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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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98<br />

98<br />

Philosophies<br />

Philosophies<br />

Philosophies<br />

Aspect Aspect Factory Factory<br />

Factory<br />

Now that you’ve seen the array of premade<br />

Aspects, you possess enough<br />

information to create some of your own.<br />

Crafting an Aspect takes four steps:<br />

Step 1: Create an Ability<br />

Your Aspect should alter some way the<br />

<strong>Dragon</strong> interacts with her world. For<br />

Sequential Aspects, this advantage takes<br />

the form of an increasing bonus. For<br />

Odd/Even Aspects, two advantages<br />

alternate between granting bonuses. For<br />

Compound Aspects, an advantage is<br />

applied to an increasingly wide selection<br />

of tasks (At least five).<br />

Step 2: Assign a Physical Tell<br />

Every Aspect has a sign that it is in use.<br />

This forces your <strong>Dragon</strong> to turn it off,<br />

lest she give herself away. <strong>The</strong> Tell that<br />

you use should be unique and at least<br />

somewhat difficult to conceal. As a<br />

good guideline, the more potent the<br />

advantage you Aspect provides, the more<br />

difficult the Tell should be to conceal.<br />

Step 3: Attach a Cost<br />

Determine whether your Aspect needs a<br />

cost to deter use. If it is often useful,<br />

requiring Breath once a scene is a good<br />

deterrent against overuse. If it is<br />

incredibly useful, make it cost Willpower<br />

each time it is used. And if it is<br />

indispensable, each use should require<br />

Breath.<br />

Step 4: Assign a Card and Suit<br />

Deciding the Method your Aspect is<br />

associated with is really a matter of gut<br />

feeling, so there’s little to say about this.<br />

Before placing your new trait, look at the<br />

other Aspects in your target Method to<br />

make sure your new advantage fits<br />

thematically.<br />

Besides their introverted view,<br />

<strong>Dragon</strong>s are all possessed of extroverted<br />

opinions that they enforce on the world<br />

around them. Part of their divine right is the<br />

ability to impose things on matter by forceof-will,<br />

and the Philosophies are the roads<br />

<strong>Dragon</strong>s use to achieve that end.<br />

<strong>The</strong> cynicisms and stereotypes of a<br />

particular school become reality when they<br />

are focused into a Philosophy. <strong>The</strong> five<br />

forces <strong>Dragon</strong>s control, woven into their<br />

very fabric of existence, leech out with<br />

thought and make a more suitable<br />

environment. Destruction, Oath, Health,<br />

Pain, and Memory all bow to the material<br />

kings, and their tribute is magnificent. It’s<br />

good to be king.<br />

While once available in full to each<br />

and every dragon, the dichotomy that came<br />

with the Collapse shattered these five forces<br />

down the middle, and the schools that<br />

followed each took a piece. When brought<br />

together some semblance of the original<br />

potency can be mimicked, but never will it<br />

be the same.<br />

When making a <strong>Dragon</strong> character,<br />

that character receives a fleeting two dots to<br />

place in Philosophies, and one such dot must<br />

always be placed in the Philosophy that<br />

matches the <strong>Dragon</strong>’s school. <strong>The</strong>se first<br />

two dots reflect the <strong>Dragon</strong>’s introduction to<br />

her new worldview, and the influences that<br />

come with such a worldview.<br />

Unless the <strong>Dragon</strong> is possessed of<br />

the “True Heart” Merit (see page XX) and<br />

vicariously houses her Heart in chest, she is<br />

unable to cross schools to claim<br />

Philosophies. A <strong>Dragon</strong> of Bone cannot<br />

acquire dots in the Wrath Philosophy (Being<br />

that it’s a Saintly Devil School), though she<br />

could purchase dots in the Ash Philosophy<br />

as it too is one of the <strong>Embers</strong> Schools. Also,<br />

unlike Aspects, Philosophies must always be<br />

activated in order, starting with the lowest<br />

level and working up to the highest level<br />

known. Obviously this means Philosophies<br />

must also be purchased sequentially.

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