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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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36<br />

36<br />

Prelude<br />

Prelude<br />

An optional private session between<br />

player and storyteller, the Prelude is a<br />

chance to explore your character’s life<br />

before the Oroboroi. Think of it as a test<br />

drive, to see how your skill and attribute<br />

choices fit, and how your creation reacts<br />

under different forms of pressure. It also<br />

lets you explore the reasoning behind your<br />

character’s Method.<br />

A Prelude doesn’t necessarily have<br />

to run like a normal session. It can be used<br />

as a brainstorm to develop a rich past for the<br />

character, a pre-emptive exposure to the<br />

system if you’re a new player, or even just a<br />

warm-up for a new or out-of-practice<br />

storyteller. Nothing on your sheet is<br />

concrete during the prelude, if during the<br />

course of it you find your character has<br />

greater bursts of mental prowess but is<br />

troubled under stress, you may wish to move<br />

a point of Resolve to Intelligence. <strong>The</strong>se<br />

tweaks are acceptable, but it’s best to do it<br />

before the chronicle begins.<br />

Preludes can also be run with the<br />

entire group simultaneously, but it may<br />

become more hectic than expected. If the<br />

storyteller prefers, two sets of pre-chronicle<br />

sessions could be held, one on the individual<br />

level and one regarding the troupe’s union<br />

as an Oroboroi Den.<br />

Example Example of of <strong>Character</strong> <strong>Character</strong> Creation<br />

Creation<br />

After reading this book, Frank<br />

decides to take over his gaming troupe’s<br />

World of Darkness campaign, which had<br />

disbanded a few weeks before at the end of<br />

the last chronicle. He decides to reuse the<br />

setting from the previous game, but have<br />

each player create a new character. All of<br />

the players are familiar with the setting, as it<br />

is being recycled from the last game. With<br />

this, Frank states that the characters can use<br />

any reasonable concept, so long as they have<br />

not possessed their Oroboroi Heart for more<br />

than a year. Jesse comments in jest about<br />

playing a serial killer, but to his surprise<br />

Frank explains that could be a viable<br />

concept. Intrigued, Jesse decides to<br />

elaborate.<br />

Jesse’s character is likely going to be<br />

a mixer in the group, so Frank demands a<br />

concept that the other players approve.<br />

Jesse’s first attempt, “Creepy Janitor”, was<br />

rejected as being hackneyed and<br />

stereotypical. “Philanthropic Sadist” fared a<br />

little better, but Frank decided to veto it for<br />

his own reasons. Finally, Jesse settles on<br />

“Sinister Bartender” and refuses to budge.<br />

<strong>The</strong> other players don’t mind, though, as<br />

they think it’d work well with their concepts.<br />

Jesse begins to flesh out his<br />

character’s background. He determines the<br />

Bartender started his business as a vain<br />

attempt to shake his own addictions, but as<br />

the booze left his system he found… other<br />

outlets for his stress.<br />

<strong>The</strong> grit of the character creation<br />

process, along with its justification, has been<br />

removed in compliance with the Dark Pack<br />

agreement. A gap will be provided here in<br />

the final draft to maintain internal page<br />

references and give room for your own notes<br />

should you print a copy of this game.<br />

Here the character creation process<br />

begins to flow a little less smoothly. Jesse<br />

has not played <strong>Dragon</strong> the <strong>Embers</strong> before,<br />

and so he is not very familiar with the rules<br />

involved. Frank explains that it is mostly<br />

like the other supernatural templates, but<br />

Jesse requests access to the <strong>Dragon</strong> book<br />

anyway.<br />

<strong>The</strong> first choice to be made is<br />

Method. Jesse flips forward to page XX and<br />

quickly skims the five available Methods,<br />

settling on Trickster as it feels the most<br />

appropriate for his sinister Bartender. He<br />

tells Frank that his character acquired the<br />

Heart several days after cleaning up one of<br />

his ‘projects’, as it sat unharmed in the<br />

incinerator when he dumped the personal

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