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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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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

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