case Wilbur must win a normal opposed check against his target).

Duty to Both Summer and Winter:

In spite of being attached to the Summer Court, the Timekeeper’s duties stretch to the service of the Winter Court as well. You gain a +2 bonus to all rolls when dealing with either Summer or Winter fae through non-violent means.


ADDITIONAL STUNTS:

Size-Shifter:

The White Rabbit’s mantle allows you to adjust your size by walking through any archway (including but not limited to doorways). Your size is changed to be accommodated by the size of the arch if you so choose. You automatically gain scale on actions in which your size is advantageous. Opponents will, however, gain scale in situations in which they may use their size against you.

Superior Speed:

Gain +2 to use haste to defend or create an advantage.

I Don’t Like Using My Power This Way. It’s Very Rude!:

You may use the watch to trap a target in a time loop. No defense may be taken against this attack, and you may only make it when expressly ordered to by Queen Mab, Queen Titania, or the Queen of Hearts. A target trapped in a time loop is essentially removed from the game until released by the wielder of the watch, or someone with either sufficient power or the correct kind of power. Using this stunt immediately takes Wilbur out (non-violently) as he considers the act to be shamefully rude.

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 ]

Wilbur the White Rabbit

Dresden Files Accelerated: Emerald City: Requiem Arandmoor