By Thaddeus Howze (hyperion@AIMNET.COM) (18 August 1995)
Level 1: | A minor chimera |
Level 2: | A useful chimera |
Level 3: | A chimera of significant power |
Level 4: | A very powerful chimera |
Level 5: | A chimera of incredible power |
Okay, how useful was that to you? Knowing that Chimera are one of the major arteries of this game, we could have done with more than six or seven listed in the book. (I know, its another supplement.) I have tried to create a Chimera Generator but I am not enjoying the process. On with the show...
1. Each level of Chimera is worth 15 Creation Points.
2. Flaws in a chimera that will give more creation points.
3. Chimera may use abilities that do not cost glamour to use.
All Chimeral Attributes start with a rating of 1. If a Chimera does not have a rating listed assume that it is rated at 1. Even chimera that do not resemble living creatures are capable of some form of intelligent thought; they are after all, "imaginary constructs." Most chimera unless they were designed for speech generally tend to say nothing, (probably because unless they were given intelligence they will have little to say that is useful.)
01 | Self/Owner |
01 | Fae only |
03 | Humans |
05 | An area |
05 | Transfer Skills/Powers to wearer |
01 | Light Creation: Create light enough to brighten a room |
01 | Flight: Fly as fast as running man and as high as a flying bird |
01 | Darkness Creation: The ability to fill a room with absolute darkness. |
01 | Sleep: Render a single creature asleep. (1 point per dice vs difficulty = 6) |
01 | Create Elemental Matter: Make a small amount of Air, Earth, Fire, or Water. |
For a simple power that does not cost Glamour, raise the cost by +4.
05 | Invisibility must be purchased for each group. |
10 | Energy Projection: each +2 points adds 1 die of damage. Maximum range of 100 meters. Each success causes two Levels of damage. |
15 | Divination |
20 | Transformation |
30 | Apportation |
For a complex power that does not cost Glamour, raise the cost by +10.
Almost all chimera have a secret weakness that can be exploited by the knowlegable. Chimera do not share this weakness very often but may do so under the right circumstances. All chimera have a weakness to cold iron.
03 | Glamour Activation |
03 | Common circumstance |
03 | Common substance |
05 | Uncommon circumstance |
05 | Uncommon substance |
10 | Rare Circumstance |
10 | Rare Substance |
10 | Geas: Cannot tell a lie |
10 | Geas: Cannot tell the truth |
10 | Loves puzzles and enigmas |
10 | Free roaming: Cannot settle in one place |
10 | Loves puzzles and enigmas |
10 | Cannot fail to offer assistance |
15 | Savagery: Every kill, make willpower or keep killing |
20 | Geas: Life bound by Service |
00 | Physical: Str 1, Dex 1, Sta 1 |
02 | Mental: Per 1, Int 2, Wit 2 |
05 | Social: Cha 2, Man 2, App 4 |
02 | Health rating: OK, -1, -2, -2, -5 |
00 | Attacks: 1 bash attack/2 Dice |
04 | Glamour: 4 |
03 | Willpower: 3 |
02 | Powers: Flight (1), Light Generation (1) |
04 | Merit: Flight w/o Glamour cost |
-3 | Flaw: 1 Glamour for Light Generation |
-3 | Flaw: Loyal |
15 | Total Creation Points |
This "imaginary companion" is a common childhood friend. Of simple wit and wisdom, its greatest benefit is its loyalty. The Wishwuf is capable of flight and resembles a will-of-the-wisp when it is viewed. It may fly at speeds of up to 20 mph and is capable of shedding magical light bright enough to light a room. This light will last until dispelled. It may carry up to 40 lbs for less than an hour.
00 | Physical: Str 0, Dex 2, Sta 1 |
00 | Mental: Per 1, Int 1, Wit 1 |
01 | Social: Cha 1, Man 1, App 2 |
03 | Damage rating: OK, -1, -1, -2, -2, -5 |
00 | Attacks: 0 |
10 | Glamour: 10 |
05 | Willpower: 5 |
05 | Transfer Talents |
06 | Talents: Dodge 3, Athletics 3 |
08 | Powers: Invisibility to humans and fae |
-3 | Cost 1 Glamour for Activation |
-5 | Circumstance: Cannot function if Wet |
30 | Total Creation Points |
This cloak appears to be of good, if mundane manufacture. If worn by a Changeling, its nature may become apparent once any glamour is used. This cloak is really a chimeric protective device that reduces damage from chimeric sources and to hide the changeling from the fae. The cloak will take every other level of damage delivered to the wearer. The wearer may use the cloak's Dodge and Athletics if they are higher than the wearer's.
This artifact will even cloak the wearer from the eyes of mortals as long as it does not get wet. Once the cloak is wet it will not function until it is dry. The cloak uses only one glamour to activate its power and it will maintain the invisibility from sunrise to sunset or sunset to sunrise. The cloak will not allow itself to be used for acts of violence, so if the wearer attempts to harm someone, the cloak will lose its powers of invisibility until more glamour is applied.
12 | Physical: Str 6, Dex 4, Sta 5 |
08 | Mental: Per 4, Int 4, Wit 3 |
06 | Social: Cha 2, Man 2, App 5 |
01 | Health rating: OK, OK, -1, -1, -2, -2, -3, -5 |
00 | Attacks: 4 (Claw/4 dice, Bite/5 dice) |
15 | Glamour: 15 |
09 | Willpower: 9 |
31 | Talents: Dodge 3, Athletics 3, Brawl 4, Alertness 4, Mythlore 4, Etiquitte 3 Expression 3, Kenning 3, Enigmas 4 |
Powers: | |
05 | Flight |
20 | Energy Projection (5) 5 dice |
23 | Transformation (5): Flesh to Stone (Glamour: 2) |
Bound By Service: | |
-20 | Geas: Life bound by Service |
-15 | Savagery |
-10 | Geas: Cannot tell a lie |
-10 | Loves puzzles and enigmas |
Free Roaming: | |
-10 | Free roaming: Cannot settle in one place |
-10 | Loves puzzles and enigmas |
-10 | Cannot fail to offer assistence |
-10 | Geas: Cannot tell a lie |
-15 | Savagery |
These powerful guardians protect the entrance to the Shining Realm. These wise and powerful creatures were bound to service hundreds of years ago and continue to serve in this capacity. These majestic creatures are intelligent and beautiful conversationalists and are often consulted for their wisdom by all members of the Kingdom of Arcadia. Guardian griffins are also found roaming the Dreaming offering their services to any they feel are worthy of them.
Mighty in battle and spellcraft, guardian griffins can project magical beams of energy that can wound or even kill. These magical beams may be changed into any kind of energy the griffin desires. An even more terrible power is their ability to transform creatures into stone. Two points of Glamour must be expended for this power to be effective. Roll Transformation 5 + Intelligence 4 vs the Banality of the target. Two successes are required for successful transformation. Five success means the target remains stoned until the griffin desires to free it.
Their only real weaknesses are their overwhelming love of puzzles and their innate savage natures. Griffins love enigmas, much like their cousins, the sphinx. A griffin will do anything to hear or see a puzzle or riddle that it has not seen before. Their secret weakness is their innate savagery. If a griffin kills, then it will need to make a willpower check or it will keep killing until the field is clear.