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Live-action Chimerical Companions

Last updated 6/7/2001 (clarified Health levels and some Redes; added new Redes; added Banes; tidied up appearance of the page)

This is based on the chimera creation system in Changeling 2nd ed. (pp. 220-223), which you will want to have in front of you to understand the following.


Creation Points
Redes (Expanded!)
Banes (New!)
Killing Chimera
Chimera and Banality

Creation Points

Creation points depend on the number of Companion Background traits you have:
One trait: 10 points
Two traits: 15 points
Three traits: 20 points
Four traits: 30 points
Five traits: 50 points
Attribute traits: one creation point buys three physical, mental, or social traits (all same kind; i.e., one creation point can't buy one of each category). NEW 6/12/2001: The trait maximum in any Attribute category is equal to the Background trait level of the companion times 3 (so a level 3 companion has a trait maximum of 9, and so on).

Abilities: one creation point buys two Ability traits. (Ability specialization will require the "Difficulty Reduction" rede)

Glamour: one creation point buys one Glamour trait

Willpower: three creation points buy one Willpower trait

Health Levels(NEW): chimerical companions have (for free) as many Health Levels above "Mortally Wounded" as their Background trait level. Additional Health levels cost one creation point each. (Example: Baron Radcliffe has a five-trait talking horse. The horse will start with five Health levels above "Mortally Wounded." If he wanted the horse to have as many Health levels as a regular player character, the Baron would have to spend three creation points for a total of 8 Health levels above "Mortally Wounded.") -- Health levels are distributed as follows:
1 Health Level: Healthy, Mortally Wounded, Dead.
2 Health Levels: Healthy, Wounded, Mortally Wounded, Dead.
3 Health Levels: Healthy, Wounded, Incapacitated, Mortally Wounded, Dead.
4 Health Levels: Healthy, Bruised, Wounded, Incapacitated, Mortally Wounded, Dead.
5 Health Levels: Healthy, 2 Bruised, Wounded, Incapacitated, Mortally Wounded, Dead.
6 Health Levels: Healthy, 2 Bruised, 2 Wounded, Incapacitated, Mortally Wounded, Dead.
7 Health Levels: Healthy, 3 Bruised, 2 Wounded, Incapacitated, Mortally Wounded, Dead.
8 Health Levels: 2 Healthy, 3 Bruised, 2 Wounded, Incapacitated, Mortally Wounded, Dead.
9 + : Add more "Bruised" Health levels; additional "Healthy" levels cost double.

Attack: Without the use of certain Redes, all physical chimera inflict one Health Level of damage per attack (chimerical damage, unless made real by the Wyrd).

Redes: A chimera's magical powers are called redes. Each rede costs a different number of creation points; these are described below.

Banes (NEW): Chimera may take up to twelve points of banes for extra creation points, similar to Flaws for fae characters.

Legacies: Choose a Seelie or Unseelie Legacy (or both) from The Shining Host, pp. 38-43, that best represents your chimerical companion's personality.

Note: Chimerical companions count as "Dreamed" Chimera - see Changeling 2nd ed., p. 218.

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Redes

For full details of most redes (chimera's powers), see Changeling 2nd ed.

NEW 6/7/01: Some redes are converted from Dreams and Nightmares (DN) or the Changeling Storyteller's Guide (CSG). NEW 6/719/01: others are adapted from spirit charms in Laws of the Wyld, Apocalypse 2nd ed. (LW) or just plain made up (EP).


Aggravated Damage: Chimera may use this rede in tandem with the Wyrd rede to cause aggravated, real damage
Chimera point cost: 3
Use cost: None

Animate (DN p. 122): The chimera can move, manipulate, and levitate objects at its whim. The type of object depends on the type of chimera: a chimerical nature sprite might move rocks and branches around, while a nightmare creature might animate corpses. Living matter cannot be affected.
Chimera point cost: 3
Use cost: 1 Glamour trait moves 20 pounds of material for one Melee round. Additional Glamour traits can be used to double the amount of material (40, 80, 160 etc.) and/or extend the movement for one more round (thus 6 Glamour traits could animate 160 pounds for 3 rounds, and so on).

Appear (LN p. 195): The chimera can cause itself to be seen and heard in the real world by all observers in sensory range, in order to converse or give someone a scare. This does not permit physical interaction or the use of Wyrd effects, nor are the observers considered to be enchanted. Naturally the Mists will cover over anything "impossible."
Chimera point cost: 4
Use cost: 1 Glamour trait per minute.

Archetype (DN p. 122): This is, roughly speaking, chimerical "diablerie," and is very rare. A chimera with this rede can, a limited number of times, "absorb" another chimera into itself, gaining its memories, Abilities, Attributes, redes, and Glamour. After successfully grasping its victim, the chimera makes a simple test each round; on a win, the victim loses one Glamour trait and one Health level; on a tie, only one Glamour trait; on a loss, nothing happens. Each round the victim may spend a Willpower trait to enter into a Physical challenge to try to break free. When the victim has no more Glamour remaining, it loses extra Health levels instead. Once it has no more health levels, it disincorporates and is absorbed into the Archetype chimera. The Storyteller grants the Archetype two-thirds (rounded up) of the victim's permanent Glamour, and a number of creation points equal to those of the victim (but no more than the Archetype had to begin with -- so a measly little 20-point Archetype isn't going to get full benefit of absorbing a 50-point victim) using them to "buy" for the Archetype chimera the redes, Attribute traits, and Abilities of the victim, starting with the strongest ones. The resulting chimera is still recognizable as the original Archetype, "modified" by the appearance of the victim.
����This is a dangerous rede for the user as well; once it starts, it cannot be stopped until either the Archetype or the victim is destroyed. The Archetype will lose one Glamour trait, then one Health level per turn until the victim is absorbed; if the simple tests aren't going well, or if the victim manages to get away and can't be recaptured, the Archetype risks its own demise. (Note that the only benefit gained by an escaping victim is its escape; it doesn't get to "counter-absorb" the Archetype.) Finally, this rede is easiest to use on victims that are similar to the Archetype; if a nightmare-spawned worm beast tries, for example, to absorb Happy the Candy Bunny, it counts as two uses of the rede (so an Archetype with only one use must stick to its own kind) and the victim gets one "bonus" Willpower trait for resisting.
Chimera point cost: 10 for one use, 15 for two uses, 20 for three uses.
Use cost: 1 Willpower trait to start plus 1 Glamour trait per turn (and then one Health level per turn)

Armor: each trait of Armor can be used as bonus (not bidding) traits when defending against a Physical attack (cf. "Cover" in Laws of the Night). This works differently from Armor for characters because you may as well just buy Health levels.
Chimera point cost: 1 per trait
Use cost: None

Befuddle: Mental challenge: if successful, the target is down a number of traits in all challenges equal to (chimera's current Glamour minus target's current Willpower), minimum 1 trait. This lasts for as long as the target is in the chimera's presence.
Chimera point cost: 3
Use cost: 1 Glamour trait

Breath (adapted loosely from DN p. 122): The chimera has a "breath weapon" and can affect a wider range of targets with another rede (which must be purchased separately) such as Befuddle, Enchantment, Fear, Fester, Flame Bolt, Flash, Dreadful Gaze, Entrancement, Sleep, Transmute, or Venom. This rede can be paired with only one other rede, but it can be purchased more than once. The shape of the breath attack should be determined at creation: a cloud would affect characters within five feet, a cone would work like "Spray" for a firearm, a lightning-bolt-like attack would work in a straight line. (Note: because of overlap with the "Flame Bolt [Breath]" rede below, I've modified this from the description in Dreams and Nightmares.)
Chimera point cost: 5
Use cost: 1 (in addition to the cost of the other rede)

Call for Aid (LN p. 196): With a static Glamour challenge (diff. 7), the chimera can summon the aid of allied or like-minded chimerical creatures in the vicinity, who must respond for at least one turn (although it may take a little time for them to get there).
Chimera point cost: 3
Use cost: 2

Curse (CSG p. 81): This rede works much like the second level of the Soothsay Art. As long as the target is enchanted, she is vulnerable to this rede; to affect the unenchanted, the chimera needs the Wyrd rede.
Chimera point cost: 5
Use cost: 2/level of the curse effect (so a curse equal to a "5-success" or "5-bunk-trait" Soothsay curse would cost 10 Glamour traits)

Difficulty Reduction (DN p. 122): The chimera can specialize in an Ability which must be purchased separately (the usual rules of specialization apply); this specialization is set during creation. For twice the cost, it also has free retests in challenges involving that specialization.
Chimera point cost: 3 (or 6 for the specialization and the retest)
Use cost: none

Dreadful Gaze (DN p. 123): The chimera can turn a victim to stone with a glance (and an appropriate Physical or Mental challenge -- choose one at creation -- against the victim's Physical traits, followed by two simple tests). Fae and enchanted mortals are effectively paralyzed for (one hour minus 6 minutes per permanent Banality trait of the victim), after which time they revert to normal -- although this might last considerably longer in the Dreaming; while turned to stone fae and mortal victims are considered to have double their usual Health levels (so some chimera may use this protectively, strange as it may seem). If one of the simple tests fail, the victim merely loses a turn; if both fail, the victim is unaffected. Note that this power relies on the chimera's line of sight, not the victim's; it doesn't matter if the target cannot see the chimera. On the other hand, a clever changeling armed with a suitable reflective surface can turn this power against the user.
����Other chimera who are turned to stone by this cantrip immediately lose all of their Health levels and must make the usual tests for chimera who have been killed. Chimera who fail are destroyed and end up as permanent statuary. Those who succeed separate into physical form (the stone) and incorporeal form; as the chimera heals the stone form crumbles away, disintegrating completely when the chimera forms a new physical body.
����Non-living objects and "ordinary" plants (usually chimerical ones, unless the chimera uses the Wyrd rede) are automatically turned permanently to stone, although the Storyteller might require a static challenge or simple test in some cases. Certain Arts, redes, and Treasures, especially those of a healing nature, may be able to return victims of any type to normal earlier than might otherwise be the case.
Chimera point cost: 8
Use cost: 2

Dreamform: the chimera is immune to any form of Physical attack; Arts or treasures (or other supernatural abilities or items, at storyteller discretion) must be used to affect it. If exposed to high Banality (9+ traits) the chimera must make a Glamour test vs. the offending Banality; if it fails, it becomes physical (although still chimerical) for as long as it is in the presence of the high Banality. Note: the source of the Banality does not need to be aware of the chimera at all. -- Generally a chimera with this Rede will not require Physical traits; if a "target number" is necessary for determining its ability to resist Arts or Treasures that rely on Physical challenges, or if the chimera is made corporeal through exposure to Banality, assume it has as many Physical traits as (level of the chimera + current Glamour).
Chimera point cost: 5
Use cost: none

Dreamweaving (DN p. 123): This rede is in many ways a lesser form of the Art of Oneiromancy cantrip "Syncope" combined with a variety of Ravaging. A chimera in the Dreaming who encounters the dreams of a sleeping victim in the mortal world may enter those dreams and direct their course for the remainder of the sleep cycle with a successful Glamour challenge against a difficulty equal to twice the victim's current Willpower; the victim may, even if unaware, retest by spending a Willpower trait. At the end of the sleep cycle the chimera makes a simple test; on a win it gains a Glamour trait from the victim. This rede becomes easier with repeated use on the same victim; for each two uses the difficulty reduces by one. Over time, the victim will begin to lose any benefits from sleep, ultimately leading to insanty and possibly even death. As with Sycope, those with fae sight have a chance to detect that their dreams (or those of someone they are observing) are being tampered with.
Chimera point cost: 5
Use cost: one Willpower trait

Enchantment: with a Simple test, the chimera can make mortals aware of it and interact (in a hostile or civil fashion as circumstances indicate). Any damage is chimerical, of course, and the Mists will cloud the mortal's memory of the encounter.
Chimera point cost: 3
Use cost: 1 Glamour trait per minute, or per hour in a freehold or in the Dreaming (the first Glamour trait is spent whether the simple test succeeds or not; only that one test is necessary so long as the chimera has Glamour to burn)

Ensnare: specifics vary widely. A trap may be set, or an appropriate attack (usually some sort of Physical challenge) is made. If not a physical extension of the chimera itself (a prehensile tail, for instance), the Ensnare effect has a number of Physical traits (usually "Tough" or some such) equal to the Permanent Glamour of the chimera.
Chimera point cost: 2
Use cost: 1 Glamour trait to capture one human-sized object

Entrancement (DN p. 123): Social challenge; the target becomes convinced that the chimera is her friend and go to great lengths to help it. Naturally the target must already be aware of the chimera, and must understand the chimera's language. This effect lasts for one hour, although the chimera can add additional hours by spending Glamour at the outset. The chimera must bid an extra trait for each additional casting, as the target begins to get suspicious. Hostile actions toward the target made by the chimera break the spell immediately.
Chimera point cost: 4
Use cost: 1 Willpower trait (plus 1 Glamour trait per hour after the first)

Fear: Simple test; victim is affected as with vampiric Presence: Dread Gaze for 5 minutes per permanent Glamour trait possessed by the chimera (Willpower may be spent for a retest).
Chimera point cost: 2
Use cost: 1 Glamour trait

Fester: Physical or Mental challenge, as appropriate to the chimera; the effects of the disease may vary. At Storyteller discretion, if the victim is aware of the chimera he may spend a Willpower to retest. A suggestion (NEW): the disease should probably not cause more total physical damage in Health levels than the Companion trait level of the chimera; beyond this point, the victim could lose a Physical trait periodically. Natural healing of other wounds will probably be difficult as long as the victim is thus afflicted. Of course Willpower can be spent to replenish lost Physical traits, as usual, although they may continue to be lost if the disease has not yet run its course. Depending on the effects of the disease, the victim may suffer some Mental or even Social penalties as well.
Chimera point cost: 5
Use cost: 2 Glamour traits + 1 per additional Health level of damage over the first (determine the maximum and spend the Glamour all at once; there is, of course, always a chance that some cure will be found before the maximum damage has been inflicted)

Find the Path (LN p. 195: Airt Sense):The chimera can detect the nearest useable trod. A Kenning challenge might be necessary for hidden trods.
Chimera point cost: 2
Use cost: none

Flame Bolt (adapted from "Flame Breath," CSG p. 81): The chimera makes a Physical or Mental challenge (choose one to use always) against the Physical traits of its target; if successful, the target is hit with a fireball (or lightning bolt, or laser beam, or other distance attack). The maximum damage should be determined at chimera creation (this should be no more than the Companion level of the chimera), although a chimera may elect to cause less damage in a given attack. Damage is chimerical unless the chimera also uses the Wyrd rede, and in addition the Aggravated Damage rede will be necessary if you want to make it really hurt. -- Note: the "Breath" rede above appeared before this one, so I don't know what they were thinking; I've tried to distinguish them.
Chimera point cost: 3 per Health level of damage maximum
Use cost: 1 per Health level of damage

Flash (CSG p. 81): The chimera can blind a target (the Wyrd rede is necessary to affect unenchanted Autumn World targets) with a successful Physical challenge (the attack can be Dodged). The target is blinded for 5 turns, or 1 minute in non-combat situations.
Chimera point cost: 3
Use cost: 1

Flight: the chimera can fly 10 feet per turn for every Physical trait it has.
Chimera point cost: 3
Use cost: 1 Glamour trait per hour

Gulp: the chimera must win a Physical challenge and two simple tests to swallow its victim whole; after that damage (if any) is automatic each attack turn. (A failed Gulp may still inflict bite damage.)
Chimera point cost: 3
Use cost: 2 Glamour traits

Glamour Pact: any changeling attempting to craft, forge, trap, or control a chimera with this rede must bid two extra traits. Otherwise as in tabletop.
Chimera point cost: 5
Use cost: 1 permanent Glamour trait

Healing: chimera can heal its own wounds or those of others; the "Wyrd" rede is necessary to heal non-chimerical injuries.
Chimera point cost: 5
Use cost: 1 Glamour trait per Health Level healed

Hide: the chimera may make itself or others invisible for up to an hour. Effects as Veiled Eyes. Changelings (or Enchanted Kinain) with Kenning may make a Mental challenge to locate Hiding chimera if one is near (even if it has remained perfectly still). The Wyrd rede is required to Hide unenchanted subjects or to Hide Enchanted ones from them.
Chimera point cost: 5 (or 7 to affect others)
Use cost: 1 Glamour trait (plus 1 per additional creature or item affected)

Illusions (DN p. 123): This rede is similar in some ways to the Chicanery cantrip "Fuddle." The chimera can give any object or sensation a different appearance or sensation, but only one of the same size or sensory input. (Thus a cow could be made to look like a car, but not a mouse or a tank, nor, unlike some of the weirder uses of Fuddle, could the color green be made to sound like a siren, but another sound could.) Only one sense can be affected. No test is necessary. All beings within sensory range, even those scrying the area, are affected by the illusion. Characters with reason to disbelieve in the illusion may spend a Willpower trait and enter into a Mental challenge using the Kenning Ability against the chimera, who gains bonus traits by spending extra Glamour when casting the illusion. Otherwise, the illusion lasts for as long as the chimera wants, or until it takes more than three Health levels of damage. Characters with supernaturally heightened senses of the appropriate type are unaffected.
Chimera point cost: 3
Use cost: 1, + 1 or more to increase the impenetrability of the illusion (treat as bonus traits for the chimera in applicable challenges)

Informational Link (LN p. 197): The chimera can access the Dreaming to gain information about virtually any subject. A static Mental challenge of varying difficulty is necessary.
Chimera point cost: 5
Use cost: 2

Intangibility (LN p. 197): This is a temporary version of Dreamform (above). Other than duration and cost, it is identical.
Chimera point cost: 3
Use cost: 1 Willpower trait per scene

Mindspeak (LN p. 197f.): The chimera can speak directly with the mind of someone nearby, even if he cannot otherwise perceive the chimera or speak its language. Requires a simple test, or a Mental challenge against unenchanted targets (who may feel they are going mad; the power is subject to the Mists).
Chimera point cost: 3
Use cost: 1 Glamour trait per scene (fae and enchanted targets) or per minute (unenchanted)

Poof Begone (DN p. 123): The chimera can vanish at one place in the Dreaming and reappear in another, so long as it is in sight. (An exterior room of a house with a window could be entered from outside, but not a windowless interior room.) Certain locations in the Dreaming (trods, for instance) may enhance the distance. This rede cannot be used in the Autumn World, except perhaps in Freeholds.
Chimera point cost: 3
Use cost: 1

Possess Animal (LN p. 198): The chimera may possess a mundane or enchanted animal (not a chimerical animal). It works like Possession (immediately below), except that the chimera needs to test only every half hour.
Chimera point cost: 5
Use cost: 1 Willpower trait + 1 Glamour trait per additional half hour.

Possession: chimera must touch the target (a Physical challenge may be necessary). With a successful Mental challenge the chimera may possess the target for 5 minutes. Additional Mental challenges are required every five minutes to maintain control. The victim may of course resist by spending Willpower. This only works on kithain and Enchanted creatures unless the chimera also uses the Wyrd rede.
Chimera point cost: 7
Use cost: 1 Willpower + 1 Glamour per additional five minutes

Possess Tech (LN p. 198): The chimera can control one item of mundane technology and operate it as a human might, if it can figure out how (often a static Mental challenge will be necessary). The power need not be a Wyrd effect if no unenchanted observers are present. The chimera must touch the object unless it also uses the Animate rede.
Chimera point cost: 5
Use cost: 1 Glamour trait per minute

Riadstradh (DN p. 123-24): Riadstradh, or berserkergang, allows the chimera to enter battle-frenzy before or during combat with a hated foe. The chimera can ignore wound penalties and gains one or more additional temporary "Ferocious" traits, even if this exceeds the usual trait maximum. (If the trait maximum is exceeded, the chimera also gains for the duration of its frenzy the use of "the Bomb.") This frenzied state lasts for as many rounds as the chimera has Stamina-related Physical traits, and may be extended at the outset by spending additional Glamour. The downside is that the berserk chimera will attack all creatures in sight, even friends and allies, and may not withdraw from combat, and when the Riadstradh is over, the chimera takes one Health level of damage for every three turns spent berserk (round up). This damage is brought on by fatigue and heals at the rate of one level per hour; it is almost never fatal, but otherwise works like any other damage. Only the presence on the field of a specific kind of foe will allow the chimera to go berserk; this should be determined during chimera creation and should not be too general ("sidhe" or "people in green" or characters with a certain Legacy, but not "all changelings" or "humans"). -- Note that frenzying chimera may be brought out of frenzy by certain supernatural abilities or soothing words (requiring a Social challenge).
Chimera point cost:3 per bonus "Ferocious" trait (determined at creation)
Use cost: 1 + 1 for every two additional rounds of frenzy

Scuttle: extra actions and possible Fair Escape. The number of extra actions may not exceed one third the chimera's total current Physical traits. Extra attacks occur at the same time as Quicksilver actions.
Chimera point cost: 3
Use cost: 1 Glamour trait per extra action taken

Sense Banality: a Willpower test is required. The chimera can determine how many Banality traits a person, object, or place has.
Chimera point cost: 2
Use cost: One Glamour if the chimera loses the test.

Shapeshift: effects are illusionary. All five senses can be affected, but no extra abilities or damage possible. NEW 6/12/2001: Characters with special sensory abilities, or those with reason to doubt, may make a static Mental challenge against a difficulty equal to the chimera's permanent Glamour traits + Background level to pierce the illusion.
Chimera point cost: 5
Use cost: One Glamour trait per shape change

Sleep (inspired by "Breath," DN p. 122): The chimera can cause a victim to fall asleep with a successful Mental challenge. This works only on fae and the enchanted unless the chimera also uses the Wyrd rede.
Chimera point cost: 4
Use cost: 1 for every 10 minutes of sleep (but victims can be awakened normally before time's up)

Special Defense (LN p. 194: Affinity Defense): This is a catch-all defense ability. In a manner appropriate to the chimera's nature (force fields, a shield, a parry, elemental blasts that intercept incoming blows, etc.), this rede blocks one health level of damage per turn.
Chimera point cost: 5
Use cost: 1 Willpower trait per scene.

Steal Glamour: First requires a successful Physical or Mental challenge (NEW: choose one during chimera creation). Make a Simple test: on a win the chimera steals a number of temporary Glamour traits equal to its permanent Willpower score; on a tie, the chimera gains only one Glamour. On a loss, of course, it gets none.
Chimera point cost: 3
Use cost: 1 Willpower trait

Transmute (DN p. 124): The chimera can change non-living organic substances into something else. Thus, the chimera could mischievously spoil milk, make edible mushrooms poisonous, turn straw into meat, make a cotton shirt as strong as leather or wood or even metal, turn houses into candy, etc. The extent of the change depends on the number of Glamour traits spent (see this rede's description in DN for more details). This rede can even affect the Autumn World (the Wyrd rede is NOT required), although exposure to Banality will undo the change. The chimera must choose one or more "specialties," a certain type of material the chimera is able to transmute, for example, water, vegetables and fruites, wood, meat and animal hides, spices, fungi, natural fabrics, beer and wine, dairy, and other plants.
Chimera point cost: 3 per specialty
Use cost: 1-5 Glamour traits

Traverse Dreaming: The chimera may move from the Dreaming to the waking world or vice versa; a trod is required (although not necessarily one accessible by kithain).
Chimera point cost: 5
Use cost: 1 Glamour trait

Venom: may paralyze or chimerically kill a victim. Some sort of Physical challenge is necessary (Wyrd rede is necessary for real damage.)
Chimera point cost: 5
Use cost: 1 Glamour trait per extra wound caused or per minute of paralysis

Weaponry: the chimera has, or can create, natural or melee weaponry from its own substance. These weapons may inflict additional wounds.
Chimera point cost: 1 per bonus trait (+ 3 per additional wound, if desired)
Use cost: none

Wyrd: the chimera can briefly affect the real world and unenchanted subjects.
Chimera point cost: 5
Use cost: 1 Willpower trait per 10 minutes

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Banes (DN p. 124-24)

Banes are limitations or handicaps placed upon chimera; they operate in the same manner as Flaws for characters. At Storyteller discretion, some Flaws available to player characters may be taken as Banes, although their costs may not be identical.

Enmity: The chimera has an intense dislike or distrust for a creature or thing. It must bid two extra traits in all Social challenges against such creatures, or in self-control-related challenges regarding them.
Bane points: 2

Ferocious Beast: This is similar to the Riadstradh rede, except that the chimera cannot control its frenzies (and thus this bane may not be taken along with that rede). The chimera may frenzy even without provocation. The frenzy lasts three rounds. The chimera receives an additional "Ferocious" trait but can ignore wound penalties only until it reaches its last "Wounded" level. Once it has only one "Wounded" level left, full wound penalties take effect, even if the chimera is still in frenzy.
Bane points: 2

Glamour Pact (clarification): This rede works to a changeling's disadvantage when placed in a chimerical object. Thus players who design their Forged or Crafted chimerical objects with Glamour Pact may treat it as a bane.
Bane points: 3 (for Forged or Crafted chimera only)

Incidental Chimera (EP): Most sentient chimera are Dreamed, meaning they are a little more permanent and resistent to Banality. Incidental chimera are tied to a specific person or place and tend to crumble away to nothing if removed. Incidental status may be purchased as a Bane; such chimera take double damage from Banality (see below) if out of sight of their home base or connected person.
Bane points: 5

Jingle-Geasa: Once a day, the chimera must sing a little song that reveals its True Name to any listeners (cf. Rumplestiltskin). Obviously the chimera will at least try to do this away from any listeners.
Bane points: 3

Riddle-game: The chimera is drawn to riddles and puzzles and will apply its full attention to solving them; it may not engage in any other activity until the riddle is solved. Some chimera are also bound to ask a riddle to potential opponents before it can engage in combat with them; if the opponent solves the riddle, the chimera must acquiesce to his wishes or else suffer six Health levels of damage. If the opponent cannot solve the riddle, he's fair game. Unsporting opponents who ignore the riddle and attack the chimera can do so without fear of harm, but in such cases the chimera will usually try to flee.
Bane points: 2 (if bound only when asked a riddle) or 4 (if the chimera must challenge opponents to a riddle before engaging in combat)

The Silver Ban (EP): The chimera is barred from trods protected by the Silver Path unless invited by kithain. Often nightmare creatures will have this bane.
Bane points: 5

Token: The chimera needs to use, touch, or eat a physical object or material in order to activate a particular rede.
Bane points: 1

Uncontrolled Redes: The chimera's redes will often activate themselves at inopportune moments. They do not draw on the chimera's Glamour or other traits, but the chimera cannot direct them in any way. Obviously, the chimera must have at least one rede to take this bane.
Bane points: 1 + 1 for every two redes the chimera has

Vulnerable Spot: The chimera has a faintly detectable flaw in combat; it could be a weakness in armor, a way of telegraphing blows, or a bum leg. The chimera should take an appropriate Negative trait to reflect the nature of its vulnerability. This bane can be purchased more than once, but generally only provides more of the same Negative trait. Opponents actively searching may detect the vulnerable spot with a successful static Mental challenge, difficulty 10; otherwise, they'll just have to guess.
Bane points: 2 per Negative trait. Note (EP): the chimera can take Negative traits worth one Bane point each without taking this Bane; these must be guessed at like any other Negative trait and aren't as detectable. Be sure to keep track of which Negative traits are which.

Warding: The chimera is restrained by a specific simple ritual, charm, or token. If the token is placed or ritual enacted at a doorway or threshold, the chimera cannot pass through until the charm is removed. If forced to touch the ward, the chimera takes one Health level of damage per round of contact.
Bane points: 1

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Killing chimera

If a chimera loses all of its Health Levels it must win or tie a Simple test (spending a Willpower trait allows for one retest) or die instantly and permanently. If the test succeeds, the chimera becomes incorporeal (as per Dreamform) and heals at the rate of one Health Level per week (unless it has the Healing rede). Arts and treasures may still affect it; if slain again it becomes corporeal (another Simple test is necessary to remain "alive") and is then subject to the effects of Banality.

If a chimera is destroyed (failing its Simple test), test the chimera's permanent Glamour vs. the highest Banality present. On a win or a tie, the chimerical material is "harvestable"; otherwise the chimera melts away to nothing. Any chimera that dies in the Dreaming is reabsorbed by it.

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Chimera and Banality

If unenchanted mortals or supernatural beings observe a chimerical effect, the chimera should make a Glamour + Willpower test against the highest Banality present. On a loss, the chimera (and anything or anyone in contact with it) is transported into a random part of the Dreaming. Otherwise the chimera is unaffected (and the Mists will cover up the chimera's activities).

If a chimera comes into close contact with high Banality, it may take damage. Any chimera in the presence (one foot radius per Banality trait) of an unenchanted creature or place with a Banality score higher than the chimera's permanent Glamour rating takes one Health Level of damage per minute. The unenchanted being need not be aware of the chimera. Any chimera, no matter how many Glamour traits it has, will take damage from an unenchanted creature with 10 Banality traits. (A Willpower trait may be spent to endure the high Banality for ten minutes). Enchanted beings of any Banality do not cause this effect. A chimera reduced to zero Health Levels in this manner vanishes entirely and permanently.

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