--------------------------------------------------------------- A CHIMERA GENERATOR for CHANGLING THE DREAMING --------------------------------------------------------------- I have noticed that the Changeling insists that their is a hierarchy of Chimera as a background and it looks like this: 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... or easing the creation of Chimera in Changeling the Dreaming. or this system to be effective we have to create a few conventions in which to work. A creation point is an arbitrary amount of magical energy we shall be using to create our Chimera. Granted only the Storyteller is supposed to create these but in the current rules there is no real means of doing so. (At least this way, the players can help create chimera for the game.) 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. LEVEL 1 - Minor Chimera (15 Creation Points) These are the Chimera who are the childhood companions of Childlings and occassional wander harmlessly through the Dreaming. These chimera are usually (but not always) harmless. They are often not even very useful but are nice to have around. They will sometimes possess a single ability that justifies their existance at all. LEVEL 2 - Useful Chimera (30 Creation Points) These chimera are the ones passed down from father to son. These heirlooms of modest power offer simple abilities with a simple payoff. Usually called one-trick ponies, these chimera are best known for their simple wisdom and useful advice. These are also the most successful of cursed chimera as well since they often are simple and innocuous in appearance and insidious in effect. Level 3 - Chimera of significant power (45 Creation Points) (under construction) Level 4 - Very powerful chimera (60 Creation Points) (under construction) Level 5 - Chimera of incredible power (75 Creation Points) (under construction) --------------------------------------------------------------- CHIMERIC CREATION TABLES --------------------------------------------------------------- ATTRIBUTES PHYSICAL - Str, Dex, Sta MENTAL - Per, Int, Wit SOCIAL - Cha, Man, App 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.) HEALTH (or damage) RATINGS The Health rating of a Chimera is rated at: STA +2. Additional levels will cost 1 point per level. An Chimeric artifact will simply have a damage rating. If the artifact is damaged it will have a reduced chance of using skills (but not powers) once it is past the OK rating. DAMAGE RATINGS AND NUMBER OF ATTACKS. The damage rating of a Chimera is rated at: STR + STA in Dice. A chimera may increase its dice by spending one point per die added to a maximum of STR + STA. The number of attacks in a single round is based on Dexterity. One attack per point of dexterity. Chimera can only do Chimeric Damage to their targets. (I have not decided if it is possible to cause real damage yet. The only reason I consider it is that Glamour is supposed to make real effects in the real world. So if I used a Glamour based power, then I should be able to perform real magic with real effects in the real world.) GLAMOUR A Chimera's glamour rating will depend on what kind of feats are expected of it and whether it can perform some of its abilties without spending glamour. Abilities that can be used without Glamour are much more expensive and should be limited by the storyteller. (Unless they're his Chimera, in which case they may have as many powers as he wants them to.) No chimera will have a Glamour rating greater than 20 to start. WILLPOWER A chimera's need for willpower will depend on its mission in life. Less devoted or interested Chimera have a lesser need for willpower while those who are dedicated to a cause or belief may have significant amounts. No chimera will have a willpower greater than 10 in any case. POWERS A chimera's powers are likely to be very diverse. The cost for each type of effect is listed before the power. Powers that only affect or change: 01 - Self/Owner 01 - Fae only 03 - Humans 05 - An area 05 - Transfer Skills/Powers to wearer Simple Powers: 01 - Light Creation: Create light enough to brighten a room 01 - Flight: Fly as fast as running man and as high as 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. xx - Other simple power xx - Other simple power or a simple power that does not cost Glamour, raise the cost by +4. Complex Powers 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 xx - Other complex power xx - Other complex power or a complex power that does not cost Glamour, raise the cost by +10. WEAKNESSES 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. Weakness or Flaw 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 --------------------------------------------------------------- EXAMPLES --------------------------------------------------------------- --------------------------------------------------------------- MINOR CHIMERA - (15 Creation Points) WISHWUF: Mystical Companion 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. -------------------------------------------------------------- --------------------------------------------------------------- USEFUL CHIMERA - (30 Creation Points) CLOAK OF INVISIBILITY: Chimeric Artifact 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 uses 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. --------------------------------------------------------------- -------------------------------------------------------------- CHIMERA OF INCREDIBLE POWER - (75 Creation Points) GUARDIAN GRIFFIN - Chimeric Protector 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 assistance -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 nature. 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. -------------------------------------------------------------- This document is still under construction. The Chimera Generator is the property of Thaddeus Howze copyright 1995 --------------------------------------------------------------