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Typical Chimera

By Colin Chapman (942777u@merkland.rgu.ac.uk)

Abatwa

'Nevers' of Africa, the Abatwa are sometime companions to the Eshu, and among the smallest chimera many kithain are ever likely to see.

Shy and elusive, the Abatwa dwell among the anthills of southern Africa, working alongside the ants, and using them as beasts of burden, mounts and defenders. They are peaceful and non-aggressive, surviving by foraging for grass and plant seeds, or fallen fruit.

Family oriented, they maintain a close-knit tribal structure, and are fond of the 'giant' Eshu. Perfect miniatures of African tribesfolk, they are a mere 5mm tall, and have to shout to be heard by 'giants'.

Chimera Point Cost: 40

Attributes: Strength NA, Dexterity 3, Stamina 1, Charisma 3, Manipulation 2, Appearance 3, Perception 3, Intelligence 3, Wits 3

Abilities: Alertness 3, Athletics 1, Dodge 4, Stealth 4, Survival (Africa) 4

Glamour: 8

Willpower: 4

Health Levels: -5

Redes: Hide (Self Only)

Acheri

Skeletal Nocnitsa of the Nunnehi (try saying that quickly), the Acheri appears as a skeletal female Amerind, in tattered deerskin robes, beating on a tom-tom (drum). Her voice is as eerie as the wail of wolves in winter, and she strikes fear into the hearts of the stoutest brave, terrifying them when they most need bravery.

Chimera Point Cost: 30

Attributes: Strength 2, Dexterity 2, Stamina 2, Charisma 1, Manipulation 1, Appearance 0, Perception 3, Intelligence 3, Wits 3

Abilities: Intimidation 4, Performance 2, Stealth 3, Lore (Nunnehi) 4

Glamour: 6 Willpower: 3

Health: OK, -1, -1, -3, -5, Incapacitated

Attacks: None

Redes: Fear

Basilisk

Also known as the Cockatrice, the Basilisk is a fearsome beast the size of a cat. With the body and legs of a rooster, a snake-like head filled with sharp teeth, a red wattled crest, and snake's tail, it is both comical and repugnant to behold. Its glare is lethal, causing to harm to those it watches, and it takes cunning to overcome.

Chimera Point Cost: 25

Attributes: Strength 1, Dexterity 2, Stamina 1, Charisma NA, Manipulation NA, Appearance 0, Intelligence 1, Perception 2, Wits 2

Abilities: Alertness 3, Athletics 2, Brawl 2, Dodge 2, Gaze 3

Glamour: 6

Willpower: 2

Health: -1, Incapacitated

Attacks: Bite/Claw 2 dice

Redes: Baleful Gaze (inflicts 1 Health Level of damage per Glamour spent).

Baykok

Nocnitsa of the Canotili and Tunghat, the Baykok appear as walking skeletons, covered in warpaint and translucent skin. Their eyesockets glow blood-red, and they are armed with a carved bone club, shortbow and (unlimited) invisible arrows. They prey on warriors, and are relentless, eschewing stealth in favour of direct pursuit.

Chimera Point Cost: 40

Attributes: Strength 4, Dexterity 3, Stamina 4, Charisma 1, Manipulation 0, Appearance 0, Perception 3, Intelligence 2, Wits 3

Abilities: Brawl 3, Melee 5, Dodge 4, Archery 4

Glamour: 3

Willpower: 5

Health: OK, OK, -1, -1, -3, -3, -5, Incapacitated

Attack: Club 5 dice, Bow 2 dice

Redes: Fear

Cu Sith

On lonely nights across the Highlands runs Cu Sith. His haunting howl echoing through the glen. Lone dog of the Fae, he has no pack and treads without sound. The glorious past is dead to Cu Sith, the days when he would take mortals to Arcadia, long gone.

Yet he remains, and roams still, a reminder of ancient times to the Changelings. Cu Sith is a hound as large as a bullock, with a dark and glaucous coat of fur, his tail long and braided.

Neither evil or social, unfathomable and cunning, he keeps his own council. He speaks with no-one.

He should be played as mysterious and evasive, but has been known to appear and aid Changelings in dire need, only to slip away again and vanish.

Chimera Point Cost: NA (Unique)

Attributes: Strength 6, Dexterity 6, Stamina 6, Perception 3, Intelligence 3, Wits 4

Abilities: Alertness 5, Brawl 4, Dodge 4, Stealth 5

Glamour: 8

Willpower: 9

Health: OK, OK, -1, -1, -1, -2, -2, -2, -5, -5

Redes: Hide (Self), Wyrd, Trod

Occidental (Western) Dragons

Dragons of western myth invariably had 4 legs and a pair of wings, and ranged from the size of a horse (the one St. George slew) up to truly gargantuan proportions. They were nearly always malevolent.

Traits of Note:

Oriental (Eastern) Dragons

Called 'Lung' in China and 'Tatsu' in Japan. Unlike western dragons, they rarely had wings, but could still fly. In fact, they could fly with greater speed, ease and agility than western dragons. Usually representatives of the Celestial Court, they were avatars of water and air, and bringers of rain. They were always wise and intelligent, and always possessed magic powers of majesty, awe, and weather control. The majority were benevolent, but there are a few cases and aggressive or arrogant ones. They had the head of a camel, neck of a snake, horns of a deer, feet of a tiger, claws of an eagle, eyes of a demon, scales of a fish, whiskers of a cat, and tail of an ox. They were sinuous and long, ranging in size from that of a dog to truly massive (probably having the power to change their size at will).

Traits of Note:

Gremlin

Mischievous sprites, the gremlins once aided Mankind in their engineering and invention, until Mankind began to take the credit constantly. This soured relations, and turned the gremlins against them. Now, the Gremlins live to cause mayhem, loosening or removing nuts and bolts, letting air out of tires etc. etc. -- especially when items are needed the most. They have been known to associate with Nockers (and only foolish Nockers will belittle their aid).

They appear as 6" tall, perfectly formed men, with pointed ears and noses, and beady eyes, wearing overalls and caps.

Chimera Point Cost: 35

Attributes: Strength 1, Dexterity 3, Stamina 1, Charisma 1, Manipulation 2, Appearance 1, Perception 2, Intelligence 3, Wits 3

Abilities: Dodge 1, Computer 3, Crafts 4, Mechanic 5

Glamour: 5

Willpower: 3

Health: -3, Incapacitated

Redes: Hide (Self), Wyrd

Griffin

A lion-sized predator, with the body of a lion, and wings, head and front legs of an eagle. Sometimes used as a mount by changelings.

Chimera Point Cost: 40

Attributes: Strength 6, Dexterity 3, Stamina 4, Charisma 1, Manipulation 1, Appearance NA, Perception 3, Intelligence 1, Wits 3

Abilities: Alertness 3, Athletics 3, Brawl 4, Dodge 3

Glamour: 4

Willpower: 4

Health: OK, OK, -1, -1, -3, -3, -5, Incapacitated

Attack: Claws/Beak 8 dice

Redes: Flight

Kelpie

(Ech-Ushkya)

The terrifying Kelpie (Ech-Ushkya in Gaelic) is an ages old horror of Scotland, the evil and twisted water-horse, render of flesh. They live in the bogs and fens, lochs and rivers, waiting for likely prey.

Devious shape-shifters, they favour two ploys: Appearing as a splendid young horse they can lure the curious near, allowing them to mount, and springing the trap. The hapless victim will be firmly held, unable to dismount as the victorious kelpie dashes into the water, drowning the poor soul and tearing her flesh.

Sometimes the form of a human suits their needs, and they lurk in cover or feign distress. They pounce when the prey is near, crushing them in a deadly grip and dragging them underwater...

Territorial and aggressive, only one kelpie is present in any single stretch of water or loch. Kelpies revel in storms, wailing loudly and galloping across the waters surface.

Chimera Point Cost: 45

Attributes: Strength 6, Dexterity 3, Stamina 5, Intelligence 2, Perception 3, Wits 3

Abilities: Alertness 3, Brawl 4, Stealth 5

Glamour: 7

Willpower: 5

Health: OK, OK, -1, -1, -2, -2, -5, -5

Redes: Shapechange: Can assume the form of a hairy human for 1 Glamour point, Water Walk: Can run across the surface of water, and is equally capable underwater as above, Wyrd

Manticore

A lion-sized and malicious predator, with the body and a lion, an ugly human-like face, and tail tipped with poison spikes that can be fired over short distances. It stalks victims, creeping near enough to fire a volley of spikes, paralysing the prey. It then moves in to dine of the still living victim.

Chimera Point Cost: 40

Attributes: Strength 6, Dexterity 3, Stamina 4, Charisma 1, Manipulation 1, Appearance 0, Perception 3, Intelligence 1, Wits 3

Abilities: Alertness 3, Athletics 3, Brawl 4, Dodge 3, Stealth 3, Tail Volley 3

Glamour: 3

Willpower: 4

Health: OK, OK, -1, -1, -3, -3, -5, Incapacitated

Attack: Claw/Bite 8 dice, Tail Volley 7 dice + Venom

Redes: Venom (Tail Only), Tail Volley (1 Glamour per volley)

Pegasus

Winged horses. Favoured mounts among nobles.

Chimera Point Cost: 30

Attributes: Strength 5, Dexterity 3, Stamina 4, Charisma 1, Manipulation 1, Appearance NA, Perception 3, Intelligence 1, Wits 3

Abilities: Alertness 3, Athletics 3, Brawl 3, Dodge 3

Glamour: 6

Willpower: 2

Health: OK, OK, -1, -1, -3, -3, -5, Incapacitated

Attack: Hoof/Kick 6 dice

Redes: Flight

Phoenix

A friendly, eagle-sized bird, with a plum-coloured body, scarlet back and wings, golden head, and sweeping tail of rose and azure. It has a sweet voice, and is capable of self-immolation.

Chimera Point Cost: 30

Attributes: Strength 1, Dexterity 3, Stamina 2, Charisma 3, Manipulation 1, Appearance 3, Perception 2, Intelligence 2, Wits 2

Abilities: Alertness 2, Brawl 1, Dodge 2

Glamour: 6

Willpower: 2

Health: -1, -3, -5, Incapacitated

Attack: Beak/Claw 2 dice, On fire (fire, diff. 8, half of body)

Redes: Flight, Self-Immolate (costs 1 Glamour, lasts 1 Scene)

Rukh

More commonly known as a Roc, the middle-eastern and African Rukh is a huge, condor-like bird, large enough to carry off an elephant! It feeds on large chimera, and is as dumb as its name suggests.

Chimera Point Cost: 30

Attributes: Strength 15!, Dexterity 2, Stamina 8, Perception 1, Wits 1, All Others: NA

Abilities: Alertness 1, Brawl 2

Glamour: 3

Willpower: 2

Health: OK, OK, OK, OK, -1, -1, -1, -3, -3, -3, -5, -5, -5, Incap.

Attack: Talons/Beak 16 dice

Redes: Flight

Salamander

Appearing as small black and yellow lizards, salamanders can wreath themselves in flame, and are found of dancing and frolicking amidst hot coals and fire. They are often kept as pets by Nockers, and help them in their forges.

Chimera Point Cost: 20

Attributes: Strength 1, Dexterity 3, Stamina 1, Charisma 1, Manipulation 1, Appearance NA, Perception 2, Intelligence 1, Wits 2

Abilities: Dodge 1, Stealth 1, Brawl 1

Glamour: 5

Willpower: 2

Health: -5, Incapacitated

Attack: Scratch 1 dice, Wreath of Fire (Fire, diff. up to 10, 1 Wound)

Redes: Immune to Fire (all forms), Wreath of Fire (costs 1 Glamour, and lasts 1 Scene. Can vary in intensity at will)

Sphinx

Predominately female, the lion-sized Sphinx typically have the body of a lion, wings of an eagle, and head and breasts of a woman. Grecian Sphinx fit this mould exactly, while the Egyptian Andro-Sphinx has no wings, and the Crio-Sphinx have the head of a ram or falcon, and no wings. Found throughout the Middle-east, they are known as wise guardians, although Grecian Sphinx have a more voluble and aggressive character, and have a taste for changeling flesh.

They are all fond of riddles and enigmas.

Chimera Point Cost: 45

Attributes: Strength 6, Dexterity 3, Stamina 4, Charisma 2, Manipulation 2, Appearance 3, Perception 3, Intelligence 4, Wits 3

Abilities: Alertness 3, Athletics 3, Brawl 4, Dodge 3, Intimidate 4, Enigmas 4

Glamour: 4

Willpower: 5

Health: OK, OK, -1, -1, -3, -3, -5, Incapacitated

Attack: Claw 8 dice

Redes: Flight

Unicorn

Solitary forest chimera, these magnificent beasts are horse-sized, with the body and head of a horse, legs of an antelope, beard of a goat, and a long, sharp twisted horn in the middle of their foreheads. They are swift, and despite their beauty, they are fierce and aggressive when cornered. Fairly intelligent, they may only be befriended or ridden by virgins (especially childlings).

Chimera Point Cost: 45

Attributes: Strength 5, Dexterity 4, Stamina 4, Charisma 3, Manipulation 1, Appearance 3, Perception 3, Intelligence 2, Wits 3

Abilities: Alertness 4, Athletics 4, Brawl 3, Dodge 3, Empathy 3

Glamour: 10

Willpower: 4

Health: OK, OK, -1, -1, -3, -3, -5, Incapacitated

Attack: Hoof/Kick 6 dice, Horn 7 dice

Redes: Magical Horn (Neutralises and detects all poisons on touch)

Tooth Fairy

"Put your tooth beneath your pillow tonight, and while you sleep the Tooth-Fairy will replace it with money."

As children and childlings grow a little older they lose their milk-teeth. A common myth among them is that of the Tooth Fairy, an elusive sprite that takes away the fallen-out tooth and leaves some money in its place.

In the Glamorous world of Changeling, this myth holds some truth, for the hopeful dreams of children are powerful indeed . . .

Appearance: The Tooth-Fairy a tiny, glowing sprite, a mere 3" in height, with gossamer wings, a pale incandescence, and female form. She carries a tiny down-satchel, and tiny wand tipped with a mote of light.

She appears at the unconscious behest of the sleeping child, 'materialising' with a soft burst of light. She then stealthily, and ever so gently, retrieves the tooth from under the pillow, placing it in her satchel and leaving a chimerical gold coin in its place.

Chimera Point Cost: 35

Attributes: Strength 1, Dexterity 5, Stamina 1, Charisma 3, Manipulation 1 (she's very shy), Appearance 5, Perception 2, Intelligence 2, Wits 3

Abilities: Alertness 3, Dodge 3, Stealth 5

Glamour: 10

Willpower: 3

Health Levels: OK, -1, -5

Attacks: None

Redes: Sleep Little Children: Should a child start to awaken, the merest touch of her wand makes him enter slumber. (It requires a Willpower roll, Diff 9, to resist), Wyrd

So, what's so special about Children's Milk-Teeth?

The Glamour and dreams of childhood, mixed with hope and innocence, enthuse children who believe enough to wish for the Tooth-Fairy. The desire is so strong that their foci (their milk-teeth) become a form of dross, holding a single Glamour point per tooth. Indeed, childlings often keep their lost milk-teeth as a form of barter. Sadly, there is another variety of Tooth-Fairy, but a Redcap with pliers certainly isn't a child's desire...

Gargoyle

Background: The dreaming of mankind and kithain alike have great powers of creation, acting on the subconscious beliefs, desires, nightmares, and bizarre imaginings of the mind. Long have mortals and kithain told stories of these sentinels of stone, fuelled in the fervent mind by the brooding and leering faces, carved in the architecture of Man. Strong was the belief that these demonic statues served to drive off the influence of evil, and with such a strength of conviction, belief and dreaming became reality of a sort. Gargoyles were born as chimera.

Birthed in the tumultuous Middle Ages, the gargoyles reflected the grim mentality of the era, with the growing power of church and monarchy, and the twisted dreams of power that would forever change kithain society. Many would perish or enter Slumber in the approaching Shattering. In the period 1200AD - 1450AD the gargoyles were at their most numerous, as architecture supporting their visage and belief grew apace. Sadly, the aftermath of the Shattering has reduced these chimera greatly in number, many slumbering still within their associated statue until the power of nearby Glamour awakens them, a rare and wondrous occasion.

Habitat: Gargoyles are only ever found within the grounds of the buildings they were carved on, usually sitting on the rooftop, peering intently at any who approach their demesne. They can never leave the buildings or grounds themselves, but are free to move within them. Obviously they are primarily found on architecture dating back to the Middle Ages, with few inhabiting newer architecture due to the lack of belief in those more modern eras. Most are found on old European churches, and they are incredibly rare beyond the confines of Western Europe.

Description: Despite being chimera, Gargoyles do have a 'physical' aspect in the real world: the actual statue they were 'born' from. Only kithain and others able to see the chimerical can actually see gargoyles as 'living' stone demons, but some semi-aware mortals can feel their presence, bothered by the nagging, eerie feeling that a certain statue is 'watching' them . . .

Irrespective of whether the gargoyle moves in its chimerical form, its physical statue always remains stationary and unchanging. It is, after all, only a statue.

Appearance: Gargoyles vary as greatly as they statues they spawn from, but are usually demonic, leering, bat-winged, and short, composed of living stone. Few approach full human stature.

Character: Gargoyles, despite their demonic appearance, were dreamt of as protectors from the spirits of evil and this is the cornerstone of their mentality. Intent, pensive, and often a little grumpy, they are nonetheless highly alert, guarding their 'perch' (gargoyle term for the building they were carved on) diligently, noting the approach of beings both physical, spiritual and chimerical. With an innate sense of individual character, they prevent (or at least try to) the approach of anyone lacking in moral substance. A gargoyle gives one warning, and one warning only, to any such people who attempt to enter their domain. Failure to heed the warning and leave is met with immediate force.

Those newly awakened are often bemused and slightly bewildered by this strange new world, grateful to any decent changeling who takes the time to bring them up to date. Almost without exception, gargoyles speak the antique languages of Europe, such as Middle English (read some Chaucer), French or German, and are usually quite fluent in Latin.

Attributes: Attributes for Gargoyles vary greatly, depending on size, carved attributes etc. but the following represent the 'average' demonic-imp, approx. 3' (1m) in height. Several things they all have in common however, are high Alertness, and disproportionately high Stamina/Armour/Health Levels (they are made of living stone after all). Chimera Point Cost: 60

Attributes: Strength 3, Dexterity 2, Stamina 5, Charisma 2, Manipulation 1, Appearance 1, Perception 3, Intelligence 2, Wits 3

Abilities: Alertness 4, Athletics: 2, Brawl 4, Dodge 2

Glamour: 7

Willpower: 9

Health Levels: OK, OK, -1, -1, -2, -2, -5, -5

Attack: Claws 5 dice

Redes: Armour: 3, Statue: Gargoyles can remain utterly motionless for as long as desired, appearing to all senses as a simple statue, Flight: Any Gargoyle with wings, no matter how tiny they are, can fly, Decency: All Gargoyles have an innate sense of who's 'evil'.

Weakness: If a Gargoyle's statue seeming is destroyed or damaged, so is it.