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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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