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