THE WILD HUNT
Return to the Chimera
Chimera Points: not applicable
(Note: This interpretation of the Wild Hunt is taken from Jack of Kinrowan, by Charles De Lint. If you haven't read it, go do so.)  
A relic of a bygone age, the Wild Hunt are rumoured to have once been fae. Whether that is true or not hardly matters now - all that is important is that they are powerful and deadly. Numbering nine, these chimera are controlled by the Horn of the Hunt, bound to do whatever its bearer tells them. Generally, that involves killing someone.
The Hunt are nine large men, with antlers reminiscent of the Fir-Bholg. In the mundane world (and most of the chimeric world), they wear smoky motorcycle helmets and black leather, and ride roaring motorcycles. In the Dreaming, they wear black leather as well, but more primative. They wear no helmets, letting their hair blow in the wind, and ride great black stallions with glowing red eyes.
The Hunt only rides at night, and they are very weak when one of their number is incapacitated. In these cases, they will always wait until their last member returns before continuing a hunt.
Strength 7, Dexterity 6, Stamina 6, Charisma 3, Manipulation 0, Appearance 3, Perception 4, Intelligence 3, Wits 4
Alertness 2, Athletics 2, Brawl 4, Dodge 2, Intimidation 4, Kenning 4, Drive 3, Melee 4, Ride 3, Stealth 4, Gremayre 3, Investigation 3, Kith Lore 3
Glamour 7, Willpower 8, Health Levels: OK, OK, OK, OK, -1, -1, -1, -1, dead
Redes: Revive*, Find, Wyrd, Weaponry +2, Armour 2, Mental Link*
Banes: Night*, Dependancy*
Attacks: Sword (9 dice lethal), Fist (7 dice bashing)
New Redes and Banes:
Night: The Wild Hunt cannot ride during the daylight hours. When the sun rises, they immediately dissapate and return to the Horn. Any pieces of them or their equipment immediately vanishes as well.
Dependancy: The Hunt is fairly dependant on its members. If the entire hunt is not together, they have a hard time focusing. This bane is twofold. First, it applies -1 to all dice pools to each of the Hunt if fewer than half of the Hunt is within a kilometer of them. If they are the only member of the Hunt within a kilometer, they are at -2 to all dice pools. Secondly, it applies a -1 to all dice pools to each of the Hunt for every member of the Hunt that is currently dead. These penalties stack. No dice pool can drop below one die.
Mental Link: The Hunt can communicate telepathically to any member within one kilometer without effort, or can spend one Glamour to send a message to any member within  five kilometers
Revive: The Hunt is immortal. Every morning, any wounds that they healed are removed. A member of the Hunt who died returns to life, but with 5 health levels worth of wounds.
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