Dresden Files Accelerated
Total Page:16
File Type:pdf, Size:1020Kb
DRESDEN FILES ACCELERATED Contents Secret Goals 88 Core Stunts 137 Other Goals in a Conflict 190 What’s All This, Then 6 Determine the Inciting Incident 90 Additional Stunts 137 Investigations 191 Foreword Create the Player Characters 90 Magical Practitioner 138 Player Hypotheses 192 In this Book 7 Play this Campaign to Start, if You’d Like 90 Unique Conditions 139 Paying the Price 192 Invoice Core Stunts 140 Types of Investigations 193 A Letter to our Sponsor 8 Additional Stunts 140 Simple Investigations 193 Scions and Emissaries 143 Complex Investigations 193 Chapter 5 Changeling 143 Extended Investigations 194 The Heaven of Invention Unique Conditions 143 Chapter 1 Character Creation 91 Core Stunts 143 The Powers That Be Summary of Character Creation 91 Additional Stunts 143 Factions and Notable People 9 Choosing a Mantle 92 Erlking’s Huntmaster 144 Chapter 11 Fairytales, Myths, and Legends 9 Creating Aspects 92 Unique Conditions 144 The Journey of a Thousand Miles A Note on Thresholds 10 High Concept 92 Core Stunts 145 Advancement & Customization Winter and Summer, or That’s What Sidhe Said 10 Trouble 93 Additional Stunts 145 195 Iron and the Fae 10 The Third Aspect 93 Knight of a Faerie Court 146 Character Advancement 195 The Common Ground 11 Choosing Name and Appearance 93 Unique Conditions 146 Milestones 196 The Uncommon Ground 12 Choosing Approaches 94 Core Stunts 146 Minor Milestones 196 The Ladies, Sarissa and Molly 12 Approaches Build (Your) Character 94 Additional Stunts 146 Significant Milestones 196 Sarissa 13 The Ladder 94 Knight of the Cross 148 How Fast? 197 Molly 13 Calculating Refresh 95 Knights and the Denarians 148 Major Milestones 197 The Queens, Titania and Mab16 Choosing a Stunt 95 Unique Conditions 148 Advancing the World 198 Titania 16 Recording Stress and Conditions 96 Core Stunts 148 At a Minor Milestone… 198 Mab 18 Optional Steps 96 Additional Stunts 149 At a Significant Milestone… 198 The Mothers 20 Finishing Touches 96 Kringle’s Seneschal 150 At a Major Milestone… 199 The Knights, Fix and Harry 20 Unique Conditions 150 Creating Mantles 200 Fix 20 Core Stunts 150 Conceptualizing Your Mantle Harry 22 Additional Stunts 150 201 Others of Note 26 Chapter 6 Red Court Infected 151 Power and Purpose 201 The Leanansidhe 26 The Play’s the Thing Unique Conditions 151 Manifestation of Power 201 Changelings 26 Basic Rules 97 Core Stunts 151 Source of Power 201 Wyldfae 27 Taking Actions 97 Additional Stunts 151 The Mantle’s Demands 201 Lord Herne the Hunter, the Erlking 28 Describe the Action, Determine the Opposition 97 Valkyrie 152 Stunts and Conditions 202 The Wild Hunt 28 Taking Actions: Executive Summary 98 Unique Conditions 152 Creating Core Stunts 202 The White Council 30 Rolling the Dice 99 Core Stunts 153 Creating Additional Stunts 202 The Senior Council 30 Decide on Your Approach 100 Additional Stunts 153 Creating Conditions 203 The Merlin 31 Stuck? Switch ’Em Up! 101 Werecreature 154 Reskinning Other Mantles 204 The Gatekeeper 31 Choose an Action 101 Unique Conditions 154 Common Patterns 204 The Wardens 34 Create an Advantage 101 Core Stunts 155 Captain of the Wardens, Anastasia Luccio 35 Overcome 101 Additional Stunts 155 Carlos Ramirez 37 Attack 102 White Court Virgin 156 The Vampire Courts 39 Defend 102 Unique Conditions 156 Chapter 12 The White Court 39 Reading Your Result 103 Core Stunts 156 A Kind and Patient Master Lara Raith 40 Stunts, Invokes, and Teamwork Additional Stunts 156 GM Responsibilities and Advice Thomas Raith 40 103 True Fae 157 206 The Red Court 43 The Power of Teamwork 103 All Fae 158 Building the Campaign 206 The Jade Court 43 The Four Actions and the Four Outcomes Unique Conditions 158 Creating a Scenario 207 The Black Court 43 104 Core Stunts 158 Overseeing a Game Session 208 Mavra 44 Create an Advantage 104 Additional Stunts 158 When the Cat Has the GM’s Tongue The Church 46 Overcome 105 Summer Court 160 208 The Knights of the Cross 46 Attack 105 Unique Conditions 160 Setting Opposition 209 Sanya Ivanovich 46 Defend 105 Core Stunts 161 Approach-Related Opposition Waldo Butters 48 Additional Stunts 161 209 Et Cetera 50 Winter Court 162 Choosing Costs 210 Monoc Securities 50 Unique Conditions 162 Minor Costs 210 Core Stunts 163 The Fomor 50 Chapter 7 Serious Costs 211 Additional Stunts 163 The Denarians 50 Aspects, the Fulcrum of Fate Negotiating the Use of Approaches with Costs Vampires 164 Nicodemus Archleone 52 Aspects 106 211 Red Court Vampire 164 The Paranet 54 Aspect Categories 106 Creating Non-Player Characters Unique Conditions 164 The Svartalves 54 Character Aspects 106 212 Core Stunts 165 Deities and Demigods 55 Faction Aspects 107 Minor NPCs 212 Additional Stunts 165 Venatori Umbrorum 55 Situation Aspects 107 Supporting NPCs 213 White Court Vampire 166 Eliminating a Situation Aspect Major NPCs 214 Unique Conditions 166 107 NPCs and Mantles 214 Core Stunts 167 Condition Aspects 107 Monstrous Adversaries 215 Additional Stunts 167 Chapter 2 Using Aspects 108 Making an Adversary 215 Oh, the Places You’ll Go! Invoking Aspects 108 Aspects 215 Notable Locations 56 Invoking Aspects Unknown to Your Character Approaches 216 The Mortal Realm 56 108 Monstrous Mantles 216 Ley Lines 57 The Benefits of Invoking 109 Chapter 9 Conditions 217 Mortal Seats of Power 57 Should I Reroll? 109 So Mote It Be Stunts 218 Tsodilo 58 Boosts 109 Ritual Magic 168 Monstrous Examples 218 Ruins of Meslam 58 Compelling Aspects 110 Ritual Magic 169 Undead T-Rex 218 Borobudur 59 Negotiating and Rejecting Compels Handling Ritual Magic 169 Hellhounds 220 Demonreach 60 110 In for a Penny, In for a Pound The Faust 221 Göbekli Tepe 61 Types of Compels 110 169 Unique Conditions 221 Black Rock Desert 62 Event Compels 110 What Is a Ritual Spell? 170 Core Stunts 221 The Nevernever 63 Decision Compels 111 The Chief Prerequisite: Belief 171 Additional Stunts 221 Within Faerie 63 Declaring Details with Aspects How Do I Perform a Ritual Spell? Fetch 222 The Ways 64 111 171 Loup-Garou 223 The Valley of the Stone Table 64 Creating Good Aspects 112 Name the Effect 172 Ghouls and Uber-Ghouls 224 Arctis Tor 65 Fate Points and the GM 112 Describe the Effect 172 The Hall of the Erlking 65 Prepare the Spell 172 Without Faerie 66 Pay the Costs 172 The Fortunate Islands 66 Accept Complications 173 Chapter 13 Spend Resources 174 Demesnes 67 Chapter 8 We’ll Always Have Parish Mind Your Manners 174 Outside 68 With Great Power Example Campaign 226 How Long Does My Ritual Spell Last? Children of the Stars 68 Stunts, Conditions, & Mantles Factions 226 174 The Outer Gates 69 113 The Fomor 227 Miscellaneous Concerns 175 Stunts 114 The Underbelly 228 Helpers 175 Provide a Situational Bonus 114 Louis Sauvageot and his Pack Groups as Targets 175 Limitations on Stunts 114 229 Complication Scenes and Pacing Chapter 3 Create a Rules Exception 115 The Devoted (Les Dévoués) 230 175 Velvet Glove, Iron Fist Create a Custom Action 115 The Routers 230 Mystical Cheating 175 How the World Works 70 Use a Condition 115 Points of Conflict 231 Examples of Rituals in Gameplay Introduction 70 Conditions 116 Controlling the Barrier 231 176 The Unseelie Accords 70 Using Indebted in Play 118 Necromantic Surges 232 A Tracking Spell 176 Enforcement 71 Mantles 119 The LaLaurie Mansion 233 A Warding 177 Signatories 71 Pure Mortals 120 Characters 234 An Escape Potion 178 Weregilds 72 Clued-In Mortal 120 Astrid Colombe 234 A Curse 179 Duels 73 Unique Conditions 120 Marie St. Pierre 236 An Attack of Night Terrors 180 The Rules of Hospitality 74 Core Stunts 120 Sean McAvoy 238 For the GM: To Stop a Ritual 180 Neutral Ground 74 Additional Stunts 121 Genevieve Ba 240 Let’s (Not) Make a Deal 75 Criminal 122 Gabriel Beaumont 242 What’s in a Name? 75 Unique Conditions 122 Index & Play Aids Zen and the Art of Survival 76 Core Stunts 123 Index 244 Challenges to Authority 76 Additional Stunts 123 Chapter 10 Quick Reference 254 The Seven Laws of Magic 78 Law Enforcement 124 Wrath, Ruin, and the Red Dawn Dice Results 254 The First Law: Thou Shalt Not Kill by Use of Magic 79 Unique Conditions 124 Contests, Challenges, & Conflicts Outcomes 254 The Second Law: Thou Shalt Not Transform Others 79 Core Stunts 125 181 Setting Target Numbers 254 The Third Law: Thou Shalt Not Invade the Mind of Another Additional Stunts 125 Scale 182 Actions (p.104) 254 79 Leader of the People 126 Aspects and Scale 183 Teamwork (p.103) 254 The Fourth Law: Thou Shalt Not Enthrall Another 79 Unique Conditions 126 Does Scale Apply When Supernaturally Creating an Ritual Magic (p.168) 254 SampleThe Fifth Law: Thou Shalt Not Reach Beyond the Borders of Core Stunts 127 Advantage? 183 fileThe Ladder 254 Life 79 Additional Stunts 127 Challenges 184 The Sixth Law: Thou Shalt Not Swim Against the Currents of Medic 128 Exchanges 184 Time 80 Unique Conditions 128 Contests 185 Aspects (p.106) 255 The Seventh Law: Thou Shalt Not Open the Outer Gates 80 Core Stunts 129 Conflicts 186 Set the Scene 186 Additional Stunts 129 Turn Order (p.187) 255 Monster Hunter 130 Zones and Movement 186 Unique Conditions 130 Determine Sides and Objectives 186 Chapter 4 Core Stunts 130 Dealing with Harm (p.188) 255 Determine Turn Order 187 In the Beginning Additional Stunts 131 Conditions 255 Game Creation 81 One-Percenter 132 And…Action! 187 Getting Started 81 Unique Conditions 132 Damage, Stress, and Conditions Materials 82 Core Stunts 133 187 Approaches (p.94) 255 Alternative Dice? 82 Additional Stunts 133 Shifts? 187 Types of Aspects 255 What You Do in the Game 82 Reporter 134 Stress 188 Scale (p.182) 255 Creating the