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Dragon: The Embers Core Book - MrGone's Character Sheets

Dragon: The Embers Core Book - MrGone's Character Sheets

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128<br />

128<br />

recognize the false details without external<br />

influence, and if he goes to sleep before he<br />

remembers the original details are lost for<br />

good.<br />

Exceptional Success: Same as Success, but<br />

the Willpower is not spent.<br />

Alter Alter the the Closed Closed Closed Wound Wound ( (●●●) (<br />

Pushing through the short-term, the<br />

Sloth <strong>Dragon</strong> finally reaches the long-term<br />

memory. <strong>The</strong> <strong>Dragon</strong> can change a number<br />

of minor details equal to her Sloth<br />

proficiency in any of the memories she<br />

found with Find the Scars. <strong>The</strong> target can be<br />

made to forget or falsely remember a fact<br />

from their past (like his dog's name, which<br />

exit to take on the way home from Vegas,<br />

etc). This lasts for one week.<br />

Now, the specification of minor<br />

details may seem a bit cloudy, but the idea is<br />

to tweak a memory and not completely<br />

replace it. As long as something could be a<br />

believable outcome, the Sloth <strong>Dragon</strong> can<br />

make the target believe that outcome.<br />

Each time the memory is called upon<br />

from an external force, the target can roll<br />

Intelligence + Composure, with a penalty<br />

equal to the <strong>Dragon</strong>’s Sloth proficiency, to<br />

recognize the falsity of the facts. When the<br />

duration of this Philosophy expires, any<br />

memory confusion clears up.<br />

Changing a set of details takes three<br />

seconds. <strong>The</strong> Sloth <strong>Dragon</strong> must be<br />

touching the target to change the long-term<br />

memories. Making a detail change requires<br />

a point of Breath.<br />

Cost: 1 Breath<br />

Dice Pool: Wits + Larceny + Furnace +<br />

Sloth – Resolve - Furnace<br />

Action: Instant<br />

Roll Results<br />

Dramatic Failure: <strong>The</strong> Sloth <strong>Dragon</strong> falls<br />

into Trance, and suffers a -3 penalty to all<br />

actions (on top of any other penalties) until<br />

she can escape. If she suffers a wound in<br />

her third-to-last Health slot, she is freed<br />

from the Trance.<br />

Failure: <strong>The</strong> memory is firmer than it<br />

originally appeared. <strong>The</strong> <strong>Dragon</strong> must try<br />

again with a different memory and succeed<br />

before she can move on to the next level of<br />

Sloth.<br />

Success: For the memory targeted, the Sloth<br />

<strong>Dragon</strong> can alter a number of details up to<br />

her proficiency in the Philosophy, within<br />

reason. Such fact alterations cannot be<br />

noticed as false by the target unless reliable<br />

outside information disproves it. This effect<br />

lasts for one week.<br />

Exceptional Success: Same as Success, but<br />

the Breath is not spent.<br />

Cover Cover the the Scar Scar ( (●●●●) (<br />

After making room with memory<br />

erasure, the Sloth <strong>Dragon</strong> can change major<br />

details of the target's life by covering over a<br />

real memory with a false one. <strong>The</strong> memory<br />

that the <strong>Dragon</strong> has created to cover the old<br />

one is accepted by the person, no matter<br />

how ridiculous it may be. <strong>The</strong> target could<br />

be convinced that he was a magic shoe for<br />

twenty-seven decades before the god in the<br />

moon turned him into a man. Obviously, a<br />

creative Sloth <strong>Dragon</strong> can absolutely<br />

unhinge the target with this madness.<br />

He is not without salvation, though.<br />

Evidence proving the memory false allows<br />

the target to roll Intelligence + Composure,<br />

albeit minus the <strong>Dragon</strong>’s Sloth proficiency,<br />

to recognize and break from the illusion. If<br />

such an opportunity does not present itself,<br />

the false memory lingers for a number of<br />

weeks equal to the successes rolled and then<br />

falls away.<br />

To Cover a Scar with a prepared<br />

memory, the <strong>Dragon</strong> must be touching the<br />

mark for at least three seconds.<br />

Cost: 1 Breath<br />

Dice Pool: Intelligence + Larceny + Furnace<br />

+ Sloth – Resolve - Furnace<br />

Action: Instant

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