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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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• 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

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