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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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170<br />

170<br />

Attacks:<br />

Type Damage Range Pool<br />

Brawl 0 (B) Close 8<br />

Armor:<br />

Type Rating Defense<br />

Tough<br />

Hide<br />

Experience<br />

Experience<br />

1/1<br />

[Bulletproof]<br />

Penalty<br />

0<br />

Aspects Aspects and and the the Dreamtide Dreamtide Denizens<br />

Denizens<br />

Both Deep Ones and Dreamtide<br />

Nightmares use the three-attribute<br />

system instead of the nine-attribute<br />

system (<strong>The</strong> Power/Finesse/Resistance<br />

system is detailed in the World of<br />

Darkness Rulebook, page 208). Deep<br />

Ones on occasion have access to<br />

Aspects. When either of these entities<br />

needs to utilize an ability that requires<br />

Essence or Breath, they spend Dread<br />

instead. Aspects that increase one<br />

particular attribute instead increase the<br />

category (a Deep One using Horde of<br />

Knowledge increases Power by the dots<br />

owned, instead of Intelligence by the<br />

points manifest).<br />

One other thing … though Deep Ones<br />

can own Aspects, they are incapable of<br />

turning them on and off. More detail on<br />

this subject will be provided in the first<br />

Appendix.<br />

Experience works practically<br />

identically to the system found in the World<br />

of Darkness Rulebook, pages 216 and 217.<br />

<strong>The</strong> Oroboroi, just like the mortals they used<br />

to be, learn from mistakes and experiences<br />

and are bettered for it.<br />

Experience is used to increase<br />

attributes, skills, merits, and supernatural<br />

abilities. As storyteller you will award<br />

experience to your players, who spend it to<br />

improve their characters in all sorts of ways.<br />

Though this a character becomes more<br />

talented in her endeavors and is thus<br />

transformed from rookie to veteran.<br />

Awarding Awarding Experience<br />

Experience<br />

Experience is given out by the<br />

Storyteller at the end of each session.<br />

Giving low experience will frustrate your<br />

players, but giving copious amounts will<br />

marginalize achievements and cause a<br />

meteoric rise to power. As a general rule,<br />

you should give no fewer than two<br />

experience per character per session, but no<br />

more than seven. If you choose to give<br />

bonus experience to a “most valuable<br />

player” each night, make sure it evens out in<br />

the end. After all, it’s never a good thing to<br />

play favorites with friends.<br />

Sp Spending Sp Spending<br />

ending Experience Experience Points<br />

Each player should keep record the<br />

amount of experience they’ve spent, the<br />

amount they haven’t spent, and the total<br />

amount tendered. Experience can be spent<br />

at the end of each story (not each chapter) or<br />

immediately after a time-slip, but such<br />

expenditures should make logical sense in<br />

the context of the character’s actions. A<br />

police officer that was grilling suspects all<br />

story should not spend experience on<br />

Dexterity, though Presence or Manipulation<br />

would be okay.<br />

Philosophies follow this rule, but<br />

Aspects do not. As an Oroboroi defines<br />

what she believes to be the <strong>Dragon</strong><br />

condition, her imagination shapes her<br />

divinities to fit. In order to purchase a new<br />

Aspect, a <strong>Dragon</strong> need only imagine it and<br />

practice. Existing Aspects are similarly<br />

improved. Getting the idea in the <strong>Dragon</strong>’s<br />

head, though… that’s where the justification<br />

comes in. Each method provides it own<br />

unique way of discovering new traits, and<br />

researching a new Aspect is good filler for a<br />

time-slip.<br />

<strong>The</strong> experience cost of almost<br />

everything is a number of points times the<br />

new total, but you knew that already. What<br />

you may not have known is that all dots

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