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. A few of these Redes are unusable in Forged or Crafted
Chimera. In such cases Glamour point costs are marked with an asterisk. A
sentient Chimera possessing these abilities loses them if it is forged into
an object.
Chimera Point Cost: this is
the number of Chimera points that a must be spent to possess a Rede.
Use Cost: this is the number of Glamour points that must
be spent for a Chimera to use a Rede.
Aggravated Damage
Chimera may use this Rede in tandem with the Wyrd Rede to cause aggravated
damage.
Chimera Point Cost: 3
Use Cost: None
Animate
Use of this Rede enables the caster to move, manipulate and levitate objects
at the Chimera’s whim. Exactly what the caster animates is dependent
on the nature of the Chimera. Chimera spawned from dreams and fantasies of
death can animate corpses, while nature Chimera can animate rocks and branches.
Chimera cannot use animate to affect living matter. 1 glamour point lifts
20 pounds of material for one melee round. Each point spent on increasing
mass raises this amount exponentially (4 points would lift 160 pounds). Animate
used offensively attacks with the Chimera’s combat abilities +2 traits
for every point of Temporary Glamour spent on mass. Attacks may be dodged
as normal.
Chimera Point Cost: 3
Use Cost: 1 glamour point + 1 to increase mass exponentially
+ 1 to increase duration by 1 round.
Archetype
(ST Approval)
Some Chimera have the raw, essence absorbing abilities of Glamour at their
command. These Chimera are called Archetypes. Archetypes can absorb the substance
of other Chimera into their bodies to gain greater Abilities and Redes. All
former memories and experiences of the victim are now part of the Archetype’s.
In truth, the victim is not so much eaten as reintegrated into the makeup
of the Archetype. The Archetype becomes a collective being under the control
of the original Archetype. Chimera with this ability may use it only up to
3 times; usage depends on the level of Rede purchased. After the maximum amount
of Redes are utilized, this Rede becomes defunct, and the user is no longer
considered an Archetype. To activate this power, the Archetype must physically
grasp the victim and roll resisted Willpower. For each success achieved, the
victim suffers a penalty of one Health level and 1 Glamour point. When an
opponent reaches zero Glamour, extra Health levels are expended to make up
for the loss. When a victim reaches zero Health levels they are absorbed into
the matrix of the archetype. If the victor was the original victim, they gain
no benefit; the loser becomes intangible. Once activated, the Archetype Rede
must run its course. If the victim manages to break free, the Archetype still
spends the Glamour every turn until their form breaks apart from the loss
of integrity. If they manage to re-establish contact the process continues.
When absorbing, an Archetype gains two thirds the initial Glamour points of
the victim. The ST purchases Redes, Abilities and Attribute that closely match
the statistics of the original victim, from strongest to weakest. These traits
combine with the Archetype’s traits to form a new being. In appearance
the Archetype looks like a conglomeration of the two entities, but not overwhelmingly
so. Anyone who knew the Archetype previously would still recognize the composite
Chimera. Archetypes generally choose victims to whom they already bear some
similarity in form or function. If the victim is not similar to the Archetype
(a sweet teddy bear Archetype attempting to absorb Camilla the Giant Tarantula
for example) the activation of the Rede is considered 2 uses, and the Archetype
suffers + 1 difficulty to all contested willpower challenges (an Archetype
with only 1 use cannot absorb an unrelated Chimera.) this power is almost
as rare as the Wyrd Rede.
Chimera Point Cost: 10* for
one use, 15* for two uses, 20* for three.
Use Cost: 1 per turn. Once activated, the Rede consumes 1
point per turn until absorption is complete or the Archetype disincorporates.
Armor
The Chimera may grow armor to protect its physical form. Types of
armor include tough skin, metal plating, dragon scales and chitinous exoskeletons.
Chimera Point Cost: 1 per point
of armor
Use Cost: None
Arts:
Companions may possess powers similar to Kithain Arts. To reflect this, Companions
may have Arts as Redes. Companions cannot for any reason ever have an Art
that requires any approval. This means that Companions cannot ever learn Infusion,
Sovereign, Metamorphosis, Chronos, Naming, any Shadow Court Arts, any Merfiolk
Arts, any Inanime Slivers, or any Nunnehi Arts. Companions can learn Arts
piecemeal, and can thus buy an Intermediate or Advanced without having the
prerequisite Arts.
Chimera Point Cost: 4/6/8
Use Cost: As per the individual Art
Befuddle
This power confuses its target making it difficult to perform any
action, make a Glamour challenge with difficulty equal to its target’s
Willpower. The target is one trait down per Glamour spent for as long as the
Chimera remains in the victim’s presence.
Chimera Point Cost: 3
Use Cost: 1 + 1 per extra trait
Breath
Breath works similarly to Venom but affects all targets at range
with a cone, cloud or line in front of the Chimera’s “mouth”
(or whatever the Chimera uses to breathe). The discharge depends upon what
kind of breath weapon the Chimera possesses. For lightening the breath expels
in a line. For fire the breath is a cone. Range is long for a line, medium
for a cone and short for a cloud. Victims can choose to dodge line or cone
attacks or to run out of range if they gain the initiative.
Chimera Point Cost: 5 (3 if the breath does not cause damage such as one that causes sleep.)
Use Cost: Damage from this Rede is 1 + 1 per point of Glamour the Chimera chooses to invest. All targets receive full damage
Difficulty reduction:
Certain Chimera are, by design, superior at specific tasks. A sword Forged
to kill Perytons will strike more often against Perytons than against other
creatures. Difficulty reduction is not a true Rede but a modifier. Every level
gives the user one additional Trait in appropriate Challenges. The maximum
number of levels allowable is 2.
Chimera Point Cost: three for
every point of difficulty reduction, maximum of 2 levels. The modified activity
must be stipulated at the time of purchase and be specific.
Use cost: none
Dreadful Gaze: (ANST Approval)
Chimera with this Rede literally have looks that kill. Any living creature
that the Chimera views while activating this power must make a physical challenge
vs. the Chimera’s willpower. If the victim fails to win they turn to
stone. The effects of this transformation are different for various beings.
All Fae and enchanted are effectively paralyzed for an hour – 10 minutes
for every Banality point they possess. After this duration they return to
normal.
While they are stone, victims sustain damage at half their normal rates. Other Chimera instantly lose all Health levels and must make a test to maintain their integrity. If they succeed, their intangible forms and physical stone forms separate. As intangible form Chimera heal over time, stone form ones slowly disintegrate into dust and completely crumble away when the incorporeal ones form new bodies. If they fail their initial test they die instantly. Healing arts and certain elixirs can heal the physical form and an afflicted Chimera can instantly reintegrate. This Rede affects everything including plants.
The Chimera does not have to meet its victim’s eyes to use this Rede; it merely needs to see the victim. Of course, if the Chimera sees itself in a mirror or other reflective surface, it is affected by its own Rede. Adventurers who encounter a Chimera with this power are usually forewarned by the barren waste and abundance of statues that surround the creature’s territory.
Chimera Point Cost: 8
Use cost: 2 Glamour each use. The Chimera can choose to use
the Rede or not. Sometimes the unpredictable nature of Glamour causes the
Rede to activate anyway, even when against the Chimera’s wishes. Only
one creature may be affected per use.
Dreamform
The Chimera is possessed 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 (if it touches an Autumn Person for example). In such instances
the Chimera makes a Glamour Challenge vs. the source's banality. If the Chimera
fails it loses its Dreamform and gains two Chimera points to be distributed
among its Physical traits, which it suddenly develops. The Chimera remains
in this physical form as long as it remains in contact with the Banality that
changed it. Another simple test must be made; on a loss the change is permanent.
Chimera Point Cost: 5
Use Cost: None
Dreamweaving
This Rede works only on sleeping victims in the mundane world when deployed
by Chimera in the Dreaming. Characters sleeping in the Dreaming are unaffected.
Chimera not in the dreaming cannot utilize this Rede. To activate Dreamweaving
the Chimera merely needs to encounter a sleeping victim and make a challenge
of their Glamour vs. the victim's willpower. For the remainder of the scene
the Chimera can direct the course of the victim’s dream in any manner
they see fit. Successive Dreamweavings on the same victim become easier over
a period of time. For every two Dreamweaving attempts the victim suffers a
1 trait penalty on challenges to resist. Repeated use of this Rede causes
the victim to gain no benefits from sleep. Over time the target suffers permanent
loss of Willpower, insanity and death.
Chimera point cost: 4
Use cost: this Rede costs no Glamour to use. It is actually
a limited form of Ravaging as the Chimera gains glamour from the victim over
a period of time.
Enchantment
This Rede allows a Chimera to affect non-Fae and allows them to affect it.
The Chimera may interact with a human, chat amiably with them or attack them.
All damage is still chimerical and the human forgets the encounter quickly.
(Refer to the Mists chart). The Chimera would need the Wyrd Rede to affect
the physical world.
Chimera Point Cost: 3
Use Cost: this Rede costs one Temporary Glamour per turn
to use, or one per hour in a freehold or in 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 etc). An appropriate test is made, or the Ensnare is set in advance
in hopes that someone will blunder into it. Ensnare has 2 physical traits
and 2 points of armor for every 3 points of permanent Glamour possessed by
the Chimera. Chimera with less than 3 points of permanent Glamour have an
Ensnare with one physical trait and one point of armor.
Chimera Point Cost: 2
Use Cost: 1 to capture one human sized object
Entrancement:
This Rede convinces the victim that the user is their friend and that the
victim should go to great lengths to help the user. The victim will not endanger
themselves, bit they will defend their new friend from all enemies. The user
spends one Willpower trait and makes a challenge of their glamour vs. the
victim's banality. The duration of the Rede’s power is a number of scenes
equal to the number of successes. The Chimera can cast the Rede again but
at 1 Trait penalty for each additional casting as the victim begins to get
suspicious. The victim must understand the Chimera’s language for this
Rede to work.
Chimera point cost: 4
Use cost: 1 willpower
Fear
Chimera with this Rede can cause an object to freeze in fear or retreat
in stark terror. Fear persists for one to ten turns. The victim may make an
extended willpower challenge 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 Storyteller decides at what rate the disease progresses, but
it is often extremely fast. A disease that normally would take years to manifest
may do so in hours. A victim may cure the effects of this Rede by making an
extended will power challenge and gaining more successes than the Chimera
does, although the victim must be aware of the Chimera’s presence to
resist. Primal (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 Physical Traits that it has. If the Chimera has the Dreamform
Rede then the companion can fly at a base of 25 feet per turn.
Chimera Point Cost: 3
Use Cost: 1 per hour
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 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 into their true forms
(often a difficult task). Some, however, retain their imposed forms for years,
relishing their status as cursed objects. Only the greatest or most insane
changeling artisans work with Chimera that possess this Rede.
Chimera Point Cost: 5
Use Cost: 1 permanent Glamour
Gulp
Chimera with this power may unhinge their jaws wide enough to swallow victims.
If the Chimera makes a successful bite attack then it may make a physical
test and on a win swallows its victim whole. Damage is automatic each turn
thereafter, if the Chimera chooses to inflict it. Some Chimera may hold their
victims inside 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
Healing
The Chimera can heal its own wounds or those of others. The Chimera must have
the Wyrd Rede to heal non-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 mental challenge (retest using Kenning, difficulty 8) must be made
for a changeling trying to determine the location of a Chimera using this
Rede this effect lasts for the duration of a scene (up to one hour). Some
Chimera can use this Rede to hide changelings or even un-enchanted beings.
Using this power to hide a changeling from another character functions just
as it does above. Hiding a changeling from the un-enchanted, or hiding an
un-enchanted item or person requires the Wyrd Rede.
Chimera Point Cost: 5 for hiding
self only, 7 to affect others
Use Cost: 1 plus 1 per person or item affected
Illusions
The caster of this Rede can change the perceptions of the target(s). This
Rede is similar to the Chicanery Cantrip Fuddle in that it can give an object
or sensation a different appearance, but only one of roughly the same size
or sensory input. You could make a horse appear to be a Wyrm, but you could
not make the horse invisible or appear to be a 10-storey building. No special
abilities are gained from this Rede. This power affects all beings within
sensory range, even individuals who scry the area. However the Rede fails
against anyone with Heightened Senses or similar powers. Any victim who thinks
that they are viewing an illusion gets makes a mental challenge difficulty
6 (+1 for every extra point of Glamour invested, maximum of 9). If they succeed
they see the illusion as it truly is. The Rede lasts as long as the Chimera
chooses. All illusions drop when the Chimera sustains 3 or more health levels
of damage.
Chimera Point cost: 3
Use cost: 1 Glamour + 1 to increase the impenetrability of
an illusion.
Poof Begone
This power is the ability to vanish at one place in the Dreaming and reappear
in another. The exact distance is limited. But certain areas of the Dreaming
are known to enhance this Rede. Being on a trod or standing in a mushroom
ring, for example, somehow increases the maximum allowable distance (by 50’).
A Chimera must be able to see the destination of the Rede. The user could
poof anywhere in a house but they would have to see the house’s exterior,
and they could only poof to one of the outer rooms – not an interior
room or the basement. This ability is only usable in the Dreaming, even if
the Chimera possesses Wyrd.
Chimera point cost: 3
Use cost: 1 glamour
Possession
The Chimera must touch the target. The Chimera must make a challenge of their
willpower vs. their opponents glamour, if it succeeds it possesses the victim
for one turn mental trait spent. If the target has a higher permanent Banality
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
Riadstradh
Riadstradh or beserking is the ability to enter into a battle-frenzy
before or during combat. Wound penalties are ignored, and the Chimera gains
an increase in their physical traits. The unfortunate side effect is that
the battle-crazed Chimera attacks any and all creatures standing until the
Riadstradh runs its course or the Chimera loses all Health levels. The duration
of Riadstradh is the 3 rounds plus 1 per glamour point spent by the Chimera.
After the Riadstradh, the Chimera suffers 1 level of damage to Health levels
for every 2 turns in the frenzy (round up).
This damage is fatigue and heals at the rate of 1 point per hour. Fatigue-damage is almost never lethal, but otherwise it has the same effect as any other wound penalties. When purchasing Riadstradh, the Chimera must specify the enemy that the Rede is directed toward. The enemy listing can be as generalized as a species or a Legacy, but no broader (listing Sidhe is legal, but all Fae is not). To activate Riadstradh at least one representative enemy must be on the opposing side.
Chimera point cost: 3 for +1
physical traits, +1 for every +1 to traits (i.e. +3 dice pool costs 5 points)
Use cost: 1 Glamour point for frenzy lasting 3 Stamina round,
+2 for every extra Temporary Glamour spent.
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
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 may 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. The Chimera must make a challenge of their willpower
vs. their target's Glamour; if successful it spends a number of mental Traits
and gains that many points of temporary Glamour. This cannot be used to steal
more glamour than the Chimera can hold.
Chimera Point Cost: 3
Use Cost: 1 Willpower
Sympathetic Realms (Mid
Approval)
This Rede allows the Companion access to the exact same Realms that the controlling
PC has.
Chimera Point Cost: 5
Use Cost: None
Transmute
This Rede gives the ability to change a nonliving organic substance into something else, or merely to alter its composition. During the Middle Ages, mortals thought Fae were guilty of souring milk and poisoning wells, when spiteful Chimera were the true culprits. At the cost of 1 Glamour point, a Chimera can cause food to spoil or vice versa. For 3 points the Chimera can turn non-edible plant material (such as straw) into a king’s feast, or they can cause an organic material to exhibit characteristics of any other related material.
They can make edible mushrooms poisonous (even if they are already eaten) or turn poisonous toad legs into tasty, edible frogs legs. They can transform the finest silk into chaff or make the weakest willow as strong as oak. For 5 points the Chimera can force radical changes upon organic materials, making wood as edible as spaghetti or giving a cotton shirt the protective qualities of wooden armor. This Rede is usable in the mundane world, it is not necessary to possess the Wyrd Rede. However, such alterations are never permanent as Banality eats away the power of the change. Wood chips transmuted to gold coins gradually fade back to wood, and poisonous mushrooms revert to their former state even if already eaten. In the Dreaming the change is permanent. Chimera who purchase this Rede must declare a “specialization” or material that this Rede is limited to transmuting.
A Chimera can have multiple specializations but must spend Glamour points for each specialization. The specializations are water, vegetables and fruits, wood, animal meat and hide, spices, fungi, fibers, beer and wine, dairy and other plants.
Chimera point cost: 3 per specialization
Use cost: 1 – 5 glamour points
Traverse Dreaming
This Rede allows Chimera to travel into the mortal world from the Dreaming,
or to 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 physical challenge vs. 8 must be made,
or the victim may be paralyzed 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, etc.). 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 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
Wyld
This is the catch-all Rede for Chimera. Similar to how Treasures may “Accomplish
magickal effects not covered by any specific Art or other power”, this
Rede allows the Chimera to have a well-balanced repertoire of “powers”
available to it. This can include small “Tricks” such as making
rocks glow or creating a foul stench. It can also include medium-powered “Effects”
such as detecting danger or illuminating a dark room. Or it can include very
powerful “Feats” such as stealing another’s character’s
sense of sight/hearing/smell or stealing another character’s voice or
being immune to all forms of fire.
Chimera Point Cost: 1 per “Trick”, 2 per “Effect”,
4 per “Feat”
Use Cost: 1 per “Trick’, 2 per “Effect”,
3-5 per “Feat” at Storyteller discretion
BANES
Banes are limitations or handicaps placed upon a Chimera. They operate in
much the same manner as Flaws for characters. As with Flaws, Banes provide
additional Chimera points for characters to build their Chimera or Forged
or Crafted treasures. A maximum of 12 points of Banes may be taken per Chimera.
Banes are meant to flesh out the details of a Chimera’s personality,
not to create a chimerical war machine. Players creating Chimera and intending
to use Banes should first seek Storyteller approval.
Enmity
The Chimera has an intense dislike for a creature or thing. While it may not
automatically attack, the Chimera severely distrusts the object of its enmity
(3 Trait penalty on all social interaction rolls with the enemy).
Bane points: 2
Ferocious Beast
This bane is similar to the Riadstradh Rede, but the Chimera has no control
over its frenzies. At any unexpected moment (even in relaxed, non combat situations)
the Chimera could flip out. They received + 2 Traits in combat, and the frenzy
lasts 3 rounds. However the Chimera is protected from wound penalties only
at the first tier of – 2 wound level. If the Chimera suffers any further
damage, full wound penalties take effect, even if the Chimera is still berserk.
Bane points: 2
Glamour pact (clarification)
This Rede works to a changeling’s disadvantage when placed in a chimerical
object. Therefore, players who design their Forged or Crafted objects with
Glamour pact may treat it as a bane instead of a Rede.
Bane points: 3 (for Forged or Crafted Chimera only)
Jingle-Geasa
Once a day, the Chimera must sing a song involving their True Name. They can
choose to sing it quietly or in an isolated place, but the song must contain
the True Name, and it must be obvious in the song that this appellation is
the Chimera’s True Name (for example the tale of Rumpelstiltskin).
Bane points: 3
Riddle-Game
The Chimera is bound by the ancient rules of the riddle. Any riddle or puzzle
inexorably draws the Chimera’s attention, and they apply their full
attention to its solution. They will not engage in any other activity until
the riddle is solved. Further more, certain Chimera bound by this bane must
ask potential opponents to solve a riddle before they engage in combat. If
the opponent wins the riddle game, the Chimera must concede to his opponent’s
wishes or suffer 5 levels of damage to Health Levels (opponents who ignore
the riddle and attack the Chimera can be engaged in combat with no fear of
harm). All Chimera bound by the riddle game must first attempt to win the
game before entering combat with a prospective opponent (most Chimera with
this bane possess high scores in Enigmas and Mythlore).
Bane points: 2 if bound only when asked a riddle, 4 if the Chimera must challenge their opponents to a riddle before engaging in combat.
Token
The Chimera needs to use a physical object or material to activate a particular
Rede. Often the victim must touch or ingest the token to engage the Rede’s
effect.
Bane points: 1
Uncontrollable Redes
The whimsical, unexpected nature of the Dreaming is apparent in the Chimera.
At inopportune times, the Chimera’s Redes activate, especially near
areas of high Glamour. While these Redes do not drain the Chimera’s
Glamour pool, the Chimera cannot direct the Redes in any way. To possess this
bane, the Chimera must have at least one Rede.
Bane points: 1 + 1 per 2 Redes the Chimera has
Vulnerable Spot
The Chimera has a faintly detectable flaw in combat that a canny foe can use
to their advantage should they notice it. It could be a weakness in armor
or a favoring of one side over another. An opponent who searches for the flaw
(they must announce that they are looking for it to test) and succeeds in
a mental challenge vs. 8 detects the flaw and gains + 2 Traits to attack for
the next three rounds. By spending a willpower Trait after winning the challenge
the opponent may do double damage for the next round only. If they successfully
strike the opponent after this, the Chimera makes a simple test. On a loss
it has been mortally wounded and dies or dissipates.
Bane points: 2
Warding
The Chimera is restrained by a simple ritual, charm or token. It might be
a copper nail, horseshoes over a doorway or tying red ribbons in knots. If
the charm is placed over a doorway or on a threshold, the Chimera can not
pass through until the charm is removed. Chimera avoid such charms and if
forced to touch one, they receive a point of damage for each round of physical
contact. The charm must be specified when the bane is purchased. Iron cannot
be used as a charm.
Bane points: 1