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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elieve he’s woken. <strong>The</strong> dreamscape<br />
suddenly converts to that of the Dreamer’s<br />
favored place of slumber, with both the<br />
Nightmare and any other entities flung to<br />
nearby hiding places. This Numen costs<br />
five Dread, and renders any Lucid<br />
Dreamer Hysteric. It likewise confuses<br />
any <strong>Dragon</strong> that was in the dreamscape at<br />
the time of the False Awakening. A<br />
<strong>Dragon</strong> subjected to the False Awakening<br />
Numen must pass a reflexive Wits +<br />
Composure roll to recognize she is still in<br />
the Dreamtide. (NOTE: False Awakening<br />
removes any twists the Mutation Numen<br />
inflicts)<br />
• Dream Maiming: Made famous<br />
by a particular series of popular movies,<br />
Dream Maiming allows a Nightmare to<br />
inflict actual injuries on a Dreamer’s body.<br />
For two Dread the Nightmare can attack a<br />
Dreamer’s Health instead of his Willpower.<br />
<strong>The</strong>se injuries, being material and not<br />
mental, cannot be healed while the<br />
Dreamer is sleeping and thus carry over<br />
into the real world.<br />
Material Nightmares use this Numen to<br />
frighten, not kill. Pandemonium<br />
Nightmares are not so conservative,<br />
though, and likely cause plenty of waking<br />
world problems.<br />
• Powerless: <strong>The</strong> Nightmare has<br />
such an imposing presence it disarms any<br />
attacks directed toward it. Guns break<br />
before they can fire, bullets melt, swords<br />
break, knives shatter, bones fracture, or<br />
something stops the attack from inflicting<br />
harm. Heaven help someone who tries to<br />
attack the Nightmare unarmed. For one<br />
Dread the Nightmare completely<br />
neutralizes an incoming attack that it saw<br />
coming. If Willpower was used for the<br />
attack, the weapon used ceases to function<br />
but the determined Dreamer (or <strong>Dragon</strong>)<br />
still manages to land a blow (it breaks<br />
after a single use, instead of right before a<br />
single use). Nightmares cannot use this<br />
Numen on attacks they don’t expect.<br />
• Mutation: With one touch the<br />
Nightmare twists the flesh of another<br />
within the Dreamtide. <strong>The</strong> Nightmare<br />
spends three Dread and rolls Finesse +<br />
Craft. Successes both inflict damage and a<br />
penalty to act with the manipulated bodypart<br />
on a one-to-one basis. <strong>The</strong>re may be<br />
some benefit to said alteration, but it is<br />
gravely outweighed by the penalties.<br />
Besides that, there’s always the horrifying<br />
implications of watching a hand expel all<br />
its bones (or twist into a hammer, or<br />
whatever else you can imagine).<br />
Hysteric Dreamers cannot escape this<br />
horror while they are dreaming, though<br />
they are saved when they awaken. Lucid<br />
Dreamers can simply undo the mutation,<br />
though any injury they suffered may linger.<br />
<strong>Dragon</strong>s, having traveled to the Dreamtide<br />
with their physical body, take such horrid<br />
disfigurements home with them when they<br />
pass back through the Miasma. To<br />
remove the mutation, a <strong>Dragon</strong> must spend<br />
five Breath over the course of two days.<br />
Such Breath need not be spent all at once,<br />
but all five points have to be paid by the<br />
end of the second day, and the Breath<br />
cannot be spent for dual purpose.<br />
• Ford the Miasma: Only possessed<br />
by the most powerful of Pandemonium<br />
Nightmares, this Numen allows the beast<br />
to phase through the Miasma and enter the<br />
real world. Such action costs three Dread<br />
each turn for three turns, and if the<br />
Nightmare is interrupted during this<br />
process it must start over.<br />
If said Nightmare manages to finish<br />
fording the Miasma, it becomes ensnared<br />
in Twilight (though it need not worry<br />
about anchors) until something drags it<br />
back to the Dreamtide. To become<br />
material and interact directly with the<br />
waking world, it must purchase minutes<br />
with Dread (So a Nightmare spending