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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182<br />
182<br />
three Dread could become material for<br />
three minutes). Such purchases can be<br />
made at a whim, and most Nightmares<br />
prefer to pop in briefly and then retreat to<br />
the Twilight to gorge on the resulting<br />
terror. Needless to say, a Nightmare loose<br />
in the Daylight is a huge problem.<br />
This list is by no means allencompassing.<br />
Think of it more as a<br />
guideline from which to design your own<br />
Nightmare Numina. Each Nightmare should<br />
be uniquely terrifying, and part of building<br />
that terror is pouring love into the<br />
Nightmare creation process. Be sure to<br />
consider the Nightmare’s appearance as you<br />
choose and create Numina for it. Many of<br />
these horrors incorporate their weaponry<br />
into their form, breaking it away to strike at<br />
their terror victims.<br />
Deep Deep Ones<br />
Ones<br />
Difficult to categorize, “Deep One”<br />
is a catch-all term for the emotion-dead<br />
bargainers of the world. Supernaturally<br />
speaking, all Deep Ones are at least partially<br />
aquatic, reek of the rotten and silent sea, and<br />
emit a crushing cold from their core. Like<br />
Nightmares a Deep One does not play well<br />
with others. <strong>The</strong>y lack the rage to actually<br />
fight over a bargainer, so the weaker simply<br />
bows out to the stronger. Deep Ones do not<br />
attack first, ever.<br />
It is uncertain what creates a Deep<br />
One, or if they’re even from the Dreamtide.<br />
Something about them seems suspiciously…<br />
simple, as if their true purpose was<br />
concealed beneath independently<br />
insignificant undertakings. Deep Ones also<br />
use a tweaked version of the Ghost Rules as<br />
found in the World of Darkness Rulebook,<br />
page 208.<br />
Attributes<br />
Attributes<br />
Intelligence, Strength, and Presence<br />
are rolled up into Power. Wits, Dexterity,<br />
and Manipulation all become Finesse.<br />
Resolve, Stamina, and Composure become<br />
Resistance. It is unclear why the Deep Ones<br />
are this way, though it gives evidence<br />
they’re of some ethereal origin.<br />
Skills Skills and and Merits Merits<br />
Merits<br />
Deep Ones, just like Mortals and<br />
Oroboroi, have need of both Skills and<br />
Merits. When a Deep One performs a task<br />
that requires a skill, it uses the most<br />
appropriate of its three attributes with that<br />
skill. Attempting to act unskilled causes the<br />
expected penalties.<br />
Deep Ones tend to Physical Merits,<br />
though they are not restricted to them. Deep<br />
Ones cannot take the Status Merit. Any<br />
Merits a Deep One holds function as written.<br />
Dread Dread and Cold<br />
Deep Ones use Dread solely as a<br />
source of fuel… to restore themselves and<br />
power their Aspects. A Deep One’s Dread<br />
works exactly as a <strong>Dragon</strong>’s Breath (See<br />
Chapter 3) save how it is acquired. Deep<br />
Ones garner Dread from only one source:<br />
the organs of a bargainer. <strong>The</strong> specifics of<br />
this is discussed later in this chapter.<br />
Deep Ones can only hold so much<br />
Dread, and they can only use so much in a<br />
given turn. In this way they are quite<br />
different from Nightmares and actually<br />
closer to the Oroboroi. Deep Ones have a<br />
supernatural trait called “Cold” that works<br />
practically identically to Furnace (save the<br />
Calorie requirements). Compare the Deep<br />
One’s “Cold” rating to the corresponding<br />
“Furnace” rating in the chart on page XX to<br />
find out how much Dread it can hold, and<br />
how much it can use at once. Cold would<br />
also be used for Aspect manifestation… that<br />
is if Deep Ones could disband their Aspects.<br />
Health<br />
Health<br />
Deep Ones have a physical body,<br />
and thus possess flesh to be torn and bones<br />
to be broken. A Deep One’s Health rating is<br />
Resistance + Size, with Size usually being 5.<br />
Deep Ones may suffer resistant wounds,<br />
trauma, health penalty shifts, and all three