Dresden Files Accelerated: Emerald City: Requiem
HIGH CONCEPT: OUT OF RETIREMENT WARDEN
TROUBLE: FROZEN DOWN TO THE SOUL
THE MAGMA KRACKEN WAS A MYSTIC CHAMPION OF A PAST AGE
GET OFF MY LAWN!
MY APPRENTICE CAROLINE
MAGICAL PRACTITIONER (-Supernatural- Mundane Scale)
Exhausted (sticky) [ ]
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.
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.
You excel at ritual magic (page 168). Add +2 to the preparation roll for any ritual.
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.
White Council Membership:
As a member wizard in good standing, once per session, you may contact the White Council to request assistance. The GM determines what aid, if any, is given and the cost thereof. If the favor is great, the GM may impose the Indebted condition with multiple boxes checked; you must recover from the condition before again using the White Council Membership stunt.
Warden (requires White Council Membership):
You have the mandate and authority to track down and mete out lethal justice to those who violate the Laws of Magic (page 78). Gain +2 to attacks against anyone designated a sorcerer by said violation(s).
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.
With GM permission, gain +2 to a simple overcome roll when casting a thaumaturgic spell specifically for the discovery of information.
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.
A young but powerful warden in the 1930’s and 1940’s, then known as “The Magma Kracken” for his devastating Earth and Fire magics. They still tell stories about the time he single handedly took out a Wendigo some shaman gone wrong called out of Canada, and his battles against Black court vampire rum-runners at the end of prohibition is one of the reasons behind Washington state’s restrictive alcohol sales laws. Some people claim that he even melted the heart of the Unseale Fae, Fern Frost, daughter of Jack, and granddaughter of the Storm Lord…
Back in the 1930’s, he was often called
Rising Conflict: “I break the breakers”
When the White Council called on Warden Zebadiah Einar when the dread Necromancer Kemler rouse up, he answered the call. Part of a special strike squad lead by the subtle but implacable (and future Senior Council member) Martha Liberty, they served as a critical distractionduring the final strike. During the apex of the battle, The Magma Kracken went solo vs. Kemler’s youngest (known) apprentice, and stabbed him inthe heart as he was held by tentacles of white-hot stone. Unfortunately, the apprentice managed to last long enough to get off his death curse, shattering Zebadiah’s magic, and crippling his body.
Returning home after, and unable to so much as flip a light-switch, either mundanely or magically, the Wardens arrange to take care of their fallen survivor. His nurse Edna Smith (Smythe?) and they have a daughter, Lucille, who, as a teenager with a latent Talent, runs away to to escape her overprotective father, and to someday prove to him that she can be as much the hero she thinks her farther once was…
First Adventure (Too Old to Rock&Roll): “Get off my Lawn!”
When Bill Conway discovered the old book in the attic, he thought summoning Kirt Cobain’s ghost into his guitar would be totally cool. Unfortunately for him, what he calls up is hungry, and even more unfortunately for him, the old widower across the street who is always complaining about noise during band practice used to be a warden, and the silver sword over the mantle is not just decorative. When Old Zeb finally figures out what is going on, can he track down Bill’s gig in time to stop him before he used the energy of the audience to open up a gateway to dangerous part of the Never-ever, and even if he can, can a grumpy old man make his way past the mosh-pit without going crazy.
In his righteous rage, Zebadiah calls down the rain in his first act of full on Wizard level magic in almost 50 years…
Guest star in Sal’s DANCING ON THE HEAD OF A PIN:
When emissaries of the forces of Heaven and Hell make arrangements to talk to Sal, the only neutral party they both trust is a Wizard of the White Council. Sal is surprised to see a familiar old man, who drinks old whiskey, with a silver sword and cracking with the power of a bottled storm playing moderator at the local neutral grounds. Why does this old guy get respect from angels and demons, and is always paying his bar tab in full reason enough to trust him? Sal leaves with important information, and time enough to plan his next move safely.