Campaign:Changeling-The DERPing/ChimeraeCreation: Difference between revisions
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These are creatures composed solely of dream-matter. Some are anchored to items, so that Changelings would see a butterknife as a sword, for example. Others are not. Whenever a Changeling uses a chimerical object in the presence of mortals to do something that should not be done (For example, a Changeling using a Chimerical jetpack would appear to mortals to be floating in thin air), the changeling and Chimera get shunted into the Near Dreaming. There are chimerae for items, dragons, etc, and raw material called DreamStuff. When merged with items, they form Treasures. | These are creatures composed solely of dream-matter. Some are anchored to items, so that Changelings would see a butterknife as a sword, for example. Others are not. Whenever a Changeling uses a chimerical object in the presence of mortals to do something that should not be done (For example, a Changeling using a Chimerical jetpack would appear to mortals to be floating in thin air), the changeling and Chimera get shunted into the Near Dreaming. There are chimerae for items, dragons, etc, and raw material called DreamStuff. When merged with items, they form Treasures. | ||
Chimera | ==Chimera Creation== | ||
Chimera start off with 0 dots in everything, no Health, no Willpower, no Glamour, and a pool of Chimera Points to spend stuff on. For every Chimera Point spent, you gain three dots in attributes or three dots in abilities (Neither of these can exceed the creatures Glamour), 2 health levels (Cannot exceed Stamina x 2), or a point in Glamour. A point in Willpower may be acquired for every 3 Chimera Points spent. Leftover Chimera points are used to buy Redes, and extra points can be gotten through Banes. | |||
==List of Redes== | ==List of Redes== |
Revision as of 00:07, 4 December 2009
Chimerae
These are creatures composed solely of dream-matter. Some are anchored to items, so that Changelings would see a butterknife as a sword, for example. Others are not. Whenever a Changeling uses a chimerical object in the presence of mortals to do something that should not be done (For example, a Changeling using a Chimerical jetpack would appear to mortals to be floating in thin air), the changeling and Chimera get shunted into the Near Dreaming. There are chimerae for items, dragons, etc, and raw material called DreamStuff. When merged with items, they form Treasures.
Chimera Creation
Chimera start off with 0 dots in everything, no Health, no Willpower, no Glamour, and a pool of Chimera Points to spend stuff on. For every Chimera Point spent, you gain three dots in attributes or three dots in abilities (Neither of these can exceed the creatures Glamour), 2 health levels (Cannot exceed Stamina x 2), or a point in Glamour. A point in Willpower may be acquired for every 3 Chimera Points spent. Leftover Chimera points are used to buy Redes, and extra points can be gotten through Banes.
List of Redes
List of Banes
- Enmity (2 Point Bane): The chimera has an intense dislike for a creature or thing. While it might not automatically attack, the chimera severely distrusts the object of its enmity (+3 difficulty to all Social rolls and interactions). (2 Point bonus)
- Ferocious Beast (2 Point Bane): The chimera has no control over its frenzies. At any unexpected moment (even in relaxed non-combat situations), the chimera could flip out. They receive +2 to all attack rolls, 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. (2 Point Bonus)
- Glamour Pact (3 Point Bane; Chimerical Items only): This Rede works to a Changeling's disadvantage when placed in a chimerical object. Therefore, players who design their Crafted or Forged objects with Glamour Pact may treat it as a Bane, instead of a Rede. (3 point bonus for Chimerical items)
- Jingle-Geasa (3 Point Bane): Once a day the chimera must sing a little song involving his True Name. He 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 the appellation is the character's True Name.
- Riddle-Game (2 or 4 Point Bane): The chimera is bound by the ancient rules of the riddle. Any puzzle or riddle inexorably draws the chimera's attention, and he applies his full attention to its solution. For 2 Points, if the Chimera is asked a Riddle, it will not engage in any other activity until the riddle has been solved. For 4 Points, the Chimera must challenge anyone it wishes to attack to a riddle contest. If the opponent wins the riddle-game, the chimera must concede to his opponent's wishes or suffer 6 levels of damage. Opponents who ignore the riddle and attack the chimera can be engaged in combat with no fear of harm).
- Token (1 Point Bane): 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 in the Rede's effect.
- Uncontrolled Redes (1 Point Bane, per Rede the Chimera has): At inopportune moments, the chimera's Redes activate, especially near areas of high Glamour. While these do not drain the chimera's Glamour pool, the chimera cannot direct the Redes in any way.
- Vulnerable Spot (2 Point Bane): The chimera has a faintly detectable flaw in combat that a canny opponent can use to her advantage. An opponent who searches for the flaw ( he must announce that he is looking for it to roll) and achieves 3 or more successes on a Perc + Melee (or Brawl) roll, Difficulty 8, detects the flaw and gains +2 dice to inflict damage and -1 difficulty to hit for the next 3 rounds. If the opponent achieved 5 or more successes (or detects the spot supernaturally), the opponent sees an opening to inflict a mortal wound. For the next round only, she gains double damage dice and -2 difficulty to hit. After that round, the opponent receives the standard bonuses for perceiving the flaw.
- Warding (1 Point Bane): The chimera is restrained by a simple ritual, charm, or token. 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.