By Colin Chapman (col.chapman@virgin.net)
Shy and elusive, the Abatwa dwell among the anthills of southern Africa, working alongside the ants, and using them as beasts of burden, mounts and defenders. They are peaceful and non-aggressive, surviving by foraging for grass and plant seeds, or fallen fruit.
Family oriented, they maintain a close-knit tribal structure, and are fond of the 'giant' Eshu. Perfect miniatures of African tribesfolk, they are a mere 5mm tall, and have to shout to be heard by 'giants'.
Chimera Point Cost: 40
Attributes: Strength NA, Dexterity 3, Stamina 1, Charisma 3, Manipulation 2, Appearance 3, Perception 3, Intelligence 3, Wits 3
Abilities: Alertness 3, Athletics 1, Dodge 4, Stealth 4, Survival (Africa) 4
Glamour: 8
Willpower: 4
Health Levels: -5
Redes: Hide (Self Only)
Chimera Point Cost: 30
Attributes: Strength 2, Dexterity 2, Stamina 2, Charisma 1, Manipulation 1, Appearance 0, Perception 3, Intelligence 3, Wits 3
Abilities: Intimidation 4, Performance 2, Stealth 3, Lore (Nunnehi) 4
Glamour: 6
Willpower: 3
Health: OK, -1, -1, -3, -5, Incapacitated
Attacks: None
Redes: Fear
Chimera Point Cost: 25
Attributes: Strength 1, Dexterity 2, Stamina 1, Charisma NA, Manipulation NA, Appearance 0, Intelligence 1, Perception 2, Wits 2
Abilities: Alertness 3, Athletics 2, Brawl 2, Dodge 2, Gaze 3
Glamour: 6
Willpower: 2
Health: -1, Incapacitated
Attacks: Bite/Claw 2 dice
Redes: Baleful Gaze (inflicts 1 Health Level of damage per Glamour spent).
Chimera Point Cost: 40
Attributes: Strength 4, Dexterity 3, Stamina 4, Charisma 1, Manipulation 0, Appearance 0, Perception 3, Intelligence 2, Wits 3
Abilities: Brawl 3, Melee 5, Dodge 4, Archery 4
Glamour: 3
Willpower: 5
Health: OK, OK, -1, -1, -3, -3, -5, Incapacitated
Attack: Club 5 dice, Bow 2 dice
Redes: Fear
Chimera Point Cost: 31
Attributes: Strength 2, Dexterity 2, Stamina 2, Charisma 2, Manipulation 2, Appearance 2, Perception 2, Intelligence 2, Wits 2
Abilities: Blacksmith 4, Brawl 2, Dodge 1, Gambling 2, Intimidation 2, Leadership 1, Lockpicking 2, Melee 2, Pickpocket 2, Stealth 2, Subterfuge 1
Glamour: 3
Willpower: 3
Health: OK, -1, -1, -2, -5, Incapacitated
Attacks: Sizzling Punch (4)
Redes: Weaponry (boiling heat)
Chimera Point Cost: 30
Attributes: Strength 5, Dexterity 3, Stamina 4, Charisma -, Manipulation -, Appearance 0, Perception 3, Intelligence 1, Wits 2
Abilities: Alertness 2, Athletics 2, Brawl 2, Survival 2
Glamour: 5
Willpower: 2
Health: OK, OK, -1, -1, -2, -2, -5, -5, Incapacitated
Attacks: Bite (7)
Redes: Flight, Weaponry (fangs)
Yet he remains, and roams still, a reminder of ancient times to the Changelings. Cu Sith is a hound as large as a bullock, with a dark and glaucous coat of fur, his tail long and braided.
Neither evil or social, unfathomable and cunning, he keeps his own council. He speaks with no-one.
He should be played as mysterious and evasive, but has been known to appear and aid Changelings in dire need, only to slip away again and vanish.
Chimera Point Cost: NA (Unique)
Attributes: Strength 6, Dexterity 6, Stamina 6, Perception 3, Intelligence 3, Wits 4
Abilities: Alertness 5, Brawl 4, Dodge 4, Stealth 5
Glamour: 8
Willpower: 9
Health: OK, OK, -1, -1, -1, -2, -2, -2, -5, -5
Redes: Hide (Self), Wyrd, Trod
These statistics represent the typical doll or teddy bear, but there can be considerable differences from doll to doll. Big dolls and cuddly animals might be stronger and tougher, while Super Shapechanging Force GuardiansTM would have negligible Strength, and only 2 Health Levels, but might have abilities like Acrobatics, Stealth, Brawl or Melee.
Chimera Point Cost: 19
Attributes: Strength 1, Dexterity 1, Stamina 1, Charisma 3, Manipulation 2, Appearance 3, Perception 2, Intelligence 2, Wits 2
Abilities: Dancing 1, Empathy 3, Storytelling 1
Glamour: 4
Willpower: 2
Health: -2, -5, Incapacitated
Attacks: unarmed (2)
Traits of Note:
Some western dragons may be of special note, such as the great, red-skinned dragon that protects Wales. Dragon body-parts often had use as chimerical treasures (usually one use only) with scales for armour and shields (flame resistant), sowing the teeth for a crop of warriors, poisonous blood etc.
Chimera Point Cost: 55
Attributes: Strength 10, Dexterity 3, Stamina 7, Charisma 1, Manipulation 1, Appearance 0, Perception 3, Intelligence 2, Wits 3
Abilities: Alertness 2, Brawl 4, Dodge 3, Breath 4, Intimidation 5
Glamour: 5
Willpower: 4
Health: OK, OK, OK, OK, -1, -1, -1, -3, -3, -3, -5, -5, -5, Incap.
Attack: Claw/Bite 12 dice, Flaming Breath (Fire, diff. 10, whole body)
Redes: Armour 5, Flight, Flaming Breath (2 Glamour)
Traits of Note:
Oriental belief in dragons is much stronger than that of the west, especially in China, Tibet and Hong Kong. they are probably more numerous due to this. For example, many still believe that 9 dragons inhabit the waters of Kowloon in Hong Kong, protecting the city.
Chimera Point Cost: 55
Attributes: Strength 8, Dexterity 4, Stamina 6, Charisma 4, Manipulation 1, Appearance 3, Perception 4, Intelligence 4, Wits 3
Abilities: Alertness 2, Brawl 4, Dodge 3, Intimidation 4, Etiquette 4, Enigma 3, Medicine 3
Glamour: 8
Willpower: 5
Health: OK, OK, -1, -1, -1, -3, -3, -5, -5, Incapacitated
Attacks: Claw/Bite 12 dice
Redes: Armour 3, Flight
Chimera Point Cost: 34
Attributes: Strength 3, Dexterity 4, Stamina 3, Charisma 1, Manipulation 3, Appearance 1, Perception 3, Intelligence 3, Wits 4
Abilities: Acrobatics 5, Alertness 1, Brawl 3, Dodge 3, Intimidation 5, Mimicry 5, Stealth 4, Ventriloquism 5
Glamour: 4
Willpower: 2
Health: OK, -1, -1, -2, -2, -5, Incapacitated
Attacks: Bite (5)
Redes: Fear, Weaponry (teeth)
Birthed in the tumultuous Middle Ages, the gargoyles reflected the grim mentality of the era, with the growing power of church and monarchy, and the twisted dreams of power that would forever change kithain society. Many would perish or enter Slumber in the approaching Shattering. In the period 1200AD - 1450AD the gargoyles were at their most numerous, as architecture supporting their visage and belief grew apace. Sadly, the aftermath of the Shattering has reduced these chimera greatly in number, many slumbering still within their associated statue until the power of nearby Glamour awakens them, a rare and wondrous occasion.
Habitat: Gargoyles are only ever found within the grounds of the buildings they were carved on, usually sitting on the rooftop, peering intently at any who approach their demesne. They can never leave the buildings or grounds themselves, but are free to move within them. Obviously they are primarily found on architecture dating back to the Middle Ages, with few inhabiting newer architecture due to the lack of belief in those more modern eras. Most are found on old European churches, and they are incredibly rare beyond the confines of Western Europe.
Description: Despite being chimera, Gargoyles do have a 'physical' aspect in the real world: the actual statue they were 'born' from. Only kithain and others able to see the chimerical can actually see gargoyles as 'living' stone demons, but some semi-aware mortals can feel their presence, bothered by the nagging, eerie feeling that a certain statue is 'watching' them . . .
Irrespective of whether the gargoyle moves in its chimerical form, its physical statue always remains stationary and unchanging. It is, after all, only a statue.
Appearance: Gargoyles vary as greatly as they statues they spawn from, but are usually demonic, leering, bat-winged, and short, composed of living stone. Few approach full human stature.
Character: Gargoyles, despite their demonic appearance, were dreamt of as protectors from the spirits of evil and this is the cornerstone of their mentality. Intent, pensive, and often a little grumpy, they are nonetheless highly alert, guarding their 'perch' (gargoyle term for the building they were carved on) diligently, noting the approach of beings both physical, spiritual and chimerical. With an innate sense of individual character, they prevent (or at least try to) the approach of anyone lacking in moral substance. A gargoyle gives one warning, and one warning only, to any such people who attempt to enter their domain. Failure to heed the warning and leave is met with immediate force.
Those newly awakened are often bemused and slightly bewildered by this strange new world, grateful to any decent changeling who takes the time to bring them up to date. Almost without exception, gargoyles speak the antique languages of Europe, such as Middle English (read some Chaucer), French or German, and are usually quite fluent in Latin.
Attributes: Attributes for Gargoyles vary greatly, depending on size, carved attributes etc. but the following represent the 'average' demonic-imp, approx. 3' (1m) in height. Several things they all have in common however, are high Alertness, and disproportionately high Stamina/Armour/Health Levels (they are made of living stone after all). Chimera Point Cost: 60
Attributes: Strength 3, Dexterity 2, Stamina 5, Charisma 2, Manipulation 1, Appearance 1, Perception 3, Intelligence 2, Wits 3
Abilities: Alertness 4, Athletics: 2, Brawl 4, Dodge 2
Glamour: 7
Willpower: 9
Health Levels: OK, OK, -1, -1, -2, -2, -5, -5
Attack: Claws 5 dice
Redes: Armour: 3, Statue: Gargoyles can remain utterly motionless for as long as desired, appearing to all senses as a simple statue, Flight: Any Gargoyle with wings, no matter how tiny they are, can fly, Decency: All Gargoyles have an innate sense of who's 'evil'.
Weakness: If a Gargoyle's statue seeming is destroyed or damaged, so is it.
They appear as 6" tall, perfectly formed men, with pointed ears and noses, and beady eyes, wearing overalls and caps.
Chimera Point Cost: 35
Attributes: Strength 1, Dexterity 3, Stamina 1, Charisma 1, Manipulation 2, Appearance 1, Perception 2, Intelligence 3, Wits 3
Abilities: Dodge 1, Computer 3, Crafts 4, Mechanic 5
Glamour: 5
Willpower: 3
Health: -3, Incapacitated
Redes: Hide (Self), Wyrd
Chimera Point Cost: 40
Attributes: Strength 6, Dexterity 3, Stamina 4, Charisma 1, Manipulation 1, Appearance NA, Perception 3, Intelligence 1, Wits 3
Abilities: Alertness 3, Athletics 3, Brawl 4, Dodge 3
Glamour: 4
Willpower: 4
Health: OK, OK, -1, -1, -3, -3, -5, Incapacitated
Attack: Claws/Beak 8 dice
Redes: Flight
The terrifying Kelpie (Ech-Ushkya in Gaelic) is an ages old horror of Scotland, the evil and twisted water-horse, render of flesh. They live in the bogs and fens, lochs and rivers, waiting for likely prey.
Devious shape-shifters, they favour two ploys: Appearing as a splendid young horse they can lure the curious near, allowing them to mount, and springing the trap. The hapless victim will be firmly held, unable to dismount as the victorious kelpie dashes into the water, drowning the poor soul and tearing her flesh.
Sometimes the form of a human suits their needs, and they lurk in cover or feign distress. They pounce when the prey is near, crushing them in a deadly grip and dragging them underwater...
Territorial and aggressive, only one kelpie is present in any single stretch of water or loch. Kelpies revel in storms, wailing loudly and galloping across the waters surface.
Chimera Point Cost: 45
Attributes: Strength 6, Dexterity 3, Stamina 5, Intelligence 2, Perception 3, Wits 3
Abilities: Alertness 3, Brawl 4, Stealth 5
Glamour: 7
Willpower: 5
Health: OK, OK, -1, -1, -2, -2, -5, -5
Redes: Shapechange: Can assume the form of a hairy human for 1 Glamour point, Water Walk: Can run across the surface of water, and is equally capable underwater as above, Wyrd
Chimera Point Cost: 55
Attributes: Strength 2, Dexterity 6, Stamina 2, Charisma 3, Manipulation 2, Appearance 5, Perception 2, Intelligence 3, Wits 4
Abilities: Alertness 2, Brawl 2, Dancing 2, Dodge 5, Etiquette 5, Melee 4
Glamour: 5
Willpower: 4
Health: -1, -2, -5, Incapacitated
Attacks: slender sword (6)
Redes: Dreamform, Flight, Hide (self), Weaponry (slender sword)
Some LNBs are rumoured to have captured and trained Scarf Hounds (see below) for use as war mounts.
Chimera Point Cost: 31
Attributes: Strength 1, Dexterity 3, Stamina 2, Charisma 1, Manipulation 2, Appearance 2, Perception 3, Intelligence 3, Wits 3
Abilities: Alertness 2, Athletics 2, Brawl 2, Camouflage 4, Climbing 3, Dodge 2, Intimidation 2, Stealth 4, Survival 4, Throwing 3, Tracking 3, Traps 3
Glamour: 3
Willpower: 2
Health: OK, -1, -2, Incapacitated
Attacks: Claw/Bite (3)
Redes: Weaponry (claws and fangs)
Chimera Point Cost: 40
Attributes: Strength 6, Dexterity 3, Stamina 4, Charisma 1, Manipulation 1, Appearance 0, Perception 3, Intelligence 1, Wits 3
Abilities: Alertness 3, Athletics 3, Brawl 4, Dodge 3, Stealth 3, Tail Volley 3
Glamour: 3
Willpower: 4
Health: OK, OK, -1, -1, -3, -3, -5, Incapacitated
Attack: Claw/Bite 8 dice, Tail Volley 7 dice + Venom
Redes: Venom (Tail Only), Tail Volley (1 Glamour per volley)
Chimera Point Cost: 25
Attributes: Strength -, Dexterity -, Stamina -, Charisma 3, Manipulation 2, Appearance 2, Perception 2, Intelligence 2, Wits 2
Abilities: Alertness 1, Fast Talk 1, Singing 1, Storytelling 2
Glamour: 4
Willpower: 2
Health: -5, Incapacitated
Attacks: none
Redes: Armor 8
Chimera Point Cost: 30
Attributes: Strength 5, Dexterity 3, Stamina 4, Charisma 1, Manipulation 1, Appearance NA, Perception 3, Intelligence 1, Wits 3
Abilities: Alertness 3, Athletics 3, Brawl 3, Dodge 3
Glamour: 6
Willpower: 2
Health: OK, OK, -1, -1, -3, -3, -5, Incapacitated
Attack: Hoof/Kick 6 dice
Redes: Flight
Chimera Point Cost: 30
Attributes: Strength 1, Dexterity 3, Stamina 2, Charisma 3, Manipulation 1, Appearance 3, Perception 2, Intelligence 2, Wits 2
Abilities: Alertness 2, Brawl 1, Dodge 2
Glamour: 6
Willpower: 2
Health: -1, -3, -5, Incapacitated
Attack: Beak/Claw 2 dice, On fire (fire, diff. 8, half of body)
Redes: Flight, Self-Immolate (costs 1 Glamour, lasts 1 Scene)
Chimera Point Cost: 14 (16 for winged putti, 18 for experienced putti, or 20 for experienced winged putti)
Attributes: Strength -, Dexterity 1, Stamina 1, Charisma 2, Manipulation 2, Appearance 3, Perception 2, Intelligence 2, Wits 2
Abilities: :Empathy 2 (experienced putti also have the following: Alertness 1, Dodge 1, Etiquette 2, Gambling 1, Heraldry 2, Intrigue 2, Persuasion 1, Politics 2)
Glamour: 5
Willpower: 1
Health: -1, -5, Incapacitated
Attacks: Bite (1)
Redes: None, although a rare few have tiny wings that they can use for gliding. These have the Glide rede (identical to Flight, but they must have some altitude to be able to fly. They can't just take-off. Glide only costs 2 Chimera Points).
Chimera Point Cost: 44
Attributes: Strength 2, Dexterity 4, Stamina 2, Charisma 4, Manipulation 3, Appearance 6, Perception 3, Manipulation 3, Wits 3
Abilities: :Alertness 2, Brawl 2, Camouflage 2, Dodge 2, Etiquette 4, Melee 3, Tracking 3
Glamour: 5
Willpower: 3
Health: OK, -1, -3, -5, Incapacitated
Attacks: Thorn sword (6)
Redes: Animate (plants), Armor 3 (living plant-weave with flowers and thorns). Weaponry (a slender sword, like an extremely long thorn).
Chimera Point Cost: 30
Attributes: Strength 15!, Dexterity 2, Stamina 8, Perception 1, Wits 1, All Others: NA
Abilities: Alertness 1, Brawl 2
Glamour: 3
Willpower: 2
Health: OK, OK, OK, OK, -1, -1, -1, -3, -3, -3, -5, -5, -5, Incap.
Attack: Talons/Beak 16 dice
Redes: Flight
Chimera Point Cost: 20
Attributes: Strength 1, Dexterity 3, Stamina 1, Charisma 1, Manipulation 1, Appearance NA, Perception 2, Intelligence 1, Wits 2
Abilities: Dodge 1, Stealth 1, Brawl 1
Glamour: 5
Willpower: 2
Health: -5, Incapacitated
Attack: Scratch 1 dice, Wreath of Fire (Fire, diff. up to 10, 1 Wound)
Redes: Immune to Fire (all forms), Wreath of Fire (costs 1 Glamour, and lasts 1 Scene. Can vary in intensity at will)
Scarecrows are diligent, hard working and implacable, and none have ever been known to utter a sound.
Chimera Point Cost: 32
Attributes: Strength 2, Dexterity 2, Stamina 2, Charisma 1, Manipulation 1, Appearance 0, Perception 4, Intelligence 2, Wits 2
Abilities: Alertness 4, Brawl 2, Intimidation 3, Melee 2, Stealth 1
Glamour: 3
Willpower: 5
Health: OK, -1, -1, -2, -5, Incapacitated
Attacks: Unarmed (3), although some grab whatever farming implements are handy.
Redes: Fear
Banes: Enmity (birds, bird-like chimera, and bird-like pooka)
Chimera Point Cost: 26
Attributes: Strength 2, Dexterity 2, Stamina 2, Charisma 1, Manipulation 1, Appearance 1, Perception 4, Intelligence 2, Wits 2
Abilities: Alertness 4, Athletics 2, Brawl 2, Dodge 1, Intimidation 3, Stealth 2, Tracking 4
Glamour: 3
Willpower: 1
Health: OK, -1, -1, -2, -5, Incapacitated
Attacks: Bite (4)
Redes: Gulp, Weaponry (Fangs)
They are all fond of riddles and enigmas.
Chimera Point Cost: 45
Attributes: Strength 6, Dexterity 3, Stamina 4, Charisma 2, Manipulation 2, Appearance 3, Perception 3, Intelligence 4, Wits 3
Abilities: Alertness 3, Athletics 3, Brawl 4, Dodge 3, Intimidate 4, Enigmas 4
Glamour: 4
Willpower: 5
Health: OK, OK, -1, -1, -3, -3, -5, Incapacitated
Attack: Claw 8 dice
Redes: Flight
As children and childlings grow a little older they lose their milk-teeth. A common myth among them is that of the Tooth Fairy, an elusive sprite that takes away the fallen-out tooth and leaves some money in its place.
In the Glamorous world of Changeling, this myth holds some truth, for the hopeful dreams of children are powerful indeed . . .
Appearance: The Tooth-Fairy a tiny, glowing sprite, a mere 3" in height, with gossamer wings, a pale incandescence, and female form. She carries a tiny down-satchel, and tiny wand tipped with a mote of light.
She appears at the unconscious behest of the sleeping child, 'materialising' with a soft burst of light. She then stealthily, and ever so gently, retrieves the tooth from under the pillow, placing it in her satchel and leaving a chimerical gold coin in its place.
Chimera Point Cost: 35
Attributes: Strength 1, Dexterity 5, Stamina 1, Charisma 3, Manipulation 1 (she's very shy), Appearance 5, Perception 2, Intelligence 2, Wits 3
Abilities: Alertness 3, Dodge 3, Stealth 5
Glamour: 10
Willpower: 3
Health Levels: OK, -1, -5
Attacks: None
Redes: Sleep Little Children: Should a child start to awaken, the merest touch of her wand makes him enter slumber. (It requires a Willpower roll, Diff 9, to resist), Wyrd
So, what's so special about Children's Milk-Teeth?
The Glamour and dreams of childhood, mixed with hope and innocence, enthuse children who believe enough to wish for the Tooth-Fairy. The desire is so strong that their foci (their milk-teeth) become a form of dross, holding a single Glamour point per tooth. Indeed, childlings often keep their lost milk-teeth as a form of barter. Sadly, there is another variety of Tooth-Fairy, but a Redcap with pliers certainly isn't a child's desire...
Chimera Point Cost: 45
Attributes: Strength 5, Dexterity 4, Stamina 4, Charisma 3, Manipulation 1, Appearance 3, Perception 3, Intelligence 2, Wits 3
Abilities: Alertness 4, Athletics 4, Brawl 3, Dodge 3, Empathy 3
Glamour: 10
Willpower: 4
Health: OK, OK, -1, -1, -3, -3, -5, Incapacitated
Attack: Hoof/Kick 6 dice, Horn 7 dice
Redes: Magical Horn (Neutralises and detects all poisons on touch)
Shrubberlings are similar, but resemble small animate bushes instead and are far less terrified of strangers.
Chimera Point Cost: 17
Attributes: Strength -, Dexterity 2, Stamina 1, Charisma 2, Manipulation 2, Appearance 2, Perception 2, Intelligence 2, Wits 2
Abilities: Alertness 1, Dancing 2, Dodge 1, Stealth 1
Glamour: 3
Willpower: 2
Health: -3, Incapacitated
Attacks: Unarmed (1)
Chimera Point Cost: 24
Attributes: Strength -, Dexterity 4, Stamina -, Charisma 3, Manipulation 2, Appearance -, Perception 3, Intelligence 2, Wits 3
Abilities: Alertness 1, Dodge 2, Stealth 5
Glamour: 5
Willpower: 1
Health: -5, Incapacitated (assuming something can actually attack the very air itself)
Attacks: none
Redes: Dreamform, Flight