Redes, Arts and Realms

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

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