Building Chimerical Creatures:
Traits:
Chimerical creatures are created with these rules for use with the
Chimera Background. All sentient creatures have seven fundamental types of Traits: Physical, Social and Mental Attributes,
Abilities, Glamour, Willpower and Health Levels. Nonsentient chimerical creatures have Physical Attributes, Glamour and Health
Levels. Creatures of the Dreaming may also possess chimerical powers, called Redes.
Attribute Cost:
All chimerical creatures are designed with chimera points, which
can be allocated among the chimera’s Attributes in almost any manner. Most chimera from the Near Dreaming may have anywhere
from eight to 36 chimera points (see the Chimera Background on the “Backgrounds” page in the Changeling Character
Creation section of this site). Some, however, are far more powerful. Chimera can go above the human maximum of 5 in any Attribute,
though one can never gave an Attribute higher than its own Glamour rating.
Physical Attributes: Most chimera have quasi-physical bodies because of their rather crude Glamour construction.
(Chimera with the Dreamform Rede are the exception.) Chimera with physical forms have three Physical Attributes: Strength,
Dexterity and Stamina. If an attacker disperses a chimera, but does not destroy it, the chimera’s Attributes return
at the rate of one point for each Attribute per week.
Cost: Each chimera point buys three points to allocate among a chimera’s Physical Attributes. Chimera do
not begin with one dot in each Attribute as character’s do.
Mental Attributes: All sentient chimera have the three Mental Attributes: Perception, Intelligence and Wits. Nonsentient
chimera do not have Physical Attributes, though some may appear intelligent. Such chimera have limited behavioural
patterns and cannot grow in knowledge or make independent decisions outside of their “original programming”.
Cost: One chimera point buys three
points to allocate among the three Mental Attributes. Chimera do not begin with one dot in each Attribute as characters do.
Social Attributes: Chimera are dream-creatures and are often socially active. All sentient chimera have the three Social
Attributes: Charisma, Manipulation and Appearance. (Appearance can have a rating of zero - monstrously ugly.) Nonsentient
chimera are not required to have Social Attributes, but may possess them. A nonsentient chimera may still have a high Appearance.
It may even be charismatic or a convincing speaker, even if it is really nothing more than an automaton.
Cost: Each chimera point buys three
points to allocate among the character’s three Social Attributes. Chimera do not begin with one dot in each Attribute
as characters do.
Abilities:
Chimera may have almost any Ability that can be possessed by changelings
or other creatures in the World of Darkness. If a person can dream of someone doing something, then a chimera can do it too.
A chimerical duellist may be just as good with a sword as the best changeling warrior. A sentient chimera may be a great,
original artist. Chimerical Abilities do not usually exceed the human maximum of 5, but potent chimera from the Dreaming may
surpass the most talented of humans in skill.
Cost: One chimera point buys three
Ability points.
Glamour:
All chimera have Glamour, or they would cease to exist. Most have
only a few points, while legendary creatures from the Far Dreaming and Deep Dreaming may have almost limitless dream power.
Chimera cannot regain Glamour while in the mundane world unless they visit a freehold, are given it by a changeling, or have
the Steal Glamour Rede. Chimera regain one Glamour an hour in the Dreaming.
Cost: One chimera point buys one
point of Glamour.
Willpower:
Willpower suffuses a sentient chimera’s Glamour, giving it
independent purpose and direction. Sentient chimera need Willpower to fuel certain Redes. Nonsentient chimera do not have
Willpower. Chimera regain Willpower at the rate of one point per day.
Cost: Three chimera points buys
one point of Willpower.
Health Levels:
Physical chimera have a very real substance to those in, and of,
the Dreaming. Kithain can destroy chimera through “physical” chimerical means. A chimerical sword draws blood,
and a chimerical fire burns chimera and changeling alike. This damage may force changelings into their mortal seemings, but
it destroys chimera.
The penalties applied to losing Wound Levels is exactly the same
as for changelings until the chimera exceeds seven Health Levels. Once past this point the ST may decide the affects of additional
Health Levels.
Cost: One chimera point buys two
Health Levels. The limit to Health Levels is five times the chimera’s Stamina score.
Attack:
All physical chimera can inflict Strength +1 chimerical damage, unless
they use weapons or Redes.
Redes:
These strange powers are displayed by many chimera. The variety of
these powers is seemingly endless; a few examples follow. A chimera uses Glamour to power most of its Redes, but needs Willpower
to affect the mundane world. Not all chimera have Redes.
Chimera Point Cost: This is the
number of chimera points that must be spent for a chimera to possess a Rede.
Use Cost: This is the number of
Glamour points that must be spent for a chimera to use a Rede.
Example Redes:
--Aggravated Damage --
Chimera
may use this Rede in tandem with the Wyrd Rede (see below) to cause aggravated, real-world damage.
Chimera Point Cost: 3.
Use Cost: None.
--Armour --
The chimera
may grow armour to protect its physical form. Types of armour include tough skin, metal plating, dragon scales and chitinous
exoskeletons.
Chimera Point Cost: 1 (per point of armour).
Use Cost: None.
--Befuddle --
This power
confuses its target, making it difficult to perform any action. Roll Glamour with a difficulty equal to its target’s
Willpower. The target loses one die from all Dice Pools for every success that the chimera achieves in excess of the victim.
The effect lasts as long as the chimera remains in the victim’s presence.
Chimera Point Cost: 3.
Use Cost: 1.
--Dreamform --
The chimera
is composed of a more rarefied, purer Glamour than most chimera are. It does not have a physical form. (It is still visible,
however, unless it has the Rede Hide.) Kithain must use Arts or treasures if they wish to affect it, as normal chimerical
means will do no good. A chimera with this Rede does not need to possess Physical Attributes, but must still have Health Levels.
(If this Rede is purchased, the Stamina limit on Health Levels is ignored.)
This Rede is permanent, unless the chimera is exposed to high levels
of Banality (it touches an Autumn Person, for example). In such instances, the chimera’s current Glamour is rolled (difficulty
equals the source’s Banality). If the roll fails, the chimera loses its Dreamform instantly and gains two chimera points
to be allocated among Physical Attributes that it develops suddenly. The chimera remains in this physical form as long as
it remains in contact with the Banality that changed it. If the Glamour roll botches, the change is permanent.
Chimera Point Cost: 5.
Use Cost: None.
--Enchantment --
This Rede
allows a chimera to affect nonfae, and allows them to affect it. The chimera may interact with a human, chat amiably with
him, or attack him. All damage is still chimerical, and the human forgets the encounter quickly. The chimera would need the
Wyrd Rede to affect the physical world.
Chimera Point Cost: 3.
Use Cost: This
Rede costs one Glamour per turn to use, or one per hour in a freehold or the Dreaming.
--Ensnare --
The chimera
can attempt to physically restrain its target in some manner. The ways in which chimera do this vary widely (a spider’s
web, a net, sticky foam). An appropriate attack roll is made, or the Ensnare is set in advance in hopes that someone will
blunder into it. Ensnare has Strength 2 and two points of armour for every three points of permanent Glamour possessed by
the chimera. Chimera with less than three points of permanent of Glamour have an Ensnare with Strength 1 and one point of
armour.
Chimera Point Cost: 2.
Use Cost: 1 to capture one human-sized object.
--Fear --
Chimera
with this Rede can cause a subject to freeze with fear or retreat in stark terror. Fear persists for one to 10 turns. The
victim may make a Willpower roll (difficulty 6); each success reduces the Rede’s duration by one turn. This fear can
be generated by any number of means; some chimera frighten their targets by their mere appearance.
Chimera Point Cost: 2.
Use Cost: 1.
--Fester --
This Rede
causes a victim to manifest the symptoms of a particular disease. The ST decides at what rate the disease progresses, but
it is often extremely fast. A disease that would normally take years to manifest may do so in hours. A victim may cure the
effects of this Rede by making an opposed Willpower roll and gaining more successes than the chimera does, although the victim
must be aware of the chimera’s presence to resist. Primal 4 (Heather balm) may heal damage inflicted by this Rede, but
will not cure the disease.
Chimera Point Cost: 5.
Use Cost: 1 per health Level of damage inflicted by the disease.
--Flight --
The chimera
can fly under its own power. Changelings seek chimera with this Rede for flying carpets and the like. The chimera can fly
25 feet per turn per point of Dexterity that it has.
Chimera Point Cost: 3.
Use Cost: 1 per hour.
--Gulp --
Chimera
with this power may unhinge their jaws wide enough to swallow victims. If a chimera gains five or more successes on an attack
roll, it swallows the victim whole. Damage is automatic each turn thereafter, if the chimera chooses to inflict it. Some chimera
may hold their victims inside themselves just long enough to terrify them, and then spit them out again. Victims swallowed
by redcap-inspired chimera are rarely so lucky.
Chimera Point Cost: 3.
Use Cost: 2.
--Glamour Pact --
The chimera
can protect itself from being crafted, forged or trapped in a treasure against its will. The difficulty of any attempt to
do so by changeling artisans is increased by two, and the chimera may be even more difficult to control than the average unwilling
chimera. Changelings consider most Glamour Pact items to be “cursed”, and the chimera in one may still use any
Redes that are not based on Physical Attributes. Chimera with Glamour Pact that are trapped in items retain their Glamour
and Willpower scores. Their new forms dictate their physical characteristics. Some chimera use this power to force an artisan
to change them back to their true forms (often a difficult task). Some, however, retain their imposed forms for years, relishing
their status as cursed objects. Only greatest or most insane changeling artisans work with chimera that possess this Rede.
Chimera Point Cost: 5.
Use Cost: 1 permanent Glamour.
--Healing --
The chimera
can heal its own wounds or those of others. The chimera must have the Wyrd Rede to heal no chimerical injuries.
Chimera Point Cost: 5.
Use Cost: 1 point of Glamour heals one health Level of damage.
--Hide --
This Rede
allows a chimera to become invisible to all changelings and enchanted beings. A Perception + Kenning roll (difficulty 8) must
be made for a changeling trying to determine the location of a chimera that is using this Rede, and at least two successes
must be achieved. (One success indicates the general location of the chimera.) This effect lasts for the duration of
a scene (up to one hour).
Some chimera can use this Rede to hide changelings or even unintended
beings. Hiding a changeling from another changeling functions just as described above. Hiding a changeling from the unintended,
or hiding an unintended item or person requires that the chimera possess the Wyld Rede.
Chimera Point Cost: 5 (for hiding self only); 7 (for ability
to affect others).
Use Cost: 1 (and 1 per person or item affected).
--Possession --
The chimera
must touch the target. An opposed roll is made of the chimera’s Glamour and the target’s Willpower (difficulties
are the opponent’s scores). If the chimera rolls more successes, it possesses the victim for one turn per success in
excess of the opponent’s roll. If the target has a higher permanent Banality score than the chimera has permanent Glamour,
the chimera loses a point of Glamour for each point of the difference. This Rede works only on Kithain unless the chimera
has the Rede Enchantment.
Chimera Point Cost: 7.
Use Cost: 2 Willpower
--Scuttle --
Chimera
with this Rede may move at truly amazing speeds.
Chimera Point Cost: 3.
Use Cost: A chimera may take one extra action per Glamour
point spent.
--Sense Banality --
The chimera
can tell how much Banality is in a person, object or place.
Chimera Point Cost: 2.
Use Cost: 1 Willpower.
--Shapeshift --
A chimera
with this power can change its appearance in almost any way it desires. It may appear to grow larger or smaller. It may turn
into a creature of dazzling beauty or a monstrosity from the Nightmare Realms. This image is completely illusionary, and the
chimera gains no additional abilities from this Rede. This power affects all five senses, but cannot be used to cause damage
with illusionary weapons.
Chimera Point Cost: 5.
Use Cost: 1 per shape change.
--Steal Glamour --
This Rede
allows the chimera to actually steal Glamour from a changeling or even another chimera. A Willpower roll with a difficulty
equal to the target’s Glamour must be made for a chimera to use this Rede successfully. The number of successes rolled
determines how many points of temporary Glamour are stolen.
Chimera Point Cost: 3.
Use Cost: 1 Willpower.
--Traverse Dreaming --
This Rede allows chimera to travel to the mortal world from the
Dreaming, or enter the Dreaming from the mortal world. Chimera can travel only through established trods and portals, though
some travel chimerical trods known only to their kind.
Chimera Point Cost: 5.
Use Cost: 1.
--Venom --
Chimerical venom can cause paralysis or even “death”
to changelings. The victim may suffer damage, and a successful Stamina roll (difficulty 8) must be made, or the victim may
be paralysed for one minute per Glamour point invested by the chimera.
Chimera Point Cost: 3.
Use Cost: Chimera usually deliver their venom in tandem with
a physical attack (bite, stinger, claw). This Rede causes one additional Health Level of damage per point of Glamour that
the chimera chooses to invest (assuming that the chimera seeks to do harm with its venom).
--Weaponry --
The chimera
may create physical (non-ranged) weapons from its chimerical substance. These may include swords, horns or lashing tails.
If a chimera loses its physical form, its weapon disappears with it, but the weapon may stay behind in some cases.
Chimera Point Cost: The chimera inflicts +1 damage for every
two chimera points spent.
Use Cost: None.
--Wyrd --
A chimera
that invokes this Rede becomes a solid creature in the real world and can cause physical damage. This is one of the rarest
chimerical powers.
Chimera Point Cost: 5.
Use Cost: 1 Willpower per scene.