Campaign of the Month: February 2022
Dresden Files Accelerated: Emerald City: Requiem
FIERCE WARRIOR OF THE JOTUNS
MASTER OF FROST
NIMBLE FOR HIS SIZE
ÖVALDI’S ESTRANGED STEP-BROTHER
STRENGTH IS ALL THAT MATTERS
Superb +5: Force
Great +4: Focus
Good +3: Intellect
Fair +2: Haste
Average +1: Flair
Mediocre +0: Guile
FROST GIANT OF JOTTENHEIM (Otherworldly Scale)
Hurt (sticky): [ 4 ]
Mark this condition to absorb four shifts of physical harm. Recovery requires at least one scene of downtime at full rest, obtaining medical attention, binding wounds, et cetera.
Injured (lasting): [ 6 ]
Mark this condition to absorb six shifts of physical harm. When Injured, as with theDoomed condition, death is a distinct possibility. Another character capable of seeing to your injury must overcome an obstacle at Great (+4) or higher, in quiet and ideal conditions, to help you begin recovery. You recover fully at the end of the next session after beginning recovery.
Much larger than the average human, Jotuns automatically gain scale (page 182) on actions in which his large size is advantageous. Opponents will, however, gain scale in situations in which they may use his size against him.
Once per scene, gain +2 to use Force to Attack or Overcome an obstacle that raw strength would effect. The GM may determine that your actions gain scale with or without invoking the bonus.
Once per session, you may treat a sticky condition reflecting physical injury as if it were fleeting.
The Jotun may cast evocations (page 140) that fit the nature of Aurgelmir, also called Ymir, in Norse mythology, the first being, a giant who was created from the drops of water that formed when the ice of Niflheim met the heat of Muspelheim: slumber, water and ice. All of the Jotun’s magic has a cold ambiance, even if its connection to Ymir is metaphorical. This magic is ultimately sponsored by Ymir, and using it in a manner counter to the well being of his children may mark you as an enemy to the Jotuns. You use these as actions with your normal approaches, in any combination. The GM may assign scale (page 182) to your action.
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: 0
Spent Refresh: 0
Uttir is a fierce warrior of the Jotuns who was exiled by the now slain king, Övaldi for being too violent and for slaying fellow Jotuns whom he felt were “weak”. The only reason he was shown mercy for his defiance is because he was the other brother to Övaldi’s wife and queen. He only values might and power and has total disdain for all who are not Giants. He is a jarl and has a substantial force of loyal thanes at his disposal.