Mantle - Guardian of the Gate


Guardian of the Gate (Supernatural Scale)

Guardians of the Gates are a mysterious little known faction of Wyld Fae that are dedicating to protecting their assigned Gate with their life. They are often chosen from the ranks of faerie, although, on occasion, Changelings and even mortals have been selected. They all share the mark of an elaborate tattoo, each tailored to the individual it has bonded to and the particular Gate it represents. No one knows how many gates there are in existence or even where they lead to. All that is known is that many supernatural beings, including Outsiders and their mortal agents, often take a keen interest in Guardians and hunt them down ruthlessly when they are exposed. Needless to say the life expectancy of a careless guardian is limited.


Impaled by Cold Iron (sticky): [ ]

If you mark In Peril or Doomed to absorb shifts from a cold iron attack, your attacker can also declare that the cold iron impales you, forcing a mark on this condition as well. While Impaled by Cold Iron, you are prohibited from accessing the mantle’s stunts or conditions. Recovery requires the implement’s removal by overcoming passive opposition (Great (+4) at minimum) or active opposition, such as during combat. This recovery does not affect any other conditions sustained during the attack.

Wyld Power (fleeting): [ ] [ ] [ ] [ ] [ ]

Mark one of the condition’s five boxes to access your mantle’s power, as detailed in your stunts. Recover fully at the conclusion of any scene in which you did not use the mantle’s stunts. The mantle’s power is also obtainable as a unique approach, Wyld, with a bonus equal to the number of unmarked boxes usable toward any action. The Wyld approach, however, has a catch: the GM will modify your description of your action according to the character of the mantle. Wyld is primal, unpredictable, and motivated to fulfill basic needs with no moral or ethical compunctions. If the change is sufficiently complicating, the GM may treat the action as a compel and award you a fate point.

Unwanted Attention (sticky): [ – ]

Mark this condition when you are seen in public performing feats well beyond human norms or otherwise causing mass chaos. As long as this Condition is marked, you are at risk of being recognized and hunted. You gain an aspect related the chaos you caused and the GM gets one free invoke. Recover this condition after spending a scene dealing with your “Unwanted Attention”, be it a physical conflict or a social encounter.


Faster, Stronger, Tougher:

Mark a box of Wyld Power to add +1 to any physical action. The GM may elect to add scale (page 182) even if a box has not been marked.

Walker of the Wyld:

You can open portals between the mortal world and the wild (unaffiliated) regions of Faerie. Mark a box of Wyld Power to declare your convenient arrival in a scene via a portal.

Defender of the Gate:

Guardians are most effective when battling Outsiders who are constantly seeking a way to enter this universe. When entering a conflict against an Outsider, choose +2 to attacks against Outsiders or +2 to defense against their attacks and attempts to create an advantage.


With GM permission, choose stunts from the True Fae stunt lists (page 158). Their use marks one box of Wyld Power.
Superior Recovery:

Once per session, mark a box of Wyld Power to treat a sticky condition as fleeting.

Superior Speed:

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


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.

Hunter’s Guide:

You advise those who pursue Outsiders, should any pass beyond the Outer Gates. Any successful advantage you create against an Outsider gains an extra free invoke.

Sword of the Guardian:

A Guardian may manifest the power of their tattoo as a weapon, usually a sword but sometimes it is a spear or a whip, to smite their enemies. Attacks are worth +1 shift on a successful hit and may have scale. Against Outsiders increase Scale by one level.

Shield of the Guardian:

Mark one box of Wyld Power to absorb two shifts from a physical attack. The Guardian’s tattoos manifest as a bright, metal shield.

Gate Keeper

A Guardian may open portals between the mortal world and the wild (unaffiliated) regions of Faerie and hold them open long enough for multiple allies to traverse them. Mark a box of Wyld Power plus one additional box per ally who joins you to declare the convenient arrival in a scene via a portal.

Key Master

Your advanced knowledge of the Nevernever’s Ways enables you to unlock travel to other realms. Mark two boxes of Wyld Power to travel to a specific place within the NeverNever. You can bring along companions as you wish. Sometimes this will require finding the right spot in the Mundane world to allow such travel, research into the realm to gain enough knowledge to safely travel there or the permission of the beings who control the real per the GM.

Created by: HumAnnoyd


Mantle - Guardian of the Gate

Dresden Files Accelerated: Emerald City: Requiem HumAnnoyd