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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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