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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164<br />
164<br />
Or maybe it’s a matter of fear evolving to<br />
self-righteous hatred? Or maybe it’s about<br />
bagging the strongest, most cunning big<br />
game on the planet. Whatever the reason,<br />
they are driven to kill the Oroboroi.<br />
Description: When in public,<br />
would-be slayers are perfectly average.<br />
Maybe they’re a touch muscular, and<br />
perhaps they have some burn wounds or<br />
joint braces. <strong>The</strong>se injuries come from<br />
training and not actual combat with a<br />
<strong>Dragon</strong>, though, as such battle would likely<br />
result in fatal injuries. Once a slayer is<br />
ready for battle, though, he’ll strap on as<br />
much weaponry as he can carry and don<br />
whatever gear he can get his hands on (an<br />
effort to protect against the fire and the<br />
claws is almost standards, and common<br />
weapons include knives, guns, and<br />
spears. …Well, pitchforks anyway, as<br />
they’re easier to acquire in suburbia). <strong>The</strong><br />
smart ones pack jadeite as well, so that its<br />
touch rips through the <strong>Dragon</strong>’s nighimpregnable<br />
skin.<br />
Storytelling Hints: A simple wouldbe<br />
slayer is arrogant enough to believe he<br />
can kill a <strong>Dragon</strong>, and so he attacks directly<br />
and works alone. <strong>The</strong> smart ones (who are<br />
by far the most dangerous, and whose<br />
statistics are provided here) know that direct<br />
combat is simply suicide, and so they bring<br />
friends to act as decoys. Intelligent wouldbe<br />
slayers lure the Oroboroi onto their own<br />
turf, where traps await to disorient the beast.<br />
Jade-blessed assaults follow.<br />
Attributes: Intelligence 3, Wits 2, Resolve<br />
2, Strength 3, Dexterity 2, Stamina 3,<br />
Presence 1, Manipulation 2, Composure 3<br />
Skills: Investigation 2, Occult 2, Athletics 1,<br />
Brawl 2, Drive 1, Firearms 2, Larceny 1,<br />
Stealth 1, Survival 1, Weaponry 2,<br />
Intimidation 1, Persuasion 2, Streetwise 2,<br />
Subterfuge 2<br />
Merits: Danger Sense, Kung Fu 3, Iron<br />
Stamina 2<br />
Willpower: 5<br />
Morality: 5<br />
Virtue: Prudence<br />
Vice: Envy<br />
Health: 8<br />
Initiative: 5<br />
Defense: 2<br />
Speed: 10<br />
Weapons:<br />
Type Damage Range Clip Pool<br />
Heavy 3 (L) 30/60/ 7+1 4<br />
Pistol<br />
120<br />
Knife 1(L) Close - 5<br />
Brass 1(B) Close - 5<br />
Knuckles<br />
Armor:<br />
Type Rating Defense<br />
Thick<br />
Clothes<br />
1/0<br />
Knight Knight of of of the the Bloody Bloody Chalice<br />
Chalice<br />
Penalty<br />
0<br />
Quote: [Hungry eyes hovering over<br />
a sinister smile]<br />
Background: Membership in the<br />
Knights is something of a contagious<br />
condition. <strong>The</strong>re are two ways to join. One<br />
is to interrupt an abduction in progress, and<br />
the other is to be abducted. Knights collect<br />
and imprison sacrifices for months, waiting<br />
for the optimum time of exsanguination.<br />
When it comes time for the ritual, these<br />
captives are lined up and forced to watch.<br />
Those that declare loyalty (out of fear,<br />
usually) are allowed to live, themselves<br />
dipped into the vat of blood.<br />
Description: Knights of the Bloody<br />
Chalice are nauseatingly modern. <strong>The</strong>y<br />
recognize that settling on a style will lock<br />
them in a particular time period, hindering<br />
them greatly when it comes time to hunt<br />
again. Despite their fashion sense, though,<br />
they are socially small and they do not leave<br />
a big impression. Such anonymity is<br />
harrowing, but useful for their cause.<br />
Whenever a knight draws near to his quarry,<br />
he begins to sweat blood.