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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• For <strong>Dragon</strong>s who can generate two<br />
Aspect points with a manifest action, they<br />
may sacrifice those two points to remove a<br />
single bashing wound. Resistant wounds<br />
cannot be healed inn this manner.<br />
• If they can come up with four<br />
Aspect points, a <strong>Dragon</strong> can sacrifice them<br />
to remove a single lethal wound. This<br />
shifts any bashing wounds left one space<br />
on the meter. Resistant wounds cannot be<br />
healed in this manner.<br />
• For <strong>Dragon</strong>s who can come up<br />
with a whopping eight Aspect points on a<br />
single manifest action, a single aggravated<br />
wound may be removed. This shifts all<br />
lethal and bashing wounds to the left one<br />
space. Resistant wounds cannot be healed<br />
in this manner.<br />
When not using supernatural means, a<br />
<strong>Dragon</strong> recovers at the same rate a normal<br />
human being does. Bashing damage takes<br />
fifteen minutes to heal, lethal damage takes<br />
two days, and aggravated damage takes an<br />
entire week.<br />
• True Form increases a <strong>Dragon</strong>’s<br />
Stamina and Size, creating two extra<br />
wound slots. <strong>The</strong> Enormous Size Aspect<br />
boosts a <strong>Dragon</strong>’s Size trait, also creating<br />
extra wound slots.<br />
Should a <strong>Dragon</strong>’s expanded health meter<br />
contract while wounds are occupying it:<br />
changes to this:<br />
causing the smaller wounds to cluster and<br />
become more severe. In this example, one<br />
bashing wound ends up in a wound slot that<br />
no longer exists, so it combines with the<br />
rightmost bashing wound to make a single<br />
lethal one. Likewise, if a lethal wound filled<br />
a vanishing wound slot, it wound combine<br />
with the rightmost lethal wound and become<br />
an aggravated one.<br />
Extended Extended Willpo Willpower<br />
Willpo Willpower<br />
wer<br />
True Form grants an additional dot of<br />
Composure and an additional dot of<br />
Resolve. This means an extra two dots<br />
of Willpower, and an extra two points to<br />
spend. <strong>The</strong>se do not come without a<br />
price, though.<br />
Should the bar contract when those last<br />
points have been used…<br />
This:<br />
changes to this:<br />
<strong>The</strong> used Willpower rolls back, marking<br />
the first slots with an asterisk. This mark<br />
represents mental overexertion, and can<br />
only be removed by the fulfillment of a<br />
Virtue (one each time a Virtue is<br />
upheld).<br />
This is an extension of the Willpower<br />
Health system presented for Dreamers in<br />
the first Appendix, as found on page XX.<br />
Trauma<br />
Trauma<br />
Trauma is a new affliction found<br />
both in the Sweat Philosophy and the<br />
Venoms Aspect, though you may attach it to<br />
certain weaponry as you please. Trauma<br />
always has a set rating and lasts until the<br />
subject suffers no more lethal wounds or<br />
until the scene ends (<strong>The</strong> first is always true,<br />
while the second depends on the source of<br />
the trauma and storyteller discretion).<br />
When someone is suffering from<br />
trauma, gut-wrenching pain prohibits them<br />
from moving quickly or effectively. If they<br />
so much as attempt to apply their defense<br />
against an incoming attack, sharp stabbing<br />
sensations overcome them and their capacity<br />
to act is hindered until next turn (thus<br />
defense must be sacrificed to avoid the<br />
penalty). Likewise, moving more than a<br />
slow walk (half speed) causes the same