Copyright © 2011 The Welsh Piper The Chimera Roleplaying Game TWP-1000 (6th Printing)

The Chimera Roleplaying Game™: Chimera Basic
Simple Rules. Unlimited Options.
Copyright © 2006–2011 The Welsh Piper. All rights reserved.

The Chimera Roleplaying Game and The Chimera RPG logo are trademarks owned by The Welsh Piper.
No part of this book may be reproduced or transmitted in any form or by any means, electronic or mechanical,
including photocopying or computerisation, or by any information storage and retrieval system, without per-
mission in writing from the publisher, The Welsh Piper.

Credits Contents
Author: Erin D. Smale Introduction....................................................1 Non-Player Characters.............................20
Editors: Brian Kirby, Greg MacKenzie Chimera: the Nutshell...........................1 Character Types................................20
What You Need to Play.........................1 Creating NPCs....................................20
Artwork: Nova Development Corporation; How To Get Started...............................1 Monsters.....................................................21
Nathan Linder (front cover computer guy) Core Concepts.................................................2 Base Stats...........................................21
Cartography: Erin D. Smale Abilities...................................................2 Adaptations.......................................21
Hexographer Software: Joe Wetzel Action Rolls.............................................2 Creating Monsters............................21 Alignment (optional)............................3 Monster Descriptions.......................22
Character Sheet: Greg MacKenzie Class and Advancement........................3 Campaign Creation....................................24
Tech Levels.............................................3 Select Genre & Setting.....................24
Clutch Situations: with input from Christina Commonly Used Terms........................4 Consider Technology and Powers..24
Freeman and Tyson Vickers Characters.......................................................5 Define Campaign Hook....................25
Chimera Logo: Michael Mumich Character Generation...........................5 Describe Cultures..............................25
Project Control: Occam’s Razor Race and Class........................................6 Map the Setting.................................26
Character Races.....................................6 Create Points of Interest..................27
On the Web Character Classes...................................7 Describe Campaign Conflicts..........28
Boons and Baggage (optional).............8 Create NPCs.......................................28
The Welsh Piper (Campaign Development
Character Advancement.......................9 Create Random Encounters............29
for Busy GMs):
Abilities..........................................................10 Devise Adventure Hooks.................29 Ability Descriptions.............................10 Creating Adventures.................................30 Perks...............................................................11 Choose a Hook...................................30
Perk Descriptions................................11 Invent the Background....................30
On the Facebook Flaws...............................................................11 Define the End Goal..........................30 Flaw Descriptions................................11 Define Rewards.................................31
Overcoming Flaws...............................11 Create Encounters............................31
Playtesters & Other Help Powers............................................................12 Draw Map...........................................31
Cyberkyd of BlakLite, Mark S. Deniz, Ben- Using Powers........................................12 Write the Epilogue............................31
jamin Eisenhofer, Christina “Da’ Vane” Resisting Powers..................................12 Being the Game Master............................32
Freeman, Greg “Old-school” MacKenzie, Ty- Power Descriptions.............................12 Next Steps...................................................32
son Vickers, and Toby “Who’s ethereal Equipment.....................................................15
now?” Widner Weapons................................................15
Dedication Gear........................................................16
Equipment Quality..............................16
To my best special favourite friend Pooh, Equipment Damage and Loss.............16
aka Peens, P-Pod, and Pipsquack, who was Adventuring..................................................17
as loyal and loving as any two-legged friend Adventuring Hazards..........................17
I’ve ever had. Thanks for helping me type, Breaking Objects..................................17
reminding me when it’s break-time, and Combat..................................................18
giving me head-butts when I needed them Fighting Manoeuvres..........................19
most. You are so sorely missed, my friend. Movement.............................................19
Thank you for all the love you gave me. Healing..................................................19

The Chimera Roleplaying Game Copyright © 2011 The Welsh Piper
TWP-1000 (6th Printing)

Chimera Basic 1

Using the Basic Rules
Welcome to The Chimera Roleplaying Game! Chimera’s mechanics support any con-
This is Chimera Basic, designed to show the game’s simple mechanics and modular guidelines. ceivable genre, allowing you to create
Chimera is a flexible, rules-lite engine that promotes your creativity over game rules. From campaigns based on traditional or his-
fantasy to sci-fi, and everything in between, Chimera provides an easy-to-learn framework toric settings, your favourite books and
for all your roleplaying adventures. films, or your own creations. Chimera
Basic is easy to learn and easy to play,
You can use the Basic guidelines to create any number of characters, settings, and campaigns. while providing realistic outcomes that
If you like what you see, check our Web site ( for supplements that aren’t bogged down in detail.
expand on these rules and make it even easier to run games in any setting. To make the most of Chimera, use the
Basic Rules as guidelines instead of abso-
Chimera: the Nutshell lutes. During development, we concen-
trated more on what happens instead of
Chimera is a roleplaying game wherein players assume the roles of characters they make up, exactly how it happens—necessarily,
in a setting created by a Game Master (GM). That setting could be any time or any place: a land some details are lost (or even deliberate-
of medieval fantasy, a science-fiction future, apocalyptic Earth, America in the 1930s, any ly ignored). Our goal is a game that al-
historical period, whatever is appealing. lows fast, yet reasonable, action
resolution, with enough flexibility for
Player Characters (PCs) are characters in the setting whose actions are decided by the players. players to tinker, tweak, and customise
To help define their role in the setting, all PCs choose classes, or professions, which is to suit their own style.
essentially their “day job.” Each class is defined by its Abilities, which cover things that That said, if your style demands more
characters of that class are good at (e.g., scholars are good at academics, veterans are good at detail, you can add it—Chimera’s flexibil-
fighting, burglars are good at sneaking about, etc.). Abilities cover any action a character ity lets you inject as much realism as you
might attempt during the game, and characters can pick Abilities outside their class, though want, generally without “breaking” the
non-class Abilities are harder to master. system. However, the game doesn’t nec-
essarily play better as a result. In fact,
The characters’ job in the setting is to go on heroic adventures: stopping evil forces, recover- you may find that extra details slow
ing lost riches, or exploring the vast unknown. Whenever you want your character to do things down and make actions more
something during an adventure (like fight a monster, hack a computer, or charm the border cumbersome to resolve.
guard), you make an Action Roll (AR) with the Ability you’re using. If the roll equals or As it stands, Chimera Basic provides a
exceeds the Target Number (TN) assigned to the action, you accomplish what you wanted to solid foundation for immediate and rela-
do. Otherwise, you fail, and the GM usually determines what happens as a result. tively complete play. If you need more,
As your character completes adventures, he earns opportunities to improve his Abilities, we encourage you to modify what you
like—it’s your game and your setting.
increase his experience levels, get new Powers, even develop special advantages called Perks
to give him an edge in certain situations. Your character can increase his chances of improv-
ing by taking special risks, called Clutch Situations, essentially going above-and-beyond
what’s necessary to complete his (and his companion’s) adventuring goals.
An adventure can last many game sessions; your character “wins” if he completes his mission
and survives to adventure some more. Over time, your character can become an accomplished
hero in the GM’s setting.

What You Need to Play
Chimera Basic contains all the guidelines you need to get started, plus a blank character sheet
and several templates for the Game Master. You’ll also need paper, pencil, and polyhedral dice
(the “standard” RPG dice numbering 4, 6, 8, 10, 12, and 20 sides, and, on occasion, a 30-sider).
You’ll need one person to be the Game Master, and at least one player to run a character
(though groups of 3–5 PCs are usually best—aside from having a stronger party of characters,
Chimera is more fun when there are more players).

How To Get Started
Read through Chimera Basic to learn how to play. As you learn the rules, you’ll see how easy
and flexible Chimera is, and how you can use it to run all your RPG campaigns.
Don’t forget to visit our Web site ( for free adventure scenarios, option-
al rules, Game Master tips, and other Chimera content. While you’re there, why not sign up to
our discussion forum ( for conversations with other Chimera
players, product announcements, extra goodies, and subscriber-only content.
We hope you find Chimera exciting and fun—take it for a spin and see if it serves your
imagination as well as we think it will. Good gaming!

Copyright © 2011 The Welsh Piper The Chimera Roleplaying Game TWP-1000 (6th Printing)

Chimera Basic 2

Core Concepts
Dice and Dice Rolls
Chimera uses the six “standard” polyhe- Chimera is a multi-genre roleplaying game, meaning that you can use these guidelines to
dral dice. A “d4” refers to a 4-sided die, a create and run a campaign in any setting you want: sci-fi, fantasy, apocalypse, modern, even
“d6” refers to a 6-sided die, and so on. historical. To achieve this, Chimera relies on a few core concepts.
A number before the die type shows how
many dice to toss; the result is the sum of Abilities
each die. For example, 3d6 means roll
three 6-sided dice and add them togeth- The first thing you’ll notice about Chimera characters is that they don’t have attributes—no
er (for a result of 3–18). ability scores like you might be used to in other roleplaying games (e.g., Strength, Dexterity,
Intelligence, et al.).
Die Roll Modifiers Instead, everything your character can do is covered by an Ability, which is a broad category
A value after a die roll is added to the of related skills and talents. For example, the Animal Handling Ability covers animal care,
result. For example, 3d6+4 means roll training animals, and handling a mount—basically anything that has to do with an animal.
three 6-sided dice and add four; 3d6–2
gives a result of 1–16, and 3d6x10 results The broad scope of Abilities lets you focus on what your character can actually do, instead of
in 30–180. what an attribute score suggests he can do. It also prevents redundant skills, and it keeps play
moving—no more worrying about the exact skill required to overcome every specific chal-
Time lenge: If an action during the game involves an animal, chances are you’ll use the Animal
Game time refers to durations relative to Handling Ability to deal with it.
the characters. It is measured in seconds,
minutes, hours, etc. Two additional peri-
ods are useful during play:
Action Rolls
Round: 10 seconds Every action your character attempts is resolved with an Action Roll (AR), made with a
Turn: 10 minutes (60 rounds) twenty-sided die (1d20). If the Action Roll result is equal to or greater than the required
A real-time measurement useful for Target Number (TN), the attempt succeeds and you get the desired outcome. A result less than
tracking the duration of game play is the Target Number means that the attempt failed.
called a session:
Session: 2–4 hours, the typical dura- Action Difficulty
tion of an evening’s worth of play The GM assigns Target Numbers, which indicate an action’s inherent difficulty, or how hard it
Scale and Distance is to accomplish absent any external factors. The Difficulty Levels sidebar at left suggests Target
Numbers for varying degrees of difficulty.
Chimera is designed for use with table-
top miniatures, where 1” equals ten feet External factors—temporary and circumstantial conditions that influence an action’s
indoors and 10 yards outdoors. outcome—are reflected by AR modifiers. Positive modifiers make the action easier, while
Range and distance are noted in scale negative modifiers make the action harder. When using an Ability, add your Ability’s AR
inches and refer to measurement rela- modifier to the roll result.
tive to tabletop miniatures. Thus, 4” is For example, the GM decides that finding food in a barren desert is Very Hard (TN 20). A
four real inches on the gaming table, 40 character has Survival +2, so he adds 2 to the roll; if the modified result is 20 or more, he
feet indoors, and 40 yards outdoors.
succeeds. Unless otherwise noted, all AR modifiers that influence a roll are cumulative.
As a shortcut during play, you can determine the d20 result required to succeed by subtracting
the total AR modifier from the roll’s TN. For example, Survival +2 against TN 20 requires a roll
Difficulty Levels of 18 or more to succeed (i.e., 20 – (+2) = 18 = success).
An action’s Target Number indicates its
inherent difficulty, independent of ex-
Action Roll Results
ternal factors. There are four possible outcomes of any Action Roll:
For reference, the table below shows the Critical Failure (CF): You fail miserably, and your incompetence creates another problem
Target Number and unmodified percent-
age chance of success on a d20 (each +1 Normal Failure (NF): Your attempt simply doesn’t work (or it works at reduced effect)
modifier adds +5%). Normal Success (NS): Your attempt works and produces the desired results
DIFFICULTY TN CHANCE OF SUCCESS Critical Success (CS): You succeed brilliantly, and your cleverness produces an extra benefit
Automatic 2 95%*
Very Easy 4 85%
Critical results occur when the d20 shows a natural result divisible by 4 (i.e., an unmodified 4,
Easy 8 65% 8, 12, 16, or 20). If the modified result of such a roll equals or exceeds the required Target
Difficult 12 45% Number, the roll is a Critical Success; otherwise, it’s a Critical Failure.
Hard 16 25%
Very Hard 20 5% If the Action Roll is a natural “1,” the attempt is a Normal Failure. If the TN was 2 or less,
Unlikely 24 –20%† interpret a natural “1” as a Critical Failure.
Extraordinary 28 –40%†
* A natural “1” always fails
If the Action Roll is a natural “20,” the attempt is an automatic Critical Success. If the TN was
† The negative percentage to overcome, 21 or more, treat a natural “20” as a Normal Success.
though a natural “20” always succeeds

The Chimera Roleplaying Game Copyright © 2011 The Welsh Piper
TWP-1000 (6th Printing)

etc. as shown below: Your character’s profession in the campaign is represented by his TECHNOLOGY LEVEL AGE/ERA EARTH TIME FRAME (AD) class. TL 9 Near-future 21st – 22nd century TL 10 Far-future 23rd century and beyond Copyright © 2011 The Welsh Piper The Chimera Roleplaying Game www. while a “level up” makes him a better overall TL 8 Post-modern Second half of 20th century adventurer. Perks. Chaotic: Primary loyalty is to self.) makes him TL 6 Industrial 19th century TL 7 Modern First half of 20th century better at his class. any roll is made. The Resistance Roll is modified by your experience level plus your AR You can designate any die roll as a Clutch Situation—an Action Roll. However. However. 9) for specifics. You select the best result. Improving skills (Abilities. it’s possible to earn additional Clutch Situa- friends. he can declare a Clutch Situation to improve his danger posed by the hazard (use TN 12 unless otherwise noted). 17). paign settings. Check Character Advancement (pg. family. The Target Number required to resist is based on the is really up against it. capable of serving others. religion. Damage roll—which lets you throw one additional die resists Burns at AR +5). each class is defined by a set of core Abilities and special TL 1 Primitive Prehistoric talents. regardless of the roll’s outcome. Class and Advancement Tech Levels can be loosely described via their Earth analogues.. and you may apply multiple Clutch Situations to the same roll (one addi- Alignment (optional) tional die each). but not at the expense of personal groups. racial type).com TWP-1000 (6th Printing) . faction.g. if the GM uses Neutral: Primary loyalty is to close or personal groups (e. A successful Resistance Roll cuts the effects in when you make the roll. a 2nd-level character has 2 Clutch Situations until he reaches 3rd-level). classes may be combined to TL 2 Ancient Pre-4th century create “customised” professions. Chimera’s multi-genre framework supports ten Technology Levels Alignment is completely optional—if you find it restrictive or unreal. In turn. in any related Ability (e.. Each character gets one Clutch Situation per experience level. tions during play. capable of self-serving acts. capable of self-serving acts. (TL) to describe the relative technologies that exist in various cam- istic for your setting. half. Chimera Basic 3 Resistance Rolls Clutch Situations A Resistance Roll is an Action Roll made to counteract a special attack Heroes tend to come through in a tight spot. There are three Alignments: Lawful: Primary loyalty is to others. do not carry-over from level to level (e.g. and they’re lost once spent. unused Clutch Situations not at the expense of other people (especially those in need). chances of success. As you’ll see in the next section. TL 4 Exploration 14th – 17th century ment Roll against his AdCost to see if he can improve his skills or gain TL 5 Imperial 18th century an experience level.. a 2nd-level character with Athletics +3 Resistance Roll. TL 3 Medieval 4th – 13th century When a character completes an adventure. you must declare a Clutch Situation before Alignment (AL) is a convenient label to describe a character’s loyal.welshpiper. 31). feel free to ignore it. and when your character or effect (pg. but only Tech Levels to further their personal agenda.g. a Critical Success negates the effects completely. ties to those around him. he can make an Advance. but Clutch Situations renew when you level up. Session Rewards (pg.

single action. pletely). When making a Resistance Roll. Adjusted for Encumbrance.. 9). Wound Limit (WL): The maximum number of wounds a character can Encumbrance (Enc): The bulk and weight of items carried or worn. Perk: An advantage or special ability that grants a bonus in specific Advancement Cost (AdCost): A value suggesting how much experi. Assume an average TN 12 unless otherwise noted for the target’s Defence. magic spells. exposure. Defence (DF): Proof against damage provided by sheer physical resil. Medium (2” radius). divine miracles. or Large (4” radius). dollars. equals or exceeds the required Target Number. Blast Attack: An attack that causes damage to anyone within a certain characters always add their experience level to the result. radiation field. equal to the Damage tions or penalties in specific game situations. add the Parry bonus to the combatant’s failure of an attempted action. Rate of Fire (RoF): The number of shots a weapon can discharge as a AR Modifier: A positive or negative value added to an Action Roll. an Action Roll succeeds if the result Defence (DF).com .). severity. A successful Resistance Roll usually “normal” natural laws (e. Your Movement Die is added to your MR when running. 144 turns in a day. Wound Severity: The intensity of a wound. nies. Range (Rng): The distance (in scale inches) at which an attack can hit Alignment (AL): A character’s tendency for loyalty. suffering damage. wound is healed. 17). when fatigued. Unless otherwise noted. indicating the relative quickness of an action attempted during a combat round. also the maximum number of targets an auto-fire weap- indicating temporary or circumstantial conditions that effect the on can hit in a single round. sustain before being vanquished (pg. whether to all a target. game situations. Target Number (TN): The value an Action Roll has to meet or exceed Damage (Dmg): The damage caused by an attack. Initiative Modifier (IM): An adjustment applied to Initiative rolls. an Adventuring Hazard (pg. and other protections. when severity is reduced to zero (0). outcome. which lasts until the and his Movement Rate. this figure is also the Target Number for attacks aimed at you. Resistance Roll: An Action Roll used to reduce or negate the effects of fits and disadvantages can cancel each other out.welshpiper. describes what the characters see and hear.. Adventuring Hazard: A condition or effect that causes damage or Power: Any supernatural ability not generally possible under other difficulties for a character. radius of a central point of impact. Movement Rate (MR): The number of scale inches your character can walk in a round. Defence is turns in an hour. mental resolve. a and abbreviations used throughout the rules: target’s Parry is added to the TN of attacks aimed at him. plays the and its corresponding Wound Penalty is removed. part of all non-player characters. There are radius). Parry is Action Roll (AR): A 20-sided die roll to determine the success or optional—if it isn’t used. each armed attacks. paign setting. talents. Flaw: A fault or disadvantageous quality that imposes special limita. you may select Sperks during character generation or buy them later Cash ($): A generic unit of currency representing a setting’s dominant during Character Advancement (pg. block. ence a character must accumulate before he can improve. or the effects of a power). so bene. or self. subtracted from the Damage rolled after a successful attack. psionic reduces the effect by half (a Critical Success negates the effect com. Chimera Basic 4 Non-player Character (NPC): A character controlled by the Game Commonly Used Terms Master. applied to all rolls and Movement Rate. use as the Player Character (PC): A character controlled by a player and through Target Number when making Advancement Rolls (pg. Movement Die: A die whose result is added to your Movement Rate (MR) when running. subtracted from your character’s Movement Rate.g. silver pen. everyone within the six rounds in a minute. armour. which is reduced by to be successful. radius is affected by the blast (which could represent an explosion. Each Sperk chosen increases medium of exchange (e. and arbitrates the outcome of ac- tions within the game. inflicted minus the target’s Defence. Wound Penalty (WP): A penalty indicating the negative effects of Fatigue: Non-lethal damage caused by exhaustion. or un. gold pieces. easier or more difficulty actions. select others. the wound is healed. For simplicity. Healing applies to a wound’s Game Master (GM): A Chimera player who creates and runs the cam. Turn (tn): A measure of game time spanning 10 minutes. Mana: A point pool representing your character’s ability to use pow- ers effectively. Special Perk (Sperk): Perks available only by virtue of race or class. others. which the Game Master’s campaign setting is experienced. your Advancement Cost (AdCost) by +1. 60 rounds in a turn. or subtracted from it when creeping. 9).g. modifiers are cumulative. or avoid blows. The Chimera Roleplaying Game Copyright © 2011 The Welsh Piper TWP-1000 (6th Printing) www. a character suffers a penalty to all rolls wound imposes a cumulative penalty of –1. a blast is Small (1” Round (rd): A measure of game time spanning 10 seconds. 18). pounds. There are six ience. What roleplaying game isn’t rife with acronyms? Here’s a list of terms Parry: A combatant’s ability to ward off. et al. gas cloud. or super powers). or subtracted from your MR when creeping.

Choose any racial Sperks at this health care.. For flavour.welshpiper. Start with Vision and Social Status Social station impacts starting cash and Consider the kind of character you want to play—a war-hardened soldier. having exploited them to maximum ben- efit (e. Chimera Basic 5 Characters Social Station Creating a Player Character in Chimera is a breeze—just copy a character sheet and follow the This aspect of a character’s background steps below. lack of adequate you may be allowed to run a non-human character (pg. Those occupying the upper social tiers Choose a class (or combination of classes) to represent your character’s profession. you gain 1 additional IP by starting a class Ability at AR +0. with the provision that each Sperk selected increases authority–but no guarantee of actually your AdCost by +1. societal prejudice–but they will have strong survival instincts. Finally. Full-steam like). don’t forget to give your PC a name (preferably suitable to the setting. iron will. or wear a monocle. welfare. note that taking a Flaw this way does ble (5% normal starting cash) not grant an Advancement Roll bonus). Purchase Equipment come (10% normal starting cash) Characters begin with 1d6 x $100 for armour. 2. You don’t need a full background. Select Race Those of low station will have had fewer opportunities to excel–perhaps as a re- Humans are the dominant race in most campaigns. or other benefits for in- 5. TWP-1000 (6th Printing) . If your GM’s setting includes other races. Powers. through money. 11. not all equipment is appropriate for all campaigns). suggests which side of the tracks he comes from: was he a rich kid raised in Character Generation the hills. so you can use them in any setting or Tech Level. an adventurous will probably colour a character’s inter- actions with people who put stock in archaeologist. etc. and Choose any class Sperks at this time.. adjusted by armour worn 7. 15–16). Low: Destitute and struggling to approval (i. or other untoucha- Wound Limit by 1. ducats. Note also that all Class Abilities start at AR +1. Low: Destitute and relies on alms. dis- setting. but remember that each one you select increases your AdCost by +1. or accepting a random Flaw (pg. If you’re in the mood for some random inspiration. use the Boons and Baggage table (pg..g. 9). Middle: Moderately comfortable Record the following stats on your character sheet: with stable work (80% normal start- Experience Level (Lvl): New characters start at 1st-level ing cash) 6. in which case you should go for it. weapons. but a social outlier. as “Tim the Enchanter” will eventually stop being funny—unless that’s your plan. and 3. or time. a brutish thug. Middle: Barely comfortable. plus the WL adjustment for your class(es) normal starting cash) Defence (DF): Typically zero (0). The will have had better opportunities– classes listed in Chimera Basic are generic. indicating whatever unit of currency is starting cash) dominant in the campaign setting (e.e. but with stable work (40% normal start- 6. or somewhere in between? 1. Middle: Comfortable with stable Movement Rate (MR): Based on race (typically 12”±1d6 for humans) work and middling influence (100% Wound Limit (WL): Racial base. or whatever’s appropriate for the GM’s appearance. Copyright © 2011 The Welsh Piper The Chimera Roleplaying Game www. adjusted by race and weapon size 8. Update Abilities lies more on connections than grades to get into law school). so check with your GM first. but a few details can help establish your motivations. sult of poor education. credits. an ivy league student who re- 4. This is also the time to choose an Alignment for your character. You get 4 Improvement Points (IP) to spend on Abilities. Upper: Well-off with lucrative work and notable influence (150% normal Resistance (RS): AR bonus equal to experience level starting cash) Initiative Modifier (IM): Typically zero (+0). make ends meet through unstable sources of income (20% normal The dollar sign ($) is a generic symbol for cash. 8). a guttersnipe. and gear (pp. 4. pariah. Perks. Upper: Lavish lifestyle with inde- pendent wealth and significant in- Advancement Cost (AdCost): The sum of your race and class AdCost values fluence (200% normal starting cash) 7. difficult living conditions. Update Character Stats ing cash) 5. and Mana. 6). start on your character’s background with the Social Station table at right. reducing your 1. pounds. Finishing Touches Consider how your character’s past contributes to his present career and future goals. Roll 1d8 to determine Social Station: At the GM’s option. Select Class (as adventurers) plenty of drive. Fringe: Not only poor. come from old money. connections. a cunning sorcerer. subject to GM 3.g. This isn’t relevant in all campaigns.). gold pieces. trust outsiders. using the guidelines provided for Character Advancement (pg.

Quick Draw hunting and animal husbandry. cruel. they eschew armour Perks: Energetic. Nimble Race indicates a PC’s species. Sperks are optional: You close-knit communities. AdCost: 4 MR: 8”±1d4 WL: 2 IM: +1 Character Races Perks: Lucky. based with great importance placed on personal valour. Viking culture is clan- al honour. far from noise and bustle. 13) Abilities: Capabilities received as a result of character class. Agile: Improve Athletics rolls involving balance/dexterity by level Nine Lives: Improve Resistance vs. and capricious. Aloof: Improve Resistance vs. Chimera Basic 6 Race and Class Elf Elves are graceful humanoids who prefer wilderness environments. Quick Draw Special Perks Dwarf Horse warrior: Use Fight/Shoot for mounted attacks (instead of Dwarves are stocky humanoids who dwell underground. Halflings are small humanoids about half the size of an adult human.” these are talents available They settle in open areas. Killer Blows by level AdCost: 4 MR: 12”±1d6 WL: 2 IM: +1 Soft Landing: Reduce falling damage to 1d4 per 10” fallen Perks: Mounted Assault. but are excellent climbers and possess natural Special Perks claw attacks (2 claws at Fight AR. AdCost: 6 MR: 8”±1d4 WL: 3 IM: +0 AdCost: 4 MR: 12”±1d6 WL: 3 IM: +0 Perks: Healthy. Enchantment by level cating his ability to withstand damage. or bat-like for evil types). Halfling Perks: Special advantages received as a result of character race. 9). but they hoard wealth and mistrust outsiders. Bipedal felines with lightning-fast reflexes and the ability to pounce. smithing. and mining. Dmg 1d6). Their customs are intricate and their laws strict. against them. all. They espouse person. but your AdCost increases by +1 for each forts. Both race and class are defined by a common set of characteristics: They keep ancient secrets and have an affinity for things of beauty. Vikings: Sea-faring raiders prone to plunder. this is adjusted by class. AdCost: Advancement Cost. 21)). Infravision (4”) (determined by race. Human Avian Humans are normal men. Special Perks WL: Your character’s base Wound Limit (determined by race). generally average in all aspects. environment. using the Monster Base Stats table ( . or social val- Special Perks ues. Nimble Perks based on background. but highly Essentially any intelligent humanoid with wings (for extra flavour. In combat. or none. and seem to have uncanny luck when the odds are stacked Special Perk you choose. Perks: none (see below) AdCost: 4 MR: 12”±1d6 WL: 1 IM: +0 To reflect human variants. the harder it non-elves find detached. Etiquette and missile weapons. adaptable. Pounce. AdCost: 4 MR: 12”±1d6 WL: 2 IM: +0 MR: Your character’s base Movement Rate and Movement Die Perks: Comely. Infravision (8”) Perks: Tough Special Perks Special Perks Buttress: Double the DF of a single piece of armour Determined: Improve Resistance vs. the GM should create Perks and Special Perks: Fly (x2 MR). make them feathered for goodly creatures. with much emphasis on station. indi. Some examples include: Eagle Eye: Improve Observe rolls by level when in flight Desert nomads: Proud and honourable people with deep reverence Cat People for their gods. Special Perks: Also known as “Sperks. the higher the AdCost. is to earn improvements for your character. IM +1. AdCost: 4 MR: 12”±1d6 WL: 2 IM: +0 They are proud. larger foes by level (melee only) they’re completely stereotyped but should serve as a good starting Indiscernible: Improve Sneak rolls by level point for your own customisation. Their long life spans promote a passive outlook on life that most ing an Advancement Roll (pg. they can be galvanised into blood- Special Perks thirsty conquerors. Fey: Roll 1d8 for mana (pg. Halflings are congenial and love life’s com- may select some. upbringing. Below are some common RPG races. Fleet: Improve Parry vs. Enchantment by level Deep Ways: Improve ARs underground by level The Chimera Roleplaying Game Copyright © 2011 The Welsh Piper TWP-1000 (6th Printing) www. or the Target Number to beat when mak. where they build only to members of a particular race or class. class Nature Ways: Improve ARs in the wilderness by level Abilities start at AR +1.welshpiper. Imp. Chimera’s multi-genre scope allows for Special Perks any race you can imagine. They are Animal Handling Ability) familiar with stonework. AdCost: 2 MR: 12”±1d6 WL: 2 IM: +0 All avians can fly at a speed equal to twice their MR. Persuasive: Improve Diplomacy rolls when negotiating by level AdCost: 6 MR: 12”±1d8 WL: 2 IM: +1 Steppe nomads: Fiercely independent horsemen who subsist on Perks: Imp. Infravision (8”).

Wield Animist (Anm) Special Perks Those possessing great affinity for the natural world. take best result Gearhead (Grh) Nature Ways: Improve ARs in the wilderness by level Gearheads are adept at operating and repairing machines. Fight. Mettle Special Perks AdCost: +7 WL: +4 Bedside Manner: Increase patient’s natural healing rate by level Abilities: Athletics. First Aid. Abilities: Manoeuvre. the infidel by level Abilities: Observe. Tinker Special Perks AdCost: +5 WL: +2 Overhaul: Use Tinker to reduce a hit’s severity by level. Enchantment by level upon the “essence” of all things to produce powers. and thievery. AdCost: +3 WL: +1 Abilities: Observe. Observe. use classes singly or in combination to create your character’s voca- tion in the campaign (see Custom Professions. warriors. Survival Miracles: Access to 1 power school (pg. Thug (Thg) This profession is for street toughs and hired goons. gadgets. 12) AdCost: +3 WL: +1 Abilities: Survival. Sneak. take best result Devout worshipers of a deity. melee only and cannot be used once engaged or if detected) AdCost: +3 WL: +1 Escape Artist: Improve ARs related to escaping confinement by Abilities: Academics. Wield Occultist (Occ) Special Perks Those who study ancient lore to obtain the secrets of magic spells. Scout (Sct) These folks are at home in the wilderness and used to picking their AdCost: +3 WL: +1 way through harsh environments and hostile territory. stealth. Wield Burglar (Brg) Special Perks Individuals generally on the wrong side of the law. Shoot (pg. prone to strong- AdCost: +4 WL: +2 arm tactics and intimidation. 12) One with Nature: Increase mana by level while in the wilderness AdCost: +3 WL: +1 Abilities: Academics. Observe level Special Perks Eidetic Memory: Improve recall-based ARs by level Faithful (Fai) Flash of Genius: Academics rolls made with 2d20. 12) Special Perks Frontiersman: Survival rolls made with 2d20. Spells: Access to 1 power school (pg. Tinker People with formal education possessing broad knowledge in diverse Special Perks fields and adept at research. guardsmen. Coerce. 8). and other technical devices. vehicles. Abilities: Athletics. pg. Chimera Basic 7 Character Classes Mentalist (Men) People with heightened awareness or advanced brains who wield Classes are “bundles” of Abilities that represent professions. one attempt per wound each week Deadeye: Upgrade the damage of ranged weapons by 1 die First Responder: Use First Aid to revive an unconscious or En Garde: Increase Parry by Fight AR (melee only) stunned patient or to extend poison onset up to 1 turn/level Enemy Mine: Increase attack ARs vs. Divination by level Psionics: Access to 1 power school (pg. adept at breaking Magic Resistance: Improve Resistance vs. Veteran (Vet) Anyone with formal combat training is a veteran: soldiers. Wield Special Perks AdCost: +5 WL: +2 Holy Roller: Increase attack ARs vs. Backstab: Use Sneak to attack undetected (use foe’s Surprise TN. Mind Blank: Improve Resistance vs. 19) Special Perks Ditch Medicine: Use First Aid to reduce a wound’s severity by Buttress: Double the DF of armour worn (melee only) level. computers. take best result Those with this profession are trained to administer medical atten- tion in the field. Sneak.welshpiper. Abilities: Mettle. Powers by level and entering. You can powers as psionic abilities. 12) AdCost: +6 WL: +2 Scholar (Sch) Abilities: Chicanery. Street Smarts attempt per hit each day (machines and vehicles only) Special Perks City Ways: Improve ARs in urban environments by level Medic (Med) Stare-down: Coerce rolls made with 2d20. etc. specific foe by level Mighty Blow: Upgrade the damage of melee weapons by 1 die Copyright © 2011 The Welsh Piper The Chimera Roleplaying Game www. able to draw Blank Stare: Improve Resistance vs. they receive powers as divine miracles in exchange for their faith. one Abilities: TWP-1000 (6th Printing) . mercenar- AdCost: +5 WL: +2 ies. Essence: Access to 1 power school (pg.

justments of each. ignoring results of “2” or “24” es of advancement. a ship. politician) Professor: Scholar (w/Flash of Gen.g.. The Chimera Roleplaying Game Copyright © 2011 The Welsh Piper TWP-1000 (6th Printing) www. lost knowledge) Wizard: Occultist + Scholar 16 Possesses a valuable family heirloom (weapon. 11.g. player needs to explain origin) Ranger: Scout (w/Nature Ways) + 13 Character has an acute interest in (and talent for) some hobby (player’s choice) Veteran (w/Enemy Mine) 14 Background justifies a free Perk (pg. invalid. real estate) Gangster: Burglar + Thug 20 Member of an exclusive club Private Investigator: Scholar + Thug 21 Owed a favour from a powerful local figure (e. provided both the player and GM are willing to work toward adding a little extra detail to the setting. Entries describe circumstances in the character’s present..” so you can simulate + Scholar Technocrat: Gearhead + Scholar the positive or negative effects (like social station. of high-born men might get a +1 to indicate their generally good fortune. technology. but the stigma Cleric/Priest: Faithful + Scholar limits opportunities Druid: Animist + Scout 10 Shunned within local community for real or perceived failing Paladin: Faithful (w/Holy Roller) + 11 Charged with the care of a dependent relative (e. You can create these by buying non-class one direction or another according Abilities during Step #4 of Character to your setting. alone professions or combined to create new professions particular to a given The table below provides random conditions—boons and baggage—that represent extra campaign. or racial type) by apply- Some of these examples are composed of ing modifiers to nudge characters in classes and particular non-class Abilities. gear) Modern or Historical 17 Beginner’s luck lets you automatically Resist a single Killer Blow (must be used before attaining 2nd-level) Big Game Hunter: Scout + Veteran 18 Popular. a title. but it does help to have a few details to explain where your PC comes from. armour. add the Ad- vancement Cost and Wound Limit ad. here are some 6 Wanted by the authorities in connection with a crime (PC may or may not be guilty) effective class combinations: 7 Exiled from local community for putting its citizens or leader(s) in danger Fantasy 8 Not raised by natural parents (e. Chimera classes can be used as stand. could be for protection or to keep someone mon to two or more combined classes. 22 Has connections to an influential organisation ius) 23 Has the favourable attentions of a powerful (but unidentified) patron Recon Specialist: Burglar + Scout 24 Roll twice on this table at +1 each roll. child. or maybe characters who rolled 3 or less on Social Station (pg. Abilities of each class DIE ROLL (2D12) RESULT are considered class Abilities for purpos- 2 Roll twice on this table at –1 each roll. 19 Recipient of mysterious inheritance. Results of “14” and up Empath: Mentalist + Scholar are increasingly favourable. Chimera Basic 8 Boons and Baggage (optional) Custom Professions Character background is a tricky thing—you don’t want to get too bogged down with specifics. wolves) 9 Criminal record for past crime. the current situation came about (some GM tweaking required). debt to society has been paid. The character has access to 4 Harassed by a rival who opposes the PC at every opportunity Special Perks from all combined classes. kidnappers. 5 Blackmailed by the authorities to spy on another PC Based on popular genres. player needs to explain origin) Rogue: Burglar + Veteran 15 Knows the location of rumoured cache (e.g. crazy uncle. rich businessman. trade goods. a race Generation. begins adventuring career with 1d4 loyal (non-classed) henchmen (pg. riches. with “13” being average. could be lands..g. 5) get a penalty of –2 to reflect their miserable lot in the campaign. In Sniper: Scout + Veteran (w/Dead Eye) all cases.g. details about a character at the start of play. For example. authority (w/City Ways) figure. if an Ability is com- 3 Extorted by underworld figure. don’t be shy about modifying the results above— these are generic possibilities and easily customised for a spe- cific campaign. ignoring results of “2” or “24” Reporter: Profession (journalist) Abil- ity + Scholar Fleshing out the details of these items is a collaborative exercise for the player and the GM. the results make for good adventure hooks (to be exploited at any juncture) or Sci-fi or Apocalypse roleplaying opportunities. 11... Finally. Bounty Hunter: Burglar + Thug (w/Stare-down) Note also that results are arranged on a curve. class.welshpiper. but the player is free to craft whatever background story he wants to explain how When combining classes. Hacker: Profession (comp sci) Ability This makes the table “ . it quiet about something the PC did (or is said to have done) gains AR +1. 20) Corpsman: Medic (w/First Respond. or a piece of er) + Scout tangible property (e. while results of “12” and below are generally bad. gypsies. or insane) Veteran (w/Buttress) 12 Saddled with a random Flaw (pg.

you must complete another adventure before you race’s AdCost as follows: can try again. at a cost of $1. training takes time and money. or taking you should consider representing the a course at the community college to improve Academics). so if oth- practice in whatever’s being improved (e. but not any class Ability. [1 IP] When determining a Sperk’s benefit.welshpiper. [IP cost equal to ¼ power’s Target Number] You can create new classes by assem- Acquire Mana: Gain 1d6 Mana points. Assuming a character can find a suitable instructor (and convince him to provide instruction). practicing under a weapon master’s guidance to ers could reasonably have access to it. Determine a new race’s basic stats ac- cording to its size (pg. re- member that most are tied to the Acquire a non-class Ability: Gain new Ability at AR +0. the GM might require training as Remember that a class Sperk is available a component of advancement. Acquire a new Perk: Gain the “basic” version of a Perk.g. Acquiring a new Ability requires two months of game time at a cost of $1. re-purchase the Special Perk that allows you to use powers. Overcoming Flaws. Miracles. this represents tutelage. 31). a inherent characteristics. at a rate of $1. [IP cost equal to or class. class via a combined profession (pg. 8) instead of a stand-alone. Powers: Gaining a new power takes one game week per Target Number of the power. +1 per Perk or Adaptation The GM may grant bonuses to the Advancement Roll for completing mission goals. [2 IP] as for races: they’re optional. Otherwise. +1 per WL adjustment Improvement Points may be spent to: Special Perks require some thought (and GM approval).. instruction. e. you receive a number of Improvement Points (IP) equal to your current level (e. [1 IP] equal to level. Flaws. then apply If the Advancement Roll is equal to or greater than your character’s Advancement Cost Perks. providing a die roll bonus non-class Abilities only once per experience level. [1 IP] character’s level (e. Calculate Ad- possessed gain a bonus of AR +1). [1 IP] bling appropriate Abilities and coming Acquire a new Class: Gain access to the new class’ Abilities and Sperks (Abilities already up with new Special Perks. but the advanced training required costs $2. serving as a sorcerer’s apprentice to acquire a magic spell. +2 per Improved Perk/Adaptation ing specific adventure challenges. Movement Rate (MR). as most instructors are reluctant to share such knowledge. you can improve each of your level each day. at a rate of $250 per week. your character can make an Advancement Roll to see if he Creating New Races improves: roll 1d20 and subtract your current experience level from the result. current level] Acquire a new power: Gain the power.000 per month. and not even all members at that. Improving a Perk also takes two months. et al. and Adaptations to reflect (AdCost). Wound Limit (WL). [2 IP] they’re available only to a specific race Acquire a new Special Perk: Gain a Special Perk from your race or class. overcom. Sperks: New Sperks are acquired in one game month at a cost of $2. at the GM’s discretion (and depending on the Flaw Special Perks are handled the same way affected). Try to come up with ad- Level Up: Increase your experience level by one and apply a +1 bonus to one of the following: vantages logical for the race. usable once per Improve a non-class Ability: Gain Ability bonus of AR +1. [IP cost equal to current level] member of the race. You must also add the new class’ AdCost to your existing vancement Cost as follows: Advancement Cost figure. New Class: Training consumes the class’ Advancement Cost in game months.v. In campaign terms. [1 IP] Don’t be afraid to be creative—a Sperk’s power is balanced by the fact that Improve an existing Perk: Gain the Improved version of an existing Perk. and defeating key opponents (pg. Chimera Basic 9 Character Advancement At the end of every adventure.). Perks: Acquiring a new Perk takes two months of game time and $1..000. and only to members of that class. Copyright © 2011 The Welsh Piper The Chimera Roleplaying Game www. this may require constant effort (q.g. 11).. 21). Defence (DF).000 per month of instruction.g. New powers are hard to find. Creating New Classes Spells.. finding a willing mentor requires the PC to make a Street Smarts roll against the TN of the power sought.000. [IP cost equal to current level] +1 per Ability +1 per WL adjustment Overcome a Flaw: Remove an existing Flaw. improve the Fight Ability. and each one chosen increases the character’s Ad- Training (optional) Cost by +1.g.000. To simulate the effort required for character improvement. or Initiative necessarily required or shared by every Modifier (IM). Here are some guidelines: Gaining an experience level: Applying the lessons learned from adventuring to the physical and mental improvements represented by level gain consumes 1 month of game time per level earned. you must have access to the power’s school (to access new schools. Improve a class Ability: Gain Ability bonus of AR TWP-1000 (6th Printing) .. pg. Calculate the 3rd-level character gets 3 IP).000. Abilities: Improving an existing Ability by AR +1 requires a month of game time and $500.). etc.

swings an axe at AR +2. including resource location. 4. When you’re uncertain about which Ability to use in a given situation. the clever application of for a character to pull things off. used to make attacks while mounted. he gains 2 Improve. tion of flora and fauna. even if an Ability should be rewarded with at least a chance of success. including climbing. and unarmed combat. Chimera Abilities broadly represent various things your character can do during an adven- but if he’s not trained (i. Naturally. Chicanery: Pick pockets. etc. Academics: Book smarts. If your specialisation AR against your target (two damage dice on a Critical Success). identification of formations and special underground hazards. 5. swimming. unspecified knowledge accumulated through education and formal study.g. only to the aspect chosen. recall.e. while his normal Fight Ability is AR +1. he doesn’t ture. landmarks. Diplomacy: Interact with people who aren’t overtly hostile or who you might want to be Specialisation friends with. AR—there is no “stacking. 16.. weather prediction. recite. bluff. Tinker: Work with machines (e. the attempt suffers a penalty of the specifics of each to suit their playing style and setting. and familiarity with local laws. 2. When using 13. Klar spends 1 IP on Fight and the 18. Street Smarts: Urban survival skills. isations are subject to GM approval. blending in. bashing and breaking things. tracking. can be used to resist fear bonus of AR +2 in the specialised area. and intestinal fortitude.. a successful hit lets you roll for damage a specialisation. 6. savvy. taunt. this Ability represents broad and An Action Roll resulting in a “natural” 4. or 20 is a Critical Success or a Critical Failure. perform sleight of hand. cific aspect of an Ability. with a particular field of study. jumping. Ability (pg. and notice peculiarities in your immediate quent improvement to a specialisation environment or about a person you encounter. 12. Survival: Wilderness and outdoor skills. or play an instrument to entertain crowds. plausible and keeps play moving. determination of He spends 1 IP to specialise in Fight (axe). 9). one’s breath. Manoeuvre: Operate vehicles and execute special manoeuvres.” Each subse. and survival. Ability Descriptions Abilities are listed below. identifica- other IP on Fight (axe). determination. Sneak: Hide while stationary or creep undetected (MR – Movement Die. customs. your character knows 1 foreign language for every 2 points of AR bonus. and effects. reactions are based on your Action Roll result: CF (resistant). Academics fumble..e. holding Guidelines for interpreting a Critical re- sults are noted on page 2. A Critical Failure requires an ever falls below your “normal” Ability immediate Ammo Check (pg. and conceal small items on your person (including Small weapons).welshpiper. purposely vague) so players and GMs can customise have it). Coerce: Intimidate. A Critical Failure causes a a particular weapon type. 15) or means that your gun jams (Shoot roll to clear). For example. Chimera Basic 10 Abilities Untrained Actions Your character may attempt any Ability. haggling. First Aid: Reduce a patient’s Wound Penalty (1 point per level per hour. 3. All special. Fight: Attack with hand-to-hand (melee) weapons. 12. a successful hit lets you roll for dam- you could specialise Fight or Shoot with age against your target (two damage dice on a Critical Success). identification of supernatural beings. Observe: Spot details. act. locks. computers) or reduce a machine’s He could have spent his 2 IP for Fight +3. no movement Example: Klar the Barbarian is a Veteran possible if creeping MR is 0” or less). vehicles. Athletics 8. The Chimera Roleplaying Game Copyright © 2011 The Welsh Piper TWP-1000 (6th Printing) www. avoiding scams. then his “normal” Fight AR would have been greater than his AR with the axe. direction sense. A professional’s skill is the Ability in other situations. (AR +8 or more). Animal Handling: Train. lose his specialisation. including hunting. As a result. This is independent of the Ability’s normal or the influence of others. detect abnormalities. drive. you lose the specialisation. except that you apply a 10. 16. traps. It takes dedication and effort to maintain 14. gambling. with Fight +1. 11. NS (friendly). AR –4 if newer). Spelunking: Subterranean survival skills. 19. ment Points. pilfer items. Mettle: Tenacity. overpowering others. titles vary with the setting. AR –4. or ride an animal. and CS (helpful). 9. Critical Results 1. and logical deduction. Shoot: Attack with ranged (missile) weapons. the attempt succeeds or fails. NF (neutral). so depth. Journeyman (AR +3 or more). care for. and After some adventures. and he’d 20. Perform is The AR bonus for specialisation applies also used to disguise oneself or otherwise pretend to be a different person. the numbers are provided to allow random determination by the GM when desired. AR. dance. Profession: Livable trade not covered by a more specific Ability. Perform: Sing. apply the suggested by his AR bonus: Apprentice (up to AR +2). At the GM’s 8. Master “normal” AR bonus. foraging. Wield: Use of known powers and certain powered items. costs 1 IP and provides AR +2. artefacts. and cajole others into carrying out your commands. Athletics: Physical . or any combina- with a particular activity. which translates to a –1 penalty to your Initiative Modifier next combat turn. tion thereof) or negate 1 point of Fatigue per level (effects doubled with a Critical Success). 7. 15. They’re somewhat open-ended (i. including direction sense. As a rule of thumb. use this Ability to make Specialising is just like improving an attacks while driving or piloting a vehicle. but Performance Penalty by 1 for 1 hour per level (AR –2 if older tech. running. especially if it’s reasonably it’s by accident. knowledge of supernatural lore. depending on whether discretion. he now has Fight +2 and Fight (axe) +4. rely on common sense This means that there’s always a chance and group consensus (subject to GM approval). slope detection. he 17. use with openly hostile people or when you don’t care if you look like a jerk. Your character may specialise in a spe.

Quick Draw: Bonus of +1 to Initiative rolls. Savage: Always lands Killer Blow upon vanquished foes 11. Stout: Bonus of +1 to base Defence (DF). Wasteful: Penalise Gear Checks by –2 (careless consumer) 16. 25. Weapon Proficiency: Bonus of +1 to Initiative rolls with a particu. [Improved: Increase 13. Batter: Bonus of +1 to any hand-to-hand (melee) weapon damage 3. tempted to change the rules. Glass Ceiling: Increase Advancement Cost by +2 bonus to +2] 10. Insulation: Bonus of +1 to Resist Powers. bad habits. As with Perks. by 1. Unfriendly: Penalise Diplomacy rolls by –2 (you’re a jerk) mounted.). bows. the numbers are provided to allow random 1. Not only does this save you the effort of making wholesale a Flaw via a die roll modifier than to rely on a player’s ability (or changes to the entire system. Slow: Penalise Initiative Modifier (IM) by –2 13. 9). Every time your character takes a Flaw (willingly or not). etc. the numbers are provided to allow random determination by the GM when desired. This work is repre- lar weapon type (a group of related arms: swords. Portage: Bonus of +1 point of “free” Encumbrance. You may ignore this penalty. The Perks are also good for customising Chimera. Outsider: Penalise Diplomacy rolls by –2 (social prejudice) 7. 18. Gimp: Reduce Movement Rate (MR) by –2” and downgrade Move- Increase bonus to +2] ment Die by 1 step ( TWP-1000 (6th Printing) . Crackerjack: Bonus of +1 to Resist Traps. Humanitarian: Cannot land Killer Blow upon vanquished foes nus to +2] 12. larger foes. Hearing Defect: Penalise Observe rolls by –2 (can’t hear well) 5. Restricted Armour: Maximum armour bulk of Light 10. Mounted Assault: Bonus of +1 to attack and damage rolls while 27. it’s easier to enforce instead. d6 to d4. Fatigue required after any intense bonus to +2] action (combat. Nimble: Bonus of +1 to Parry. Etiquette: Bonus of +1 to Diplomacy rolls with upper classes. feel free to create custom Flaws for your setting. Energetic: Bonus of +1 to Resist Fatigue. Spendthrift: Wasteful spending reduces effective income by 10% [Improved: Increase bonus to +2] 26. Photosensitive: Penalise all ARs in full light by –2 9. control (e. Comely: Bonus of +1 to Diplomacy rolls based on physical attrac. but that causes a relapse and the cient weapons] Flaw returns. d8 to d6. Wild Shot: Penalise Ammo Checks by –2 (inconsistent shot) Increase bonus to +2] 17. d4 to d2) 4. Butt Ugly: Penalise Diplomacy rolls by –2 (hideous visage) 1. Most operate automatically by adjusting die rolls or game me. Lazy: Penalise Resistance vs. Butterfingers: Penalise Tinker rolls by –2 (clumsy) rolls. Fire Conservation: Bonus of +1 to Ammo Checks. Frail: Reduce Wound Limit (WL) by –2 tiveness (subject to racial and gender preferences). [Improved: Bonus of +1 to damage rolls with profi. Debt: Financial obligation of 3d6 x $1. he receives chanics in specific situations.). some Flaws require effort to suppress and 20.. Disease and Poison by –2 crease bonus to +2] 24. and other foibles. You must have the Perk for at least one a one-time bonus of +1 to his next Advancement Roll (pg. In other words. Wasteful. Clueless: Penalise Academics rolls by –2 (dunce) rolls. 7. Healthy: Bonus of +1 to Resist Disease and Poison. class. Power Strain: Powers wielded at ½ normal effect [Improved: Increase bonus to +2] 19. [Improved: Increase 9. Wound Limit by +2] At the GM’s discretion. Flaw Descriptions Perk Descriptions Flaws are listed below. regardless of race or Flaws are physical and mental maladies. Giant Killer: Bonus of +1 to attack and damage rolls vs. Unfriendly.” This is done as an im- Defence by +2] provement during character advancement (pg. [Improved: 20. sented by reducing the number of IP received at advancement time rifles. escape. et al. [Improved: Increase bonus to +2] 29. Chimera Basic 11 Perks Flaws Perks are special talents available to anyone. 15. Economise: Bonus of +1 to Gear Checks. 2. experience level before you acquire the “Improved” version. [Improved: Increase bo. Spineless: Penalise Mettle rolls by –2 (lack of confidence) 14. [Improved: In. wherever possible. Restricted Weapons: Maximum weapon size of Medium Increase bonus to +2] 21. et al. Phobia: Requires Mettle roll (TN 8+threat’s level) to face a specific 8. consider assigning your tweaks to a Perk through some mechanical effect.) 12. Lucky: Bonus of +1 Clutch Situation each level. 11. Perks are listed below. Pacifist: Fights only in self-defence [Improved: Increase bonus to +2] 16. Tough: Bonus of +1 to Wound Limit (WL). [Improved: In.g. Sickly: Penalise Resistance vs. [Improved: Increase bonus to +2] 6. [Improved: 30.g. Bullseye: Bonus of +1 to any ranged (missile) weapon damage 5. Copyright © 2011 The Welsh Piper The Chimera Roleplaying Game www. Shakes: Resistance Roll vs. faster and makes it easier to “pull back” if the tweak doesn’t work out the way you expected. Unlucky: Reduce Clutch Situations by –2 each level 15. [Improved: Increase provement Points. [Improved: Increase Overcoming Flaws bonus to +2] 18. Marksman: Bonus of +1 to Called Shots with ranged weapons.welshpiper. Fatigue by –2 6. [Improved: Increase base You can overcome a Flaw by “paying it off.. [Improved: Increase bonus to +2] 4. Whenever you’re only word of advice is to manifest the Flaw. threat crease bonus to +2] 17.000 3. Awkward: Penalise Diplomacy rolls by –2 (socially inept) determination by the GM when desired. Oblivious: Penalise Observe rolls by –2 (doesn’t pay attention) bonus to +2] 14. [Improved: Increase 22. 23. [Improved: Increase bonus to +2] 28. 9) and costs 2 Im- 19. [Improved: 8. Phobia. but it lets you introduce the change consistent willingness) to roleplay it. pistols. Cataracts: Penalise Observe rolls by –2 (can’t see well) 2.

17) school. voodoo. the Wield roll is penalised by the level of the countered power’s wielder.). a saint’s holy symbol. The wall forms Each power is noted with the following in any shape or direction. Dur 1 rd/lvl. 9). Ward (Abj. RS Athletics) Illusion (Ill): Powers that deceive the Freeze a single target in place. Chimera Basic 12 Powers Power-wielding Sperks Classes that wield powers do so via a Powers represent supernatural or pseudoscientific forces—spells. but cannot be moved once placed. A successful Resistance Roll reduces the power’s effects by half. portal. with these suggested results: As with other Sperks. TN 12. Stun (inflicts stun penalty equal to wielder’s level).. Rng 1”/lvl. or even an alien artefact—regardless. Rng Touch. the bonus may be divided evenly amongst multiple . RS Sneak) Increase target’s Parry (or Defence) by +1/level. Dur 1 rd/lvl. certain Sperk (e. To use a advancement (pg. and physical environ. Weakness (Fatigue penalty RS: Ability used to Resist the power equal to wielder’s level). target is aware of surroundings while paralysed. Rng Touch. or disci- pline. which allows you to separate cause from effect and Spells. Ice (Cover +1/lvl). a shock can come from a sorcerer’s scroll. etc. Each wall section has a WL TN: The Target Number needed to Wield and DF equal to the wielder’s level and may be destroyed by physical means. in scale inches ised access. 17) against the power’s tective barriers Target Number. Chimera powers are defined loosely. RS Athletics) Power Descriptions Create a solid barrier from the current ground cover up to 1”x 1” per level. Warning (sends mental or audible alert. target gets normal Resistance Roll Power Schools Critical Success: Power succeeds. Counter (Abj. target gets normal Resistance Roll (pg. For example.g. the power successfully 6. a Unless otherwise noted. it’s the shock power in all respects. make Wield roll against the power’s TN. 18) based on its composition: Earth (Cover +2/lvl).welshpiper. Dur Instant. Thorns power’s school (see above) (Cover +0. each 1” section provides a details: Cover bonus (pg. TN 8. Shield (Abj. the effects of the power are unchanged. possible wards include: Fear (Resist via Mettle or flee in terror). The Chimera Roleplaying Game Copyright © 2011 The Welsh Piper TWP-1000 (6th Printing) www. An unwilling target of any power may attempt a Resistance Roll (pg. psionics. Dur Special. Essence. which represents how difficult it is to use. raw energy into a controlled force 2. school accessed. TN 12. senses 3. Rng 2”/lvl. using whatever logic is most the Sperk must be acquired for each appropriate for that setting. the wielder’s experience level. “lvl” refers to ward may be bypassed with a password chosen by the wielder. space. Stone (Cover +4/lvl). every time the character gets access to a new power Critical Failure: Power fizzles. miracles. Wield rolls are penalised by the level of whoever created the curse. Fire (Cover +0. 1 point of damage per level if entered or crossed). RS n/a) the characteristics of living things Negate all operating powers within a medium blast template (permanent duration on Evocation (Evo): Powers that channel Critical Success). of related effects: Resisting Powers Abjuration (Abj): Powers that create pro. Wall (Abj. While character chooses the school it repre. Harm (inflicts 1 point of Dur: The power’s duration. but may be made permanent. target Resistance Roll penalised by Wielder’s level Each power belongs to a school. Each power’s description notes which Ability (if any) may be used to “stack” Alteration (Alt): Powers that affect the onto the Resistance Roll. Rng 4”/lvl. A separate “instance” of gives the GM freedom to include powers in any campaign. TN 20. the numbers are provided to allow ments random determination by the GM when desired. Rng 1”/lvl. an empath’s Each time this Sperk is acquired. one word per level of the wielder). Dur 1 tn/lvl. power. Conjuration (Con): Powers that bring forth inanimate objects Power Descriptions Cosmology (Cos): Powers that manipu- late time. A ward fades when triggered. 17) but wielder must Resist Fatigue against power’s TN Normal Success: Power succeeds. Dur 1 rd/lvl. or container that triggers upon unauthor- effective. 1d6 School: A 3-letter code indicating the points of damage if touched or crossed). it may be brought about or appear in different ways. TN 16. Paralyse (Abj. Ward effects cover a small blast template. RS n/a) Negates a curse. Remove Curse (Abj. et al. or how long its effect lasts damage per level). Divination (Div): Powers that impart knowledge Abjuration Enchantment (Enc): Powers that affect 1. Normal Failure: Power succeeds. Summoning (Sum): Powers that bring forth living things 4. a characteristics of inanimate objects Critical Success on the Resistance Roll negates the power’s effects completely. Drain (as Energy Drain adaptation). wielder must Resist Fatigue against power’s TN (pg. his AdCost increases by +1. Miracles. sents. TN 20. 5. RS Athletics) Rng: The range at which the power is Create a protective mark on an object. and may acquire other powers Using Powers from that school as part of character Each power has its own Target Number. What follows are capsule descriptions for common powers. the mental blast. He automatically gains one ran- domly chosen power from the school selected.

Moderate or Severe weather (pg. Power Modulation 2..g. Dur 1 tn/lvl. Dur Permanent. 26) may Brother Pirol the Pious wants to use remove be created at TN 16 or TN 20. can move with wielder at TN 16. but Action Roll. Rng Touch. Rng Self. Dur 1 rd/lvl. Control Unliving (Alt. Mana is supernatural energy that im- 2. Against a Create a precise replica of a target creature. destination in different dimension or plane (TN 24).. RS n/a) proves your Wield Ability. Slow (Cos. RS n/a) source). The twin is an TN 8.g. TN 16. Targets neither age nor need to eat. the bonus may be divided evenly amongst multiple weapons/ammo. Rng Touch. 6. Rng 1”/lvl. destination off-world (TN 20). TN 16. TN 12. TN 12. Rng Touch. RS Sneak) hour. skeleton or zombie) or a manufactured point spent grants AR +1 to any Wield roll. Free Action (Cos. Rng 1”/lvl. These combine to a Wield modifier of –1 valuable). Dur 1 rd/lvl. step (e. TN var. Sustenance (Con. Rng Touch. who environment halve the power’s duration (e. remove curse is TN 8. but recharges at the rate of 1 point per 4. Create a day’s worth of food and water for 1 medium-sized creature per level. Conjuration 1. Dur 1 rd/lvl.. To improve his chances. TN 12. underwater. TN 12. TN 12. the twin becomes an independent replacement. aspect of the power. Mana does not affect any other Contain all sound within a small blast template. and grant an Range Initiative bonus equal to the wielder’s level. respectively. vacuum. Per additional target: AR –1 destination out of sight but familiar (TN 12). Copyright © 2011 The Welsh Piper The Chimera Roleplaying Game www. TN 8. the target is unaware of his surroundings and recalls nothing while suspended. Rng 1”/lvl. etc. 1d6 to 1d8)): AR –1 wielder acts as if under the effects of free action and all surrounding beings are effectively Damage (+1 die): AR –2 suspended. granting the wielder 1 full action per round. but they do Duration x2: AR –2 require air. Teleport (Cos. Control Weather (Con. Dur 1 rd/lvl. Permanency (Alt. Rng Touch. Dur 1 tn/lvl. though Encumbrance value is unchanged). while timewarp is in effect. RS n/a) Increase attack and damage rolls of a single weapon or ammo load by +1/level. TN 20. construct. You must decide how much Mana to 3. RS n/a) Power Wielding Example Change weather within a large blast template.. Create Unliving (Alt. 1 order/level. Each Mana Transform bodily remains into undead (e. TN var. Dur Permanent. but Create an inanimate object no bigger than Enc 1/level. power. Rng 4”/lvl. Rng 1”/lvl. Dur 1 rd/lvl. duration may be divided evenly amongst multiple targets. or Halve a target’s base Movement Rate and number of full actions per round. Dur Instant. Damage (+ level): AR –4 All modulation modifiers are cumulative. Rng Touch. apply the following AR modifiers 3. destination out of sight but unfamiliar (TN Use smaller blast template: AR +1 16). Cosmology 1. 2. Pirol needs to roll 6 or better on the automaton under the control its progenitor and cannot gain experience or memories. RS n/a) Pirol has Wield +1. Damage 6. Rng 2”/lvl. RS Athletics) Duration Place a single target in suspended animation. RS Mettle) Mana Compel a single undead or constructed target to do your bidding. Rng 1”/lvl. Suspension (Cos. Per additional 1”: AR –1 4.). Mana Give a currently operating power unlimited duration. and impose an changed in intensity. 5. True Strike (Alt. TN 20. Dur 1 tn/lvl. capable of advancement. or 1 day/level (if organic or edible). RS n/a) Change the form and function of an inanimate object (up to 1 Encumbrance point per level affected. Dur Permanent. Pirol spends 3 Mana 4. Duration x4: AR –4 5. To modulate a Initiative penalty equal to the wielder’s level. (+1 for Pirol’s Wield and –2 for the curse’s 3.welshpiper. but at half the original’s level. Timewarp (Cos. TN 20. Produce (Con. 1 hour/level (if inorganic). RS Athletics) Enable a target to survive and move/act without penalty in hostile or restrictive environ- ments (e. the Wield Target Number equals is lost regardless of the roll’s outcome. Rng Touch. Chimera Basic 13 Alteration 1. Silence (Alt. RS Athletics) Aspects of a power can be modulated. the TN of the power being made permanent. RS n/a) Damage (upgrade Damage die by 1 Stops time. gas-filled chamber. Dur Permanent..g. lasts 1 minute/level (if rare or the curse was created by a 2nd-level Occult- ist. raising his Wield AR to +2. Twin (Con. Wield rolls are penalised by the level of the undead or construct created. A suspended target may be slain with one blow or bound as a full action. was cursed by a 2nd-level Occultist. Dur 1 rd/ TWP-1000 (6th Printing) . if the original is destroyed. Dur Special. snow in a tropical desert). Rng Self. RS n/a) spend before making the Wield roll. TN 20. RS Sneak) to the Wield roll: Double a target’s base Movement Rate and number of full actions per round. TN 16. RS Mettle) points. Dur Special. Use larger blast template: AR –2 Multiple targets must be in physical contact. RS Wield) Effect Transport 1 individual per level to another location: Destination within sight (TN 8). TN 12. Speed (Cos.g. Weather changes inconsistent with the local curse on his friend Edric the Unlucky. Transmute (Alt.

Dur 1 rd/lvl. 5. Dur Permanent. Rng Self. Force summoned creatures to return to their place of origin. TN 12. Rng Touch. Dur Instant. etc. spirit. the wielder can in- Ask one “yes” or “no” question per level and get a correct answer crease damage by +1 or shock a new/separate target (e. Detect (Div. time. TN 12. TN 16. small blast template: affected by a power (TN 12). Chimera Basic 14 Divination 5. Invisibility (Ill. during the possession and receives your “being” when the power ends or the host’s body is destroyed. though 1. Rng 1”/lvl. RS n/a) damage (normal DF applies). or thing. Inhabit and control a target’s body. The 3. Commune (Div. or death (i. The 6. TN 12. RS n/a) per monster’s description). Summon (Sum. and movement in real- wielder’s level (Athletics roll vs. TN var. Possession (Sum. based on creature’s frequency: Com- Remove an adverse condition suffered by a target: paralysis (TN mon (TN 8). duplicates suffer a penalty to MR and physical Action Rolls equal to the mimic the original’s appearance. discern a lie (TN 12). Duplicates can make physical attacks. Rng 4”/lvl. 1 order/ . Rng Self. Hide 1 target from sight. Rng Touch. TN 20. Servant (Sum. Familiars establish a telepathic bond with the wielder (Rng 10”/level) and follow directives to the best of their ability. Uncommon (TN 12). Rng Touch. Objects may be hurled 1” per level for falling damage. ESP (Div. TN 12. Rng Self. Dur Instant. Very Rare (TN 20). Rng 1”. Dur Special. regardless of distance condition/level) at TN 16. Dur 1 tn/lvl. Dur 1 rd/lvl. or thing. RS Athletics) 5. Call forth creatures to perform 1 task/level (number appearing as 4. light moves 6. 2. Illuminate a small blast template around the target. Rng 2”/lvl. Rng 1”/lvl. Rare (TN 16). the Double the effect of an existing Perk. the servant has MR 8” + wielder’s 1. Dur Instant. The Chimera Roleplaying Game Copyright © 2011 The Welsh Piper TWP-1000 (6th Printing) www. Rng Touch. TN 12. Dur Permanent. wielder may choose wielder can banish up to his level in summoned creatures. the Flaw at TN 16. TN var. 3. Illusion 3. Sleep (Enc. TN 16. Scry (Div. Entangle (Evo. Remotely move or control an object (up to 1 Tiny creature or 2. Translate (Div. Rng Touch. Dur Special. determine alignment (TN 16).e. RS Mettle) with target at TN 12. RS Wield) Inflict a random Flaw upon a single target. TN 12. RS n/a) Restore 1d6 points of severity to a single wound (1d8 on a Critical familiar’s Wound Penalty is felt by the wielder as Fatigue. terrain feature. RS Mettle) the target ignores self-destructive orders. Dur 1 tn/lvl. TN 16. Dur 1rd/lvl.. TN 16. 3. RS Academics) Read a single target’s thoughts. Dur Instant. RS n/a) grants an AR bonus to Sneak attempts equal to the wielder’s level. RS Fight) ended question may be asked. Shock (Evo. RS n/a) Summon an animal companion from local environment. smell. familiar’s level equals the wielder’s. If your body is destroyed. RS Observe) Determine the direction and distance of a sought-after person. Improve one Ability’s AR bonus by target’s level. Dur 1 rd/lvl. Familiar (Sum. Dur 1 tn/lvl... RS Athletics) level and possesses 1 Improvement Point per level for the GM to Hit all targets within a small blast template for 1d6 damage spend on Abilities. Rng 1”/lvl. Dur Permanent. Rng 2”/level. Rng Touch. at from a supernatural authority known to the wielder (deity. TN 12. sound or scent is also masked). Unique (TN 24). TN 12 required to break free). RS n/a) 2. Simulacra (Sum. TN 12. TN 8. Allows the wielder to read and write any language. 8). Light (Evo. demon. For each level. but they possess WL 3. poison or disease (TN 12). Dur 1 rd/lvl. TN 8. RS Mettle) Summoning Compel a single target to do your bidding. TN 16. Rng Self. Rng Touch. Rng 1”/lvl. 8. RS n/a) Evocation Bring forth an obedient (but non-combative) Medium-sized serv- ant to carry out mundane tasks.). TN 12. Curse (Enc. tasks are complete.welshpiper. Obscure (Ill. Rng 1”/lvl. Locate (Div. RS n/a) 0 and are destroyed if hit. TN 12. RS Observe) Create a visual barrier that conceals all within and behind a 1. TN 8. Create a phantasm of a person. Bonus (Enc. Fly (Enc. 4. RS Street Smarts) Encumbrance 1 per level). sleepers you become incorporeal until you can re-possess a host or your body is restored. Rng 4”/lvl. any remaining levels penalise the Wield roll. Dur 1 rd/lvl. of fighting if the Wield roll is a Critical Success. 1. Enhance (Enc. 6. RS Mettle) Success). RS n/a) 2. Dur Instant. Rng 2”/lvl. RS n/a) Grant flight to 1 target/level. RS n/a) Create a snare covering a medium blast template. Rng 1”/lvl. TN 24). Enchantment 4. TN var. Rng 1”/lvl. fluent speech while attacks against invisible targets are made at AR –4 (AR –8 if and comprehension at TN 12. 4. TN 12. Dur 1 rd/lvl. those within Creates 1 duplicate of a target per wielder’s level. your own body is suspended 7. RS Athletics) Launch a force that unerringly strikes a target for 1d4 points of 1. Dur 1 tn/lvl.g. Summoned creatures vanish when slain or their energy drain (TN 20). add sound. TN 12. Petrify (Enc. creature. or check for traps (TN 8). Dur 1 tn/lvl. Rng 1”/lvl. 4. Dur 1 tn/lvl. Restoration (Evo. Rng Touch. Dur 1 tn/lvl. Rng 1”/lvl. 2. TN 12. Charm (Ill. Banish (Sum. or “programmed” interaction (1 5. may be slain with one blow or bound as a full action. Heal (Enc. but it does not advance. Dur 1 rd/lvl. If the Wield roll is a Critical Success. place. Illusion (Ill. RS n/a) medium blast template (AR –4 to attack those thus protected). Rng 1”/lvl. At the GM’s option. RS Mettle) View a known person or place in real-time. RS Athletics) Turn a single target (and all items worn or carried) to stone.. suspension or petrifaction (TN 16). one open. Remote weapons attack via the Wield Check for a particular characteristic of persons or things within a Ability.. Telekinesis (Evo. Dur 1 rd/lvl. flight MR equals wielder’s level. Blast (Evo. 3 shocks (Dmg 1d4 each) or 1 shock (Dmg 1d4+3). TN 12. RS Mettle) Convince a single target that you are its trusted friend. Control (Enc. Dur 1 rd/lvl. TN 20. Rng Self. animation. TN 12. resurrection. Dur Instant. Dur 1 tn/lvl. actions. RS Observe) (include audio at TN 16). the servant may be capable (normal DF applies). RS Mettle) Induce slumber in targets within a small blast template. Dur Instant. TN 12. TN 8. 3rd-level. Rng 1”/lvl. invisibility 6. mask sound or smell at TN 16.

long 3 Shoot Medium – 1d6 16” 1 1 $80 opposed to what the purchasing market Bow. Longer shots are possible. zero loads Shield . any character who fired a Mail 2 Medium +2 2 $200 shot must make an Ammo Check (i. The Axe..e. light 3 Medium +2 1 $400 Shoot roll against TN 12). † Increase damage die by one step when used 2-handed (e. no initi- Pistol. Any protective device worn to deflect or absorb damage from physical attacks. bastard 3 Fight Medium +1 1d6† 1” – 1 $20 Sword. bolt-action 7 Shoot Large – 1d4 16” 1 1 $400 weapons Rifle.500 Large (L): Wielded in 2 hands. though the “$” symbol merely represents the domi- Weapons nant currency in the GM’s setting (where it should be referred by its proper name: The table below contains generic weapon stats. flintlock 5 Shoot Large – 1d6 4” ½ 2 $150 but portable. Ballistic vest 8 Medium +2 1 $400 Chimera tallies ammo in “loads. Copyright © 2011 The Welsh Piper The Chimera Roleplaying Game www. broad 3 Fight Medium +1 1d6 1” – 1 $15 Ranged Modifiers Sword. etc. blaster 9 Shoot Medium – 1d6 4” 1‡ – $80 tive rolls. hand 2 Fight Small – 1d4 (2”) – – $10 figures here should be used as guidelines Bow. small 2 Light (+1) – $50 Provides a Parry bonus means that he’s out of ammo.). thick 1 Medium +2 2 $200 Large: Enc 1 per 2 loads Hide 1 Light +1 2 $50 Fixed: Enc 1 per load Leather 2 Light +1 1 $100 After a fight. semi-auto 7 Shoot Small – 1d6 2” 1‡ – $35 ative modifier Quarterstaff 1 Fight Large +2 1d6 2” 1 2 $100 Rifle. silver penny. heavy 7 Shoot Fixed – 1d4 8” 6 4 $1. automatic 8 Shoot Large – 1d4 4” 2 1 $400 ative rolls. medium – Medium (+2) – – Provides a Cover bonus Medium: Enc 1 per 4 loads Furs. short 2 Fight Small – 1d4 1” – – $10 weapon’s “effective range” are made at * S.200 up for firing after moving and –2 to Shotgun 7 Shoot Large – 1d6 2” 1‡ 1 $200 initiative rolls Spear. medium 3 Medium (+2) 1 $100 Provides a Parry bonus his total is reduced by 1. ducat. revolver 6 Shoot Medium – 1d6 2” 1‡ – $40 Medium (M): Wielded in 1 hand. pound. ARMOUR TL BULK DF BONUS ENC COST NOTES Ammunition Brigandine 3 Light +1 – $200 Instead of tracking individual rounds. If the Ammo Plate 3 Heavy +4 4 $400 Check TWP-1000 (6th Printing) . armour. only Rifle. takes a full action to set RPG 8 Shoot Fixed – 1d8/M 16” 1 2 $3.” Ballistic vest 9 Medium +2 – $800 Ceramic armour 9 Heavy +4 1 $3. melee range is 1” harder to be accurate at range. as Bow. gold piece. imperial credit. the result is the AR penalty applied to the Shoot roll Armour (drop fractions). great 3 Fight Large – 1d8 2” – 2 $200 Shoot rolls at targets within a missile Sword. light 7 Shoot Large – 1d4 8” 4 2 $600 Small (S): Wielded in 1 hand. and gear are the tools of adventure—your character will need them. or Large) AR +0.125 be brought to bear during a fight: Machine gun. Encumbrance per Cover. short 1 Shoot Medium – 1d4 4” 1 – $40 will actually bear. anti-materiel 8 Shoot Fixed – 1d6 32” 1 2 $2. blaster 9 Shoot Large – 1d6 8” 1 1 $600 Veterans may use Large hand-to-hand Rifle.g. composite 2 Shoot Medium – 1d6 8” 1 – $120 to represent the relative cost of items. using the Shoot Ability. Medium. breech-loader 6 Shoot Large – 1d6 8” 1 2 $300 Fixed (F): Wielded from a fixed position Rifle. 1d6 becomes 1d8) Divide the distance to the target by the ‡ Capable of Rapid Fire (pg.. Club 1 Fight Small – 1d4 1” – – $5 Crossbow 3 Shoot Large – 1d8 4” ½ 1 $600 Dagger 2 Fight Small – 1d4 (2”) 1 – $10 Grenade 7 Shoot Small – 1d4/S 4” 1 – $8 Weapon Sizes Mace 2 Fight Medium – 1d6 1” – 1 $20 A weapon’s size dictates how fast it can Machine gun.200 A single load of ammo costs one-tenth of Combat fatigues 7 Light +1 – $200 the weapon firing it. +1 to initia- Pistol. WEAPON TL ABILITY SIZE PARRY DAMAGE* RNG** ROF ENC COST Axe. –1 to initi- Rifle. 19) weapon’s effective range. a load’s been expended and Shield.welshpiper. Prices are noted in dollars. normal 1 Fight Medium +1 1d6† (2”) 1 1 $20 Sub-machine gun 7 Shoot Medium – 1d6 4” 2 1 $40 Sword. L indicates a blast attack using a template of the size indicated (Small. at the GM’s option. a Mail. heavy – Heavy (+4) – – Provides a Cover bonus load is based on weapon size: Cover. M. Chimera Basic 15 Equipment Cash Weapons. light – Light (+1) – – Provides a Cover bonus Small: Enc 1 per 8 loads Cover. battle 2 Fight Medium – 1d6 1” – 1 $10 Actual prices are highly variable. flintlock 5 Shoot Medium – 1d6 2” 1 – $40 successful Chicanery roll Pistol. may be concealed with a Pistol. but it’s **Ranges in parenthesis are thrown.

grains Improve gear Durability or AR modifier when used by +1 of wheat) by the size of their container: Each quality point cumulatively doubles the equipment’s cost. available on-hand (though jury-rigging or by using improvised tools. quills/pens. For example. small 0 50 You can use the same scale for poor quality equipment by reversing the benefits (e. if the character’s player can come up with a clever way to use the limited supplies † In coins (assume each is the size of an Amer. Mountaineering pack 2 $200 Survival Carabineers. iron spikes. for example). and whatever else makes sense to include in the setting. some gear is more durable than others. lectionary. needed to support its purpose. rope. an Observe Naturally. If the Gear Check fails. quills/pens Chemistry set 1 $200 Academics Beakers. some items vary by Tech Level. though their general purpose is consistent. glass consumed all the items it contained. official seal(s) Subtract the Encumbrance of all equip. cord. spare parts 12”±1d6 wearing hide armour (Enc 2) * This is the Ability that may suffer a penalty if the gear is missing. oil difference is his adjusted MR. lock picks. Equipment Quality Equipment quality affects its performance and results from superior craftsmanship or the use of high-tech materials and manufacturing. glass cutter. holy water. In other words. large 1 400 If a character’s equipment is depleted or lost. quills. compass.. carrying a In all cases. rations. gems. frame 2 800 its Tech Level in dollars ($)).g. small 2 800 Chest. he should be rewarded for his cumbrance 0. flares. ointments. Spellbook 1 $200 Spells Parchment. repair tools. CONTAINER ENC* CAPACITY† Belt pouch. survival tent Scribes’ desk 1 $100 Academics Ink. local map. . Survival pack 1 $100 Survival Backpack.welshpiper. you you have the equipment you need. reagents Craftsmans’ tools 2 $100 Profession Materials and tools appropriate to the craft Explorers’ pack 1 $100 Survival Backpack. tarp. fishing tackle. etc. Each gear pack has 7–12 (1d6+6) uses— gear is bundled into gear packs. collections of related (but unspecified) tools. rope. But cutter. paper. twine. saw For example. scrolls. pouches would be Encumbrance 1. oil Encumbrance (Enc) represents the bulk Holy kit 1 $200 Miracles Holy symbol.). a rule of thumb. the AR ican dollar coin) adjustment may be as low as –2 or –1 (or perhaps negated completely). chemicals. scroll tubes ment from your character’s base MR. small 0 200 penalising related Action Rolls by a minimum of –4. While a gear pack’s contents aren’t specifically identified. certain Abilities may be harder to execute. paper. snake bite kit which affects his actual Movement Rate. it must be re. Chest. Thus. armour repair kit. rucksack 1 400 tively halves the item’s cost (though the minimum value of any piece of equipment should be Backpack. each of which can impart one of the following improvements: Reduce Encumbrance by –1 (minimum Enc 0) Improve armour DF bonus by +1 Container Capacity Upgrade a weapon’s attack AR or damage by +1 Determine the Encumbrance of many Improve a missile weapon’s effective range by +1” small items (coins. Ph kit. Every time you use the gear pack. reduce armour DF bonus by –1. lost. You’ll note an Capacity to Encumbrance ratio of about 400-to-1. if you have a pack related to the task at hand. Academia 2 $200 Academics Books. pitons. wax.. roll against TN 12). wax Camping supplies 2 $100 Survival Bedroll. when it’s used up. medium 3 1. rare inks. large 4 1. Each reduction in quality cumula- Backpack.200 Chest. microscope.e. hairpins. flint & tinder. compass Fighting gear 1 $50 n/a‡ Whetstone. Chimera Basic 16 Gear Gear Durability Gear is a general term for tools and supplies designed to perform a specific task. shears. or damaged (see below) and carrying a broad sword (Enc 1) has a † Example items based on Tech Level. lantern. the pack is depleted by one use. small 0 200 Sack. rope. rule. bedding. syringes. carrying 4 full medium ingenuity with at least a chance of success (however remote that may be). if a player comes up with a plausible plan. Medical kit 1 $100 First Aid Bandages. In Chimera. the Spelunking pack 1 $200 Survival Hammer. any well-thought or clever solution to a given challenge should be considered. sextant. not meant to be an exhaustive list total Encumbrance of 3 for an adjusted ‡ Possibly required for weapon or armour repair in the field MR of 9”±1d6. torches. large 1 400 * Encumbrance when full However. Strongbox. flint & tinder. ammo mould. database or Internet access.600 Equipment Damage and Loss Sack. antiseptic. water skin/canteen Cartography desk 1 $200 Academics Ink. a character with MR Toolbox 2 $200 Tinker Diagnostic gear. assume that it contains whatever is band his supplies carefully. Strongbox. As medium belt pouch (Capacity 100) is En. The Chimera Roleplaying Game Copyright © 2011 The Welsh Piper TWP-1000 (6th Printing) www. increase Belt pouch. hammer. Artists’ supplies 1 $100 Perform Materials appropriate to the artist’s media Burglars’ tools 1 $100 Tinker Lock picks. must make a Gear Check (i. GEAR ENC COST ABILITY* POSSIBLE CONTENTS† when a pack is empty. medium 0 100 Encumbrance by +1. library card placed. oil Encumbrance Gun kit 1 $50 n/a‡ Cleaning kit. prayer candles and weight of your character’s gear. you’ve worn out or Burglars’ tools include any gear related or useful to burglary: wire snips. You can designate an item of quality with a number of points. and it’s possible for a character to hus.

the item loses 1 (RELATIVE TO MAN-SIZED) ENC point of quality (pg.welshpiper. The guidelines here handle all the action of adventuring. and that falling in causes 1d6 points of damage. Poison (First Aid): Any toxic substance is poison. you must get out of the heat. the following Target Numbers for the Athletics roll: Adventuring Hazards OBJECT’S CONDITION Adventuring is rife with special hazards. in from the cold. and why players When attempting to break an object. a snapping a lock) requires an Athletics roll against a Target Number based on the object’s Material Strength (see sidebar at right). but he gets no bonus from armour. a failed Wield roll. When En- frost). onset time (i. Chimera Basic 17 Adventuring Material Strengths Adventures are where the action is. The GM decides when characters Resist Fatigue. on a Critical Success. or halt your forced march). Unless otherwise noted. the object is broken immediately. and that failure imposes Large (x2) Enc 8 Giant (x4) Enc 16 a Fatigue Penalty of –2. though he can weather the effects with a Resistance Roll (pg. For example. Each full hour of complete rest reduces your Fatigue Penalty by 1. hemlock are against TN 20.. which can cause a variety of detrimental effects. Dmg 1d8) cumbrance is unknown.g. fire. A Normal Success damages the object so that another full action breaks it (no roll required). virus. Poisons are noted by their toxicity and effect. The Target Number is 12 and normal DF applies. Often. acid. 3). 16). If the Gear Check is a Critical Failure. Traps are noted with their complexity and effect. “8” on a d8). Hemlock (RR: TN 20. 16). and that failure causes 1d12 points of damage. each subsequently failed attempt to Resist Fatigue counts as a severity 1 wound.g. 12–14). any OBJECT’S SIZE SUGGESTED exposed equipment must make a Gear Check (pg. the Target Number is always 12. a successful Resistance Roll cuts a hazard’s effect in half (round Unbreakable TN 24 + Enc fractions down). with Colossal (x16+) Enc 64 cumulative effects as above. Acid (RR: TN 16. added to the Target Number. the character is cured. Diseases are noted by virulence and effect. these hazards confront a character without OR COMPOSITION IS BASE TN Decrepit TN 8 + Enc warning. Copyright © 2011 The Welsh Piper The Chimera Roleplaying Game www. When a damage roll is the maximum value for the die ( TWP-1000 (6th Printing) . Burns are noted by intensity and effect. Pit (RR: TN 8. If the check fails. Fatigue (Athletics): Any non-lethal damage (excessive activity without rest. your character’s base DF applies. For example. but a Critical Failure springs the trap. When Resisting a Worn TN 12 + Enc hazard.g. Powers (variable): Unwilling targets may halve the damage or duration of a power with a successful Resistance Roll (a Critical Success negates the effect). Traps (Athletics): Any device or obstacle designed to capture or damage your character is a trap. or prolonged exposure) is represented by Fatigue. Influenza (RR: TN 16.. consult the fol- means Resistance Rolls vs. Relative sizes are not exact and are in- Falling (Athletics): Your character suffers Dmg 1d6 for every 1” fallen or thrown (a softened tended only to provide a fast and worka- impact reduces this to Dmg 1d4/1”). bashing open a strongbox. Traps may be found and disarmed or avoided with a Tinker roll against the trap’s TN. ble value during game play. roll for damage and add the result to your Athletics roll. Each Huge (x8) Enc 32 week the character is sick requires another Resistance Roll against the original TN. Medium (x1) Enc 4 Fatigue 2) means Resistance Rolls vs. if the effect is completely removed. kicking in a door. Dmg 1d6) means that Resistance Rolls to avoid a pit are against TN 8. For example. use play the game. Note that the object’s Encumbrance is Burns (Athletics): Any substance that damages tissue on contact (e. A Critical Failure on the Resistance Roll doubles the effect. Diminutive (x <¼) Enc 0 Tiny (x¼ ) Enc 1 Disease (First Aid): Any microbe. For example. Breaking Objects Breaking an object with brute force (e. add your AR modifier in the appropriate Ability to the Resistance Roll. If your Fatigue Penalty exceeds your Wound Limit. Dmg 1d12) means that Resistance Rolls vs. acid are against TN 16. or bacterium that makes your character sick is a Small (x½) Enc 2 disease.. when the effect manifests) is the victim’s level in rounds.. what the characters do in the setting.e. The Ability used to modify power Resistance is noted in the power’s description (pp. If you’re using a weapon to aid the effort. electricity. influenza are against TN 16. while a Critical Success negates the effect completely. If the Resistance Roll fails. Solid TN 16 + Enc Sturdy TN 20 + Enc Unless otherwise noted. the item is destroyed. though recovery is effective only in the absence of the fatigue’s source (e.. When poison causes damage. you suffer a cumula- tive Fatigue Penalty (FP) of –1 to all rolls and your Movement Rate. and that failure causes 1d8 points of lowing as a guideline: damage.g.

then the next highest. if you don’t want to use them. cover bonuses (pg. adjusted Movement Rate (see Attack Target Numbers. At the start of each round. the foe’s wounds must spend 1 full turn (10 minutes) checking the wounded. or reinforced barriers). at left). so it’s possible to dispatch a foe before he can act. and the attacker chooses his fate (see Vanquishing Foes. he will not return before a number of turns equal to the Morale attacker’s level. a defender suffers a wound of severity equal to the damage roll minus his Defence (ignore “wounds” of severity zero or less). or you Free Actions: Take no time and include shouting orders. the fight moves to the next Attack Target Numbers round and combatants roll again for Initiative to repeat the process. dropping an item. he’s vanquished. Initiative You can perform any number of free When a fight starts. costs your Encumbrance in MR. strong. You may surprise a foe with a Sneak roll against his Surprise TN. any parry bonus (pg. and walking the GM’s discretion. his leader falls. 11). and the effects of slow or haste powers. dead. After a fight. If the total number of wounds. but only 1 full action combatant chooses his action and rolls 1d12 for Initiative (adjust the roll by the chosen is permitted. 15).e. gone to than 50% casualties. when the target is running or creeping. Damage Vanquishing Foes When hit. If the attack succeeds.welshpiper. may apply a bonus of AR +2 to whatever action you perform on the first round of the fight (at making a Resistance Roll. fighting. he has become an ex- Failure means surrender or retreat. If the fight isn’t over after everyone’s turn. terrain. Failure to spend this “cool-down” period mandates an immediate Unconscious foes may be dispatched Resistance Roll against Fatigue. Dead foes are usually gone for good. composing themselves. but you can also: 15) are also added to the attacker’s Target Number. adjusted MR means the base Attacks are made with a Fight or Shoot roll against a Target Number equal to your foe’s MR modified by Encumbrance. and Blast attacks. Regardless of severity. and so on until everyone has a turn. he must make a Resistance Roll against his Morale TN to stay in the fight. When a combatant’s Wound Penalty is half his WL. but may be restored if the cam- paign allows it. enough to regret it. 15) is Combat Positions added to the attacker’s Target Number. a victorious at- imposes a cumulative Wound Penalty (WP) of –1 to all rolls and Movement Rate. Shoot attacks (pg. at left). at the GM’s option) to your Resistance Roll vs.. but Light: Covers ¼ of the target (+1 cover bonus) you gain +1 cover bonus vs. ond round and include any Action Roll (except a Resistance Roll). here’s how to handle it. Anyone who engaged in ranged combat must also make an with a coup de grâce as a free action. Getting up is a free action. It’s assumed that you’re standing while Cover is any material barrier that reduces a defender’s exposure to attack. impose a penalty of –4 Limit. the defend- Wound Penalty. but noted in the rules to the combatant’s Defence (DF). Attacking In this case. Upon revival. tending injuries. 19. this is a full action at your creeping MR. trussed. Actions are resolved on their turn. The Chimera Roleplaying Game Copyright © 2011 The Welsh Piper TWP-1000 (6th Printing) www. each wound suffered After overcoming a foe. meet his maker. every actions each round. you may move at your creeping MR or Parry and Cover are optional. Classed characters (PC or NPC) may Resist a “Killer Blow” against TN 12. based on target exposure: Crouch: Low profile movement. Use this value even er is . you may either execute a full combat action before your foe can respond (see Combat Actions. or the severity of a single wound. Chimera Basic 18 Combat Combat Actions Chimera combat can be short and deadly—those who rush unto the breach may not live long Full Actions: Consume an entire 10-sec. blast and gain a +2 cover bonus vs. Ammo Check at this time (pg. tacker decides his opponent’s fate: Capture: Foe is bound. the scene. Heavy: Covers ¾ of the target (+4 cover bonus) Prone: You can lie flat as a free action Add the Cover bonus (and shield bonus. Parrying & Cover (optional) Parrying uses a shield or melee weapon to block or deflect blows. foe. Shoot and Medium: Covers ½ of the target (+2 cover bonus) Blast attacks. The highest result goes first. MR ± your Movement Die). and otherwise and Wound Penalty are unchanged.e. and running or creeping (i. exceeds the defender’s Wound wise restrained. combatants turns. apply any Parry or Cover bonus Shoot. The base Target Number to hit a defender is his adjusted Movement Rate. or other. That said. to all rolls and MR while bound. and the attacker rolls the weapon’s damage die (2 dice if the attack is a Critical Success). at left). action’s Initiative Modifier (IM)). you may apply both benefits if the Sneak roll is a Critical Success). MR without applying your Movement Die).. If successful. or his allies suffer more Killer Blow: Foe is killed. double the bonus for thick. Player characters do not need to check morale. Ending Combat Unconscious: Foe is knocked out for 1d6 Combat ends when one side no longer poses a threat to the other. no more than your MR (i. time switches to 10-second rounds. While prone. Success indicates that Driven Off: Foe is sent packing and flees he’s Unconscious but suffers a permanent injury in the form of a random Flaw (pg. readying an Surprise item. when your PC gets in a fight.

thus complete rest (i. When attacking with Klar’s DF 3 reduces this to –1. A character can walk up to his Movement Rate (MR) each round as a free action.. His attack roll is 16–Critical Success! He rolls Shaky Ground: Fighting on an unstable. damage roll result)..) Klar gets into trouble later—he suffers 2 Movement wounds at the hands of the cultists: the first is severity 3 and the second is severity 2. sleeping. Rapid Fire: You can rapid-fire any gun that has RoF 1 and an internal magazine (e. Each rolls 1d12 for –4 if firing at multiple targets. roll your Movement Die and add or subtract the result. room to confront a cultist (MR 10”±1d6. He rolls 15 and conditions are met). heal). so the hit a weapon in each hand. bounces off Klar’s armour. For Ammo checks. slippery. When a wound’s severity is reduced However. Dmg 1d6)) bursts into a action. so the Check: You may skip your turn and hold your action until any subsequent turn during the cultist has a single wound (severity 3) for a round. The GM may create Healing Example Athletic specialisations for unarmed fighting styles (e. so Klar attacks first. gets 5. The Wound Penalty changes the cultist’s at- Death from Above (or Behind): Attacks from above or behind are made at AR +1 (AR +2 if both tack from short sword +0 to short sword –1.. Klar has a single wound (severity Penalty. whatever action you attempt is at AR +2. and he’s back to WP –2). wounds heal naturally at the rate of 1 point of severity per week of heal that remaining point of severity. Initiative: Klar rolls a 12. with no IM adjustment. but get a Resistance Initiative Modifier of +1.e. it may be adjusted by terrain as the GM sees fit. and if you respond to another Wound Penalty of – TWP-1000 (6th Printing) . he rolls a penalty of MR –1 for the duration of the fight. so Klar’s Fight roll Called Shots: An attempt to hit a specific location on the target. Copyright © 2011 The Welsh Piper The Chimera Roleplaying Game www. so he’s out Stunned: Physical or mental shock can stun a character. AR –2 and causes normal damage. meaning that it’s healed. adjusted to 11 Careful Aim: You can line up a shot with any ranged weapon that has RoF 1. etc. certain powers (i. Shots at the head or other must be 10 or more. The cultist’s DF 2 all rolls and MR. judo. and its corresponding Wound Penalty goes away. the second wound is reduced to se- to zero. Stunned characters suffer a penalty of the fight—his fate is now up to the barbar- to all rolls and Movement Rate equal to the stun damage inflicted. roll Damage dice equal WL 3. the cultist needs an 11 or vital organs are at AR –4. reduces this to a severity 6 wound. each attack is made at AR –2.g.. to the weapon’s RoF divided by the total number of targets (add any remainder to the In the first round. and that it no longer contributes to his Wound Penalty. no activity beyond eating. healing the wound and negating his Wound Penalty completely. 4) take damage. so it still counts against his Wound Penalty. AT short sword +0 (IM +0.. select a number of targets up to the weapon’s RoF. and his state improves to WP –1 for 3 hours (after which the ministrations wear off 1” are possible. For each round spent running or creeping. To launch an auto-fire attack. he visits a healer (a 2nd- equates to 12 miles per day). but this still exceeds his Wound Limit of 3. or moving surface imposes a –1 penalty to 2d6 for damage and gets 8. but this requires a Fatigue check each hour. but arm hits cause objects to drop. He rolls 2 damage. but Multiple Actions: Each full action in a round beyond the first is at AR –2. it is completely healed. Dmg 1d4)). combatant’s action. DF 2. Stun damage wears off ian Klar. or advanced technology. Roll against TN 12 for half-damage. the RoF equals the number of shots fired. and leg hits impose Klar adds +2 to his axe attack (axe +2). He gets some First Aid from a 3rd-level com- respectively. DF 3. the cultist rolls 9. The First Aid Ability does not heal wounds. Klar attacks with his axe. but inflict an extra die of damage. wrestling. you can cover your adjusted MR in miles per day (e. The maximum number of shots equals your Shoot AR.welshpiper. but temporarily reduces a character’s Wound As a result. The shot is made (Normal Success). Running and creeping are considered full actions (MRs less than rade. For each target hit. verity 0. your action is resolved before his. and moaning in pain). 1) for WP –1. from your MR. targets enjoy their normal Defence. but with Initiative Modifier –4 and you cannot move prior to pulling the trigger. WL 6. his Wound Penalty is –2 (for having 2 wounds). points for a 2nd-level medic). A shot at the arms or legs is more to hit Klar. AT axe +2 (IM +1. Chimera Basic 19 Fighting Manoeuvres Use the following options to make combat more realistic in specific situations: Combat Example Automatic Fire: Firearms with a Rate of Fire (RoF) 2 or more can fire multiple shots as a single Klar the Barbarian (MR 11”±1d6.. so you may need to reduce Encumbrance before creeping). Recoil degrades accuracy: apply AR –2 against a single target. 15). at the rate of 1 point per round. of the cultist’s Wound Penalty and axe +2). Unarmed Combat: When fighting without weapons. MR 12”±1d6 After the adventure. He needs a 7 or more (TN 9 because separately for each shot at AR –1 (AR –2 if shooting at multiple targets). Healing ministrations are applied to a wound’s severity. whose Ditch Medicine restores 2 rest stops. adjusted to 13 for his Blast Attacks: All targets within the radius of a blast (pg. Subtracting the cultist’s DF 2 means that 3 points of damage get through. or AR the cultist with his sword. attacks are made with an Athletics roll. 21) and treated as Fatigue. damage is based on the attacker’s size (pg. The cultist’s MR is 10”. A week of complete bed rest will Lacking these expedients. hits for 1d4 damage.. The first wound is reduced from severity 3 to severity 1—not Healing enough to heal it completely. karate. make an Athletics roll (TN 12) or fall. If wounded on shaky ground.g. he rolls 1d6 for damage and at AR +2. he needs a 12 or better to hit Klar. and the defender cannot parry. True healing requires a medic. Roll Klar presses the attack on round 2 and gains Initiative.e. 1d20 for Fight and gets 9. When travelling overland. Reduce recoil by AR +2 if the weapon is fixed (pg. You can force-march to cover 50% points of wound severity on each wound (2 more ground. This is a base rate that assumes a comfortable pace and frequent level Medic). and make a separate Shoot roll for each target.g. revolver or semi-automatic sidearm). The first combat round is over.

Perks. This lets you 8. non-classed charac- Perks are off-limits. As implied. 7. and connec- tions for the campaign’s PCs. To 1. CHARACTER GAIN IMPROVED RACIAL CLASS CLUTCH TYPE LEVELS? PERKS? PERKS? SPERKS? SPERKS? SITUATIONS? Classed Y Y Y Y Y Y Non-classed N Y N Y N N Creating NPCs Creating NPCs is an art. Level Bonus: Apply 1 point per level across Movement Rate. weapons. or generalise entire populations (e. torch- All Abilities start at AR +1. a good guideline is 1 Perk per level. ters do not possess a class nor can they gain experience levels (they are considered 4. 7.g. allies. pg. Wound Limit.. roll 2d12 to suggest 2. but if you like structure. non-classed NPCs per the Character Advancement guidelines on page 9). farmers. 7) and capable of earning provement Point allowance (–1 IP per experience levels within it. Start with racial type to determine reflect the difference between heroes and zeroes. class Sperks. 5).welshpiper. 6 Practical 6 Emotional 4. at right) 0-level).. If there’s one rule to creating NPCs. tant heroes. These characters start with the statistics shown for their racial type. 6. Ultimately.e. villains. or valuables possessed by an NPC can the world). villains. Step #6. Equipment (q. Do not worry about the NPC’s Advancement Cost—if 1 Bigoted 1 Violent the character is destined to become a long-term NPC. Step #7. allies. 1. 9 Adventurous 9 Curious 5.g.5 Initiative Modifier (IM) = race’s IM more “positive” qualities. You can assign any experience level desired (though 12th-level is the typical 1D12 OUTLOOK 1D12 DEMEANOUR maximum for Chimera characters). +1 IP per Flaw) these are the movers and shakers of the world—who have full access to class advancement 3. Powers: While any NPC can acquire the Wield Ability.v. may receive a bonus of 1 IP for every 5 A summary of NPC capabilities is noted below: years spent in their chosen profession or campaign niche. Character Types Creating non-classed NPCs requires less detail: It takes all kinds of people to populate a campaign setting. These other creating classed NPCs—relatively impor. and Clutch Situations. Mountain roll on this table at –2). 4 Fearful 4 Capricious 3. Demeanour is one’s behav- iour (how one acts).. gear) ing on die rolls or stats. and gear he needs. follow these guidelines to create classed NPCs (for non-classed characters. Perks and Adaptations. all Initiative Modifier per the Level Up guidelines on page 9. 9). weapons. The Chimera Roleplaying Game Copyright © 2011 The Welsh Piper TWP-1000 (6th Printing) www. only classed NPCs can Wield powers). only NPCs with a Sperk to access 10 Hopeful 10 Generous power schools can actually use powers (i. too. the number of powers known should not exceed twice the NPC’s level.. Race: Pick a race to determine the NPC’s initial stats. Improved Perks.. and Sperk his personality: availability. look and demeanour. Improved bearers. ( . it’s that you should not use the same guidelines used for creating player characters. Roll 1d4 to determine initial Im. but not everyone has what it takes to be an adventurous hero (or diabolical villain)—the world needs average schleps. any NPC with a character class (pg. Non-classed: The everyday people of the campaign: rank-and-file soldiers. citizens. but 7 Naive 7 Quiet/Shy 8 Stoic 8 Exacting you can assign more if the NPC’s job depends on it.4 Resistance (RS) = AR bonus equal to experience level py low results. not a science. 2. Together they form eventually end up in a PC’s hands. Defence. and angry mobs. there are two character types in Chimera: initial stats. Chimera Basic 20 Non-Player Characters Creating Non-classed NPCs The guidelines at right are intended for During his adventures. Stats: Determine stats as for player characters: for roleplaying the NPC—it has no bear. a 3rd-level Veteran could NPCs living in the shadow of Depression add 1 point to his WL and 2 points to his MR).3 Defence (DF) = base DF + armour bonus that more “negative” dispositions occu. All Abilities start at AR +1. which is simply a guideline 7. you can improve him whenever 2 Paranoid 2 Overbearing 3 Bleak 3 Arrogant (and however) you see fit. people—heroes. keep in mind that any equipment. and everyday folks—are Non-player Characters (NPCs). Stats (q. money. Equipment: Supply the NPC with whatever armour. Spend Improvement Points on Abili. ties and Perks using the guidelines for Character Advancement (pg. Perks: Apply whatever Perks suit the NPC’s role.2 Wound Limit (WL) = race’s WL + class WL adjustment Note also that the table is arrayed such 7. Abilities: NPCs start with their class Abilities and receive 1d4 points per level for improve- 5 Hedonistic 5 Careless ments (as Step #4 of Character Generation. at right) Improvement Points for any Abilities and Perks appropriate to their role (IP are spent as At the GM’s option. Classed: Like player characters. Class and Level: Pick a class to determines initial Abilities. options. personality. 7.1 Movement Rate (MR) = race’s MR – Encumbrance (armour. WL adjustment. Classed characters are a cut above the rest of the population— racial Sperk chosen. your character will meet other people in the setting. shop keepers. Howev- Outlook is one’s attitude (how one views er. see the NPC Personalities sidebar at left): Unless you already know an NPC’s out. you can equip NPCs with whatever capabilities they need to do their job in the campaign.v. and Sperks. as a 11 Charitable 11 Outgoing 12 Cheerful 12 Friendly guideline. minions. plus 1d4 5. while higher rolls give 7.

regardless of severity] Adaptations are Perks available only to TWP-1000 (6th Printing) . A monster’s base stats are suggested by its size. attack type is a power. Capabilities: Assign whatever Abilities. Tiny (T) 1’ 4”± 1d2 1 +2 1d2 1” 4 – Small (S) 3’ 8”± 1d4 2 +1 1d4 2” 8 – Petrifaction†: Turns foes into stone (or places them into suspended Medium (M) 6’ 12”±1d6 3 +0 1d6 4” 12 – animation) via a touch. (Critical Success required for halved effect). proves Defence. Perks.) that im.welshpiper. Energy Drain†: Permanently reduce a foe’s Wound Limit by –1. etc. Adaptations Resilient: Ignores Wound Penalties resulting from hits sustained. all lowlifes gain a Sneak AR equal to their level. fire. 2. Disease†: Inflict sickness with effects up to the GM. Giant (G) 24’ 16”±1d6 5 –2 1d10 12” 20 +2 Pounce: Grants a +1 to attack and damage rolls when leaping on a Huge (H) 48’ 16”±1d8 6 –4 1d12 16” 24 +4 surprised foe. adjust appropriately for fast or slow monsters Power: The monster has one or more innate powers. Weakness: Suffer double damage from specified attack type(s). electricity. monster’s Size-based TN. Movement: Alternate form of movement (e. 12). and Enchantment. et al. Called Shots. They attack via (and are vulnerable only to) powers of certain schools. flying. Burn: Inflicts acid. Constructs ignore Creating Monsters Wound Penalties and never check morale. focus on matching the monster’s capabili- Ferocious: Upgrade monster’s natural attack damage die by one step. and Wound Limits. etc. and are represented by base stats and Adaptations. such creatures can pass through Monsters solid objects. if the Charge: Inflicts 2 dice of damage when charging or swooping on foes.g. Disease. weird creatures probably have uncon- free with a successful Athletics roll vs. While intelligent or “social” monsters may have classes. Base Stats: Determine the monster’s initial stats based on its size. Copyright © 2011 The Welsh Piper The Chimera Roleplaying Game www. victim breaks weaker but come in hordes. or frost damage. based on monster’s size). marked with a dagger (†) operate only when a monster’s attack roll [Improved: Ignores wounds completely. hard shell. When creating a monster. no daily limit] ‡ Encumbrance points that the creature can carry for “free” Regeneration: Automatically restore 1d4 points of wound severity at the start of every combat round. Undead vertical/inverted surfaces at their base Movement Rate. location. 19) to hit. fungal colonies. Adaptations. Fatigue. Infravision: See in darkness to 4” + level. Construct: Manufactured automatons immune to Poison. ties with the challenge it’s supposed to represent—tough opponents get high Fight ARs. predators. damage and Resistance TN level each day with damage based on monster size (Resistance TN based on monster size (but can vary at the GM’s discretion). SIZE LENGTH MR* WL IM DMG RNG** TN† ENC‡ Paralysis†: As the paralyse power (pg.) at MR based on GM’s discretion. way) that discretion is the better part of valour. Don’t worry if a monster is too powerful for the characters—they’ll Hypersensitive: Surprised only when Sneak roll is a Critical Success either overcome it (with much rejoicing) or learn (perhaps the hard (regardless of actual Surprised stat value). humanoid rabble are Grip†: Hold a foe for automatic damage each round. a Normal Success on the Resistance roll requires at least 2” of clear ground to the target. Undead have WL –1 for their size Bug: Creepy bugs have a Sneak AR equal to their level. Disease. vanquished only if an results in a Critical Success. as shown below: gliding. has no effect. attack’s Damage exceeds Wound Limit] Achilles Heel: Monster suffers damage only when hit in a particular Resistance: Suffer half-damage from specified attack type(s). burrowing. up to once per Venom†: Inject natural poison into a foe. Fatigue. 1. victim is alive they represent is figuring out their weaknesses).). [Improved: use power at will. most don’t. Called Shots. “Healing” a construct Monsters are varied. [Improved: Restore one whole Adaptations wound. useable once per **Applies to natural missile attacks level each day (no Wield roll required.. Monsters are creatures in the setting (animals. [Improved: Complete immunity from specified attack type(s)] Armour: Natural protection (thick hide. Undead: Reanimated corpses immune to Poison. but can be harmed with burns Base Stats or powers. part of the challenge Gulp†: Swallow whole any foe 2 or more sizes smaller. suffer Dmg 1d6 from holy water. [Improved: Increase bonus to +2] Colossal (C) >96’ 16”±1d10 10 –8 1d20 24” 28 +8 * Suggested base only. and puddles of goo immune to weapon-based attacks. which requires a Called Shot (pg. gaze. Lowlife: Squishy invertebrates. or other natural attack. and ance TN based on monster size. Instead. and Enchantment. so don’t constrain yourself to creating them requires Tinker instead of First Aid. Chimera Basic 21 Incorporeal: Lacking substance. Powers (at whatever degrees of effectiveness) are appropriate to Fearless: Monster never checks morale (always stays in the fight and the monster’s role in the setting. Resistance TN based on † Base Target Number to Resist certain monster attacks or Adaptations monster’s size). fight to the death). with the same guidelines used for player characters or NPCs. Defence. and can climb but ignore Wound Penalties and never check morale. Resistance TN based on Diminutive (D) <1’ 4”± 0 0 +4 1 0” 2 – monster’s size. fantastic beasts. ventional means of attack and defence (indeed. Resist. Resistance Large (L) 12’ 12”±1d8 4 –1 1d8 8” 16 +1 TN based on monster’s size. Resistance TN follow these simple steps when creating monsters: based on monster size. for 2d8 rounds and may attack from the inside at AR –2.

When encountered.: n/a giant centipede (compare with the full stat block at right): Giant crabs are 3’ wide arthropods that inhabit coastal areas. found in dark. Dmg 1d4) stat block also provides a brief description of the monster’s appear. based on level alone (i. . “Lvl” indicates a Giant ants are 1’ versions of normal ants. title. 1 ant in 6 is a warrior (Lvl 2. Centipede.: Uncommon (1d4/4d4) Name: The monster’s name. use “n/a” for monsters is of animal intelligence or CENTIPEDE. (AL): The monster’s Alignment. PK Venom†). This venom is occasionally ly). WL 2. including Initiative Wound Limit: 5 (L) Special: Charge. paralysis 1 turn). Grip† of their stats. CRAB. The standard Class & Lvl: Lvl 1 Attacks: 2 claws +1 (IM +1. GIANT Class & Lvl : Lvl 1 Attacks: 1 bite +1 (IM +2. “Imp. Infravision Modifier (IM). A centipede’s bite Equip. monster’s actual lair (or whatever passes for its permanent home) damp places.: n/a each attack and count it as a single action (damage is applied for Apes are territorial primates who form tight-knit clans around a strict. Special (SP): Perks. Flaws (underlined). Ant queens (Lvl 3. RS +3) are immobile and have no Wound Limit (WL): Size is listed parenthetically attacks.: Rare (1d4/2d6) for an encounter. Defence (DF): Total Defence. GIANT (because of instinct or programming) has no moral compass Class & Lvl: Lvl 1 Attacks: 1 bite +1 (IM +2. 1 bite +2 (IM –1. and Adaptations pos..e. Dmg 1d4) Resistance (RS): Resistance roll modifier. when defending their queen. AL n/a) check. crabs can breathe air for an hour before they must make a Fatigue SP Bug. Chimera Basic 22 Monster Descriptions ANT. if necessary) BEETLE. AT 1 bite +2. ants never check morale. At home in the Sneak +1. What follows is a broad sample of Defence: 2 (+1) Morale: 15 beasties. in the setting. typically TN [8 + level + Observe AR] Surprised: 10 Align. DF 3. Range (Rng). they are either non-classed Monster or NPC looking for food (60%) or carrying food back to their nest (40%). and other details. giant (Lvl 1. Rumours abound of semi-intelligent ape clans that ward jungle ruins and use sessed. with Movement Die shown. RS +2. which contains all the infor. or Very Rare (10%). They are adept hunters and ambush prey. nest houses a single queen responsible for laying eggs and who is protected by Encumbrance is shown parenthetically warriors. WL 3.: n/a the number encountered in the wilderness or within the Giant centipedes are foot-long versions of their normal cousins. composed of base DF plus any armour.. In the nest. beetles are high in protein—a single beetle can provide a Align. DF 1. AB Athletics +1. (EQ): Equipment carried (ammo loads are noted parenthetical. they attack small prey with their giant mandibles. or how common the monster is relative to Move Rate: 4”±1d2 (0) Abilities: Athletics +1. Dmg 1d6). RS +1. GIANT Class & Lvl: Lvl 2 Attacks: 1 bite +1 (IM +1. For example. Scavengers. Sneak +2 applicable Ability modifiers are excluded) Wound Limit: 3 (S) Special: Bug. Young males constantly vie for supremacy against es- tablished patriarchs. crabs prefer carrion. Dmg 1d2) Freq. Dmg 1d2+paralysis† (RR: TN 4. male- each successful hit. much like characters. WL 1 (T). though the defender’s DF applies only once) dominated hierarchy. Wound Limit: 2 (S) Special: Bug. but if Resistance: +3 Freq. and Rate of Fire (RoF). SR 9. moist.” denotes an Improved Perk or Adaptation. habits.: n/a Morale (ML): Morale Target Number. (FQ): Frequency. Move Rate: 8”±1d4 (0) Abilities: Athletics +1. Damage (Dmg). Photosensitive Surprised (SR): Surprise Target Number. Sneak +2 Wound Limit: 1 (T) Special: Bug. Sperks. Each Move Rate (MR): The monster’s MR. required for Sneak rolls to Defence: 3 (+1) Morale: 14 Resistance: +2 Freq. Grip† Defence: 3 (+1) Morale: 15 You can also use an abbreviated stat block when you just need stats Resistance: +1 Freq.: Common (1d4/3d4) multiple attacks are noted (e. Paralysis† Defence: 1 (+2) Morale: 15 Common (encountered 40% of the time). a successful First Aid roll (TN 12) extracts $2 worth of venom per point of success (double Stat Blocks with a Critical Success). die rolls following frequency indicate Surprised: 9 Align. Dmg 1d8) Abilities (AB): The creature’s Abilities and AR modifiers Move Rate: 13”±1d8 (0) Abilities: Athletics +2 Attacks (AT): Listed by type and AR adjustment. MR 4”±1d2. Dmg 1d2) The monsters that populate your campaign can be described in terms Move Rate: 4”±1d2 (0) Abilities: Athletics +1. 1 turn)). roll separately for Surprised: 11 Align. Sneak +1 other monsters (which can be adjusted within a given setting): Wound Limit: 1 (T) Special: Bug. “2 claws”). here’s an abbreviated stat block for a Surprised: 9 Align. Humans (and humanoids) dwelling near the sea use the carapace of the giant crab to fashion shields and armour.welshpiper. Rare Resistance: +1 Freq. APE the optional Parry adjustment is shown parenthetically Class & Lvl: Lvl 3 Attacks: 2 fists +2 (IM +0. DF 1 (+2). apply only if Alignment is used medium-sized creature with enough nourishment for a single day. Sneak +1 ance. using the following descriptors: Resistance: +1 Freq.: Uncommon (1d4/1d6) (20%). in the fight (pg. Move Rate: 8”±1d4 (0) Abilities: Athletics +1. but attack with their claws if threatened. water. or creature type Surprised: 9 Align. and any wealth or valuables possessed valuable to alchemists. Monsters are presented via a stat block. apothecaries.: Uncommon (1d4/2d6) surprise the monster. ML 15. Uncommon (30%).com . but all apes aggressively defend clan females and young. contains a mild venom (TN 4.: n/a Class and Lvl: The monster’s class(es) and level. required for the monster to stay Giant beetles are scavengers encountered in dark. you may crude spears and stone axes to defend them. typically TN [16 – level – Mettle AR] (you may Roughly 3’ long. AT bite +1 (IM +2.g. Through use “n/a” if the monster doesn’t check for morale) fairly revolting. Defence: 3 (+1) Morale: 12 only one of the attacks listed is allowed each combat turn. also include any powers possessed (with the adjusted Wield TN. 18). and the medical community. and rotting places. GIANT mation needed to run the monster during an adventure. The Chimera Roleplaying Game Copyright © 2011 The Welsh Piper TWP-1000 (6th Printing) www.

WL 4. for every 3 sub-chiefs. Sneak +2 places. Class & Lvl: Lvl 4 Attacks: 1 weapon (IM –1. Dmg 1d6) Wound Limit: 5 (L) Special: Batter. Dmg 1d4) grounds. Goblins go Trolls are sickly hued and misshapen humanoids who dwell in swamps and raiding with light armour. CONSTRICTOR They are programmed to attack trespassers (i. Dmg 1d6. Sneak +2). HUNTING Ghouls are gaunt. Move Rate: 12”±1d6 (0) Abilities: Athletics +1. Defence: 4 (+0) Morale: 13 Resistance: +3 Freq. Slow. short bows. Clad in tattered Resistance: +2 Freq. skeletons attack without fear or concern Surprised: 12 Align. etc. reanimated corpses.). including medium armour and steel weapons. but to ensure a steady diet of food and violence. RoF 1‡). Defence: 2 (+1) Morale: 14 Resistance: +2 Freq. undead humanoids who haunt graveyards and burial Class & Lvl: Lvl 2 Attacks: 1 bite +1 (IM +1. Defence robots are Tech Level 9 constructs assigned to guard or defend a specific location (e.: Rare (1/1d3) Shoot +2.: Rare (1/1d4) armour and bearing rusty weapons. Observe +4.e. Resistance: +1 Freq. points/round) Defence: 4 (+2) Morale: 10 (see below) For every 12 goblins. Shoot +2. there is a chieftain (Vet 3. Copyright © 2011 The Welsh Piper The Chimera Roleplaying Game www. Always hungry. Dmg 1d6) proper ID).: Chaotic Defence: 2 (+1) Morale: n/a Resistance: +2 Freq. and Class & Lvl: Lvl 6 Attacks: 2 claws +4 (IM –1. Resistance Resistance: +4 Freq. They have a taste for living flesh and can paralyse a victim for 2 turns Move Rate: 8”±1d4 (0) Abilities: Athletics +1. Defence robots maintain Wound Limit: 4 (M) Special: Gimp. Dmg bw+1) Move Rate: 10”±1d8 (–2) Abilities: Athletics +2. dark forests. Fight +1. Venom† graveyards. Sneak +2 given new directives if the roll is a Critical Success). Holy water inflicts 1d6 hand weapons and medium armour. Clad in decayed remnants. Fight +2. Insulation. Class & Lvl: Lvl 1 Attacks: 1 weapon –1 (IM –2. ZOMBIE Mettle +2 Class & Lvl: Lvl 2 Attacks: 1 fist +1 (IM –2. Undead muscular bodies around their victim and squeeze for 1d6 points of damage Defence: 2 (+1) Morale: n/a each round until the prey is crushed or suffocated. a military base. piercing). they’ll sometimes work for goblin tribes as hired muscle.: n/a Class & Lvl: Lvl 2 Attacks: 2 claws +1 (IM +0. a research facility. Sneak +2 Defence: 3 (+1) Morale: 10 Wound Limit: 2 (M) Special: Gimp. They do little for themselves. They do not spin webs. ogres band in small clan points of damage on a zombie. Undead Shoot +2 Defence: 1 (+0) Morale: n/a Wound Limit: 4 (M) Special: Construct. attack in simple waves. using their Wound Limit: 2 (S) Special: Infravision. Slow radio communications with each other and carry 4 loads of blaster ammo each. misshapen humanoids about 8’ tall. Survival +2 Because of their small size.: Neutral 5. Sneak +1 1 vibroblade +1 (IM +0. Undead Surprised: 10 Align.: n/a SPIDER.: Uncommon (2d6/6d8) Surprised: 9 Align. though wounds caused by burns cannot be regenerated.: Uncommon (1d4/3d4) Ogres are large. Fight +3. pummelling with their fists. but can be ordered to stand down with a successful Tinker roll (or Move Rate: 10”±1d4 (0) Abilities: Athletics +2. Dmg 1d6) Wound Limit: 2 (M) Special: Gimp. they wrap their Wound Limit: 2 (M) Special: Paralysis†. preferring to go raiding for their needs. RS +2. units. each round. stealing what they can from weaker foes (or Zombies are mindless. Pounce. they making weaker foes serve their needs). Observe +2. Grip†.: n/a Stout.. goblin morale improves to TN 12 (TN 10 when under the control of a chieftain). Fight TWP-1000 (6th Printing) .: Rare (1d4/2d4) (bludgeoning). They ambush Move Rate: 10”±1d6 (0) Abilities: Athletics +1. When wounded. Resistance: +2 Freq. Sneak +2). Chimera Basic 23 DEFENCE ROBOT SKELETON Class & Lvl: Lvl 2 Attacks: 2 blasters +2 (IM +0. skeletons are mindless undead Defence: 4 (+2) Morale: n/a who serve as timeless guardians of ancient and evil places.: n/a Class & Lvl: Lvl 1 Attacks: 1 weapon (IM +2. Resistance: +1 Freq. Move Rate: 10”±1d4 (0) Abilities: Fight +0. but instead lie in wait for prey. Resistance: +6 Freq. DF 2.: Uncommon (1/1d2) GHOUL Surprised: 12 Align. they fight OGRE without fear (no morale checks necessary). Shoot +3. Ghouls haunt Wound Limit: 2 (S) Special: Bug. Dmg 1d8+1) caves. if they get a Critical Success. there is a sub-chief (Vet 2. RS +3. they inject venom (RR: TN 8. goblins avoid direct combat and prefer to ambush Wound Limit: 7 (L) Special: Batter. Dmg 1d6) Constrictors grow to 6’ long (though larger specimens can exist).: Uncommon (1d4/2d4) GOBLIN Surprised: 14 Align. Dmg bw) Rng 4”. Sneak +2. SNAKE. If a spider bite results in a Critical Defence: 1 (+0) Morale: 15 Success. Sneak +2 when either of their claw attacks result in a Critical Success. Trolls are territorial but unintelligent. piercing).: n/a they have no patience for strategy and use force to get what they want.: Chaotic TROLL Goblins are small humanoid rabble who dwell in craggy hills.: Uncommon (1d6/2d8) Surprised: 10 Align. a troll regenerates 1d4 points of wound severity the best of the tribe’s spoils. unless confronted by burn attacks. Regeneration (1d4 foes with ranged attacks. but chiefs and sub-chiefs get rainforests. When led by a sub-chief. Dmg bw) Giant spiders are 3’ long and live in dark underground or heavily forested Move Rate: 7”±1d4 (–1) Abilities: Fight +1. WL 3. and clubs. Photosensitive Pounce ability to seize victims by surprise. Observe +1. DF Surprised: 14 Align. a control room.welshpiper. Surprised: 9 Align. Sneak +1 prey with their strong bite. Move Rate: 12”±1d8 (0) Abilities: Athletics +4. Resistance (edged. Brutish and unintelligent. They like to fight and prefer hand-to. those who do not present the Class & Lvl: Lvl 3 Attacks: 1 bite +2 (IM –2. Surprised: 10 Align. Dmg 1d4). Stout Move Rate: 10”±1d4 (0) Abilities: Athletics +1. where they feed on the corpses of newly buried dead.g.: Uncommon (1d6/3d6) Resistance (edged. Tough The reanimated skeletal remains of humans. Ogres do very little for themselves..: n/a for themselves. Slow.

science-fiction. campaign—basically a chaotic. medieval environment whose inhabit. old west. at worst. as both are viewed with abilities. and equivalent of medieval technology (TL television shows. These artefacts are TL planets and solar systems sometime in the future. laying a solid foundation.welshpiper. your WWII campaign might take place in 1944 are in need of repair or lack adequate France). Devise Adventure Hooks As a final note. of course. Consider Technology and Powers dle ages and the doomsday device was 3. the people who live there. you should have an easy time assigning a Technology Level (pg. but you can also invent new technolo- aptation (pg. create a complete (and expandable) campaign from the ground up in a matter of hours. though most people just as they are expected to exist in a fantasy setting. but it’s possible to devise a campaign quickly by concentrat- ants struggle in a world devastated by ing on the most important details. Spells represent a gies to suit your genre. primitive (or terribly devolved) species are even lower. Feel free to tweak results to suit your vision. 5. Based on your genre. Start with a genre that interests your playing group: fantasy. precise opposite. Define Campaign Hook the errant technology of an advanced. divine miracles. which they believed was more Powers are special cases. Genre typically implies whether or not powers—supernatural reliable and therefore more easily con. The distinction is supernatural. Just The concept is based on the classic post. concentrated 8. and these would be the dominant your players want something a little (or a lot) different from the norm. even those based on your favourite books. and building it over time. or whatever—if you want powers. 10. Map the Setting rians). 3). ancient tech is anathema to most. The Chimera Roleplaying Game Copyright © 2011 The Welsh Piper TWP-1000 (6th Printing) www. nology. but it’s crucial—players who want to run WWII infantry squads won’t Level 2. It the malfunction of an ancient doomsday doesn’t have to take weeks and months—if you concentrate on the basic structure. You don’t need to identify every piece of kit. Powers exist in two forms: Either as ge. and vehicles). except that this 1. egregiously foolish) actually try to use such items—given its ancient origin and Consider Technology and Powers dangerous associations with the apoca- lypse. Create Points of Interest The setting will include familiar apoca. 6. though it’s likely that some have fun in a fantasy world. Mutations are handled via the Power Ad. these are generic guidelines. gests that most cultures are at Tech This sounds elementary. Because powers are “code” for the can’t tell the difference between spells and ancient artefacts. abilities—exist in the campaign. Tech Level & Powers Select Genre & Setting Tempering the campaign’s fantasy ele- ment with its apocalyptic trappings sug. architecture. Describe High-level Conflicts lypse trappings: mutants. like steam-based engines that allow air and space travel during the branch of arcane knowledge discovered and researched by the ancients. Don’t feel like you have to stick with the traditional RPG genres if you and 3). which is a broad label for describing the overall extent of tools and science used by people in netic mutations caused by the doomsday the setting: gear (armour. so fantasy campaigns might take place on made-up continents in pseudo-medieval left over from the race who created the times or perhaps a fantastic version of ancient Earth. Create NPCs fields of dangerous radiation. Modern spell-casters assert the powers are simply supernatural effects. but rare- Industrial Revolution. you can device. local warlords. 4. and. Select Genre and Setting setting never advanced beyond the mid. Conversely. As a result. but you should note wielded by learned practitioners. however.. 21). and mob violence of “supernatural” and have done with it. movies. important places. resource scarcity. setting. and a survivalist flavour. at TL 1. equipment. it doesn’t matter if they’re derived from arcane lore. etc. Only the very wise (or a fantasy campaign set in a desert is different from one set in the cold tundra). Describe Cultures ancient people (like Atlanteans or Lemu.. ad- The good news is that a genres can be very broad. and historical campaigns take place at a 9 or 10. lost tech- . That’s a lot of material to create. dystopian its history. Remember that setting can also differentiate campaigns within the same genre (e. but they aren’t customised for any particular setting. but you needn’t be a slave to convention: remember that trolled. or special weapons based on fledging sciences that “work” in your ly used given their preference for tech. follow the steps below: apocalypse vision of a future Earth wrecked by nuclear war. but very scarce and too complex for most people to figure out (plus most specific time and place in Earth’s past (e.g. mental moot. food production. The setting is the campaign’s time and place—when and where it occurs. et al. 2. powers can work in a modern campaign. sci-fi campaigns take place on different doomsday device. particular technical accomplishments and trappings that promote the genre. adventures. useful for any genre. and Chimera’s flexibility makes it easy to vanced cultures could have attained the create any setting or style you like. transporta- device’s residual effects or as spells tion. simply ascribe them to the campaign’s definition great suspicion at best. power sources). Chimera Basic 24 Campaign Creation Select Genre & Setting I want to create a Fantasy Apocalypse The game campaign consists of everything surrounding (and including) the PC—the setting.g. Your genre has a big There are also bits of ancient technology influence. peoples. 7. weapons. This means that you can use Tech Levels as presented. Create Random Encounters nology.

These sleeping an- 1 Elevate a ruler Extraterrestrials Money/Wealth cients can. Rolling 1d6+2. or the establishment of new results as if I were creating a fantasy trade routes are all campaign hooks. al. Cultures a national or ethnic group. Chimera Basic 25 Define Campaign Hook The campaign hook is a generalisation of the underlying conflict within the setting. Neutral humans (TL 1. and wilderness will do nicely) As a final note. and the assumptions I made about population within the campaign: each to support the campaign hook: 1D12 DISPOSITION ALIGNMENT POPULATION [12] Dominant: High population of 1 Scavengers (seeks stability through exploitation) Chaotic Low benign. then these guys are 12 Dominant (benign/enlightened leadership) Lawful High sympathetic to subjugated mutants) [2] Raiders: Medium population of Use the results from the Culture table above to make assumptions about each culture’s race. this gives me: If you’re basing your campaign on a book or film.” characters that it’s there. relationships with other cultures. Copyright © 2011 The Welsh Piper The Chimera Roleplaying Game www. the struggle of the rebellion much wider array of conflicts. either through direct confrontation or indirect efforts intended to According to the Campaign Hook table. you already have an idea of your hook. Describe Cultures To keep things interesting. the defeat of an ancient evil. but [5] Underlying Conflict: Find or res- if you’re building from scratch. Here are the d12 results for Roll 1d12 to determine each culture’s general TWP-1000 (6th Printing) . My 3d12 results are “5. because they need the radiation 7 Rebuild a broken civilisation Criminal organisation Pact with a 3rd party to survive (self preservation). and special roles that might support elements ed sub-men who live on the frontiers of the campaign hook. “scrub” the envi- 2 Overthrow a ruler Terrible monster Gaining/Maintaining power ronment of the radiation leaked by the 3 Recover technology/artefact Ruler Fulfilling a prophecy doomsday device. roll 3d12 and consult the table below. give each culture a name and assign a suitable Technology Level. the exploration of new frontiers. the conflict in most apoc- alyptic settings is the struggle for surviv- As such. but every adventure should remind the “2. been on about.” and “12. Put Campaign Hook another way. either to preserve some. the best approach is to roll 3d12 and read the subjugation of barbarian hordes. For example. and relative each. I come up with 4 campaign cultures. the search for lost technology. the lower the Tech Level. [2] Antagonist: Terrible monster To get you started. strengthen the characters for a confrontation later. or to acquire something they want. but with a survivalist spin based on the apocalyptic trappings I’ve Think of campaign hooks as an undercurrent of conflict that ripples throughout the setting. probable alignment. But it does 12 Discover/recover a resource Rival adventurer(s) Self-preservation make a good. However. setting-wide conflict that I can develop as the campaign matures. I think the against the empire. the lower the roll on the table above. what is the conflict that permeates the characters’ goals and motivations? At a high level. The first d12 suggests (in high level [12] Antagonist’s Motive: Self preser- vation terms) the nature of the conflict. Lawful leaders (TL 3.welshpiper. However. Note also that I haven’t defined the “antagonist” race from the campaign hook—that’ll come later. I decide 2 Raiders (seeks stability by preying on other populations) Neutral Medium these are pure-strain humans) 3 Producers (seeks stability through labour) Neutral High [5] Subjugated: Medium population of 4 Producers (seeks stability through innovation) Neutral Low recently conquered Neutral people 5 Subjugated (recently conquered or annexed) Neutral Medium (TL 2. fantasy settings support a thing they have. So let’s try this: There’s a colony of an- cients in suspended animation (find or 1D12 UNDERLYING CONFLICT ANTAGONIST ANTAGONIST’S MOTIVE rescue someone). the second d12 identifies the primary antagonist standing in the PCs’ way. in general I assigned races based on my preferences terms. I decide these are humans with 6 Ascendant (aspires to dominate through conquest) Chaotic Medium some mutations.” Not every mission addresses the campaign hook. or separate social units within the same society. a race of 4 Defeat an ancient evil Secret cult Keeping a secret mutated creatures (terrible monster) 5 Find or rescue someone Lost race Prejudice/Hatred wards the sleepers to prevent them from 6 Explore ancient ruins Guild or corporation Protecting knowledge waking. if woken. campaign. annexed by the 7 Ascendant (aspires to dominate through reform) Lawful Low Dominant humans above) 8 Ascendant (aspires to dominate through commerce) Neutral Low [7] Ascendant: Low population of 9 Oppressed (enslaved or assigned low status) Neutral Low Lawful humans seeking reform (TL 3. Based on genre and setting. each “culture” is an intelligent species or character race. 8 Discover or tame territory Supernatural being(s) Fulfilling a vow or oath This is very high-level. or to put a twist on cue someone a common theme. this is a chance to create your own hook. for the setting. I think mutat- social values. and the third d12 hints at the antagonist’s motive for doing so. and not some- 9 Unravel an ancient mystery Star chamber Insanity/Jealousy thing I’d throw in front of the characters 10 Promote trade/make money Government agency Secret agenda right away (mostly because I’m not ready 11 Destroy technology/artefact State religion Love to flesh out all the details yet). we suggest you populate your campaign with 3–8 (1d6+2) different cultures. the hook describes a condition that the PCs must address. 10 Declining (aloof as a result of moral decay) Chaotic Low reform against the Dominant race’s 11 Dominant (cruel/oppressive leadership) Chaotic High policies? If so.

or you can transfer it to the larger Regional template (also included at the end of this book). the wilderness. The Domi. Most raiding and scavenger cultures. there are 100 of them on the Sub-hex template. Determine the characters’ home base. these simple guidelines can help you Template (see map. This is a “safe harbour” and headquarters that supplies a variety of adventuring needs: rumours. resist the temptation to map out a larger area or start with the Regional template. Instead. Weather Conditions abundant resources.welshpiper. software. or 4 small settlements on the map (a Medium population would occupy 1 medium or 2 small settle- ments). and a full cast of Non-Player Characters to act as allies. Define settlement patterns by partitioning your map into Civilisation. enemies. Chimera Basic 26 Map the Setting Map the Setting If you’re running an historical or modern campaign. You’ll also note that I didn’t use the ter- rain symbols below.6 square miles. healing. The frontier is a “middle-ground. settlers within the sphere of influence are safer than those outside it. along with some ascend- For simplicity. Check terrain transitions for continuity: hills border mountains. I created 1. desert gives way to http://www. Map the setting by adding terrain to each regional hex on the template. generate an initial campaign map in short order. creating hex maps quickly.” and while it’s not entirely cut off Survival. 5-mile regional hexes and large. 7. 2 medium. or Severe and adjust appro. assuming that a High population is roughly equal to 2 Medium Severe: AR –4 or 4 Low populations. nant and Subjugated human cultures each occupy Civilised areas. the Sub-hex template’s size is deceptively large: Each 5-mile regional hex has an area of 21. The Sub-hex map template (included Ascendant culture is found along the at the end of this book) provides plenty of real estate for your initial setting. You can check out Hexographer at: 4. as well as many Certain areas of your map may support ascendant. these lines indicate sea level the map with Inkwell Ideas Hexographer 2. All dominant cultures. grassland. using the symbols claves throughout the hills and moun- shown at left. Second. winds. dangerous inhabitants. facilities for training. declining.) as suggested below: from civilised comforts. Base the size and number of settlements for each Moderate: AR –2 culture on its population. while the Start off small to save time and avoid unnecessary work. Moderate. due to the policing efforts of the local government (encounters within the sphere reflect this. a fortified stronghold. Frontier: Areas immediately bordering expanding civilisations act as a buffer against priate Action Rolls (e. Athletics. or a simple encampment in the woods. consisting predominantly of armed patrols. the sub-men (being somewhat hex sizes on the template: small. at right). etc. Draw coastlines (if any). or commercial benefits. Draw in rivers. or precipitation) that complicate actions. and research. A settlement need not be an actual town or village—it might be an underground cave complex. SETTLEMENT SIZE EXAMPLE INFLUENCE* POPULATION LIMIT Small Village 1 RH Low Medium Town 1 RH + 6 surrounding RHs Medium Large City 1 AH High * Range of patrols and limits of legal jurisdiction (RH = Regional Hex.g. if you’re making up a new setting. rivals. the tainous wilderness. for a total area of 2. swamp. and sea/ocean. In turn. and the encounters and adventures you plan to create. hirelings. describe weather as Mild. and peaceful travellers). you’ll get plenty of ideas about the directions in which you want the campaign to expand. forests. Place settlements for each culture. commercial traffic. and Wilderness: Areas unsettled and untamed because of harsh terrain. you’ll want to use a real-world map of I’ve mapped out the terrain on the Local the setting. retainers. as a rule of thumb. .hexographer. AH = Atlas Hex). which is a fantastic tool for desert. a High population occupies 1 large. 25-mile atlas hexes. it’s not worth the effort to do extra prep work at this early stage—once you start playing and the PCs start interacting with the setting. and sources of information. A small settlement is recommended.. neither is it completely safe from wilderness dangers. ant and oppressed cultures. populations who live there. However. because it takes less effort to detail. you can either extend it with another Sub-hex map template. plains/grassland.160 square miles (about the size of the Palestinian West Bank). weapons and armour. Shoot. You’ll note two frontier. rivers flow either into bigger rivers or the sea. reside in civilised territory. The Chimera Roleplaying Game Copyright © 2011 The Welsh Piper TWP-1000 (6th Printing) www. Wilderness. etc. hills. and producing cultures. 3. gear and trades- men to create and repair it. disorganised raiders) have isolated en. Add terrain in reverse order of elevation: mountains. grassland gives way to forest. Though the Sub-hex template appears small. Use only the terrain types that support your vision of the campaign. First. by definition. When your campaign eventually progresses beyond the map. weather conditions (storms. Mild: AR +0 6. will be found in the wilderness. and Frontier: Civilisation: Areas where people build settlements because of favourable terrain.

7 Historic Site Site of: 1–3 battle. 6 disaster [4] Monster Lair (Common. 4 time distortion. 15 Contested At issue: 1–3 resources. 6 grove it consistently with a Wield roll?). [14] Treasure (Low value. 4–5 homestead. 6 religious event #0209): Given the genre. 4 medium. #0203): A village razed by sub-men raiders seems too obvious. 3 settlers. because I’m just using them as idea starters—they’re subject to change. Not sure why the town was de- stroyed. 6 Chaotic which the characters will eventually 3 Ruin Type: 1 church. 5 infrastructure. 3 disease. 5–6 rare mineral if it’s actually reliable (maybe charac- 19 Natural Feature Type: 1 unusual weather. 2 watch tower. 6 messengers [20] Supernatural (Wild magic field. #0806): 1 Fort/Stronghold Warded by: 1–2 ruler. 6 adventurer Let’s say a hive of mutated ants. For each. 5–7 uncommon. 3–4 rare vegetable. 4–5 important figure’s birthplace. [14] Treasure (High value. #0501): I’m going to use this slot for a forti- 4 Monster Lair Type (d10): 1–4 common. untamed growth. ters can figure it out how to operate 4 blight. [3] Ruin (Settlement. I’ve also placed each on identify each one. 6 wild-magic field Naturally. but the ruins consist of burnt out buildings. #0807): Pos- 1D20 POINT OF INTEREST DETAILS (ROLL 1D6) sibly a cache of weapons and armour. Copyright © 2011 The Welsh Piper The Chimera Roleplaying Game www. 4 unstable ground. Points of Interest monster lairs. 3 astrological calendar. this to a radiation field. or 18 Natural Resource Type: 1–2 rare animal. 2 geothermal activity. None has any detail at this point. 4 point along a ley line. 4 dwelling. [2] Religious Order (Neutral align- 5–6 pagan shrine ment. 4–5 strategic location. 4–5 free trading post. Chimera Basic 27 Create Points of Interest Your campaign map also needs to show points of interest—places to explore. travellers who fail a 9 Isolated Dwelling Home of: 1 hermit. need to exterminate. The roster contains idea-starters you can customise for your genre and the map and added some details off the setting. 6 hunting range #0804): Used by the Dominant hu- 11 Crossing Condition: 1–2 fortified. I come up with 9 points of interest. [4] Monster Lair (Common. but that’s fine. #0902): 5 anti-magic field. 5 high. 6 supernatural and form are as yet undecided). I have no idea what it looks like or what it will do. Use the table below to mine its identity. 8–9 rare. 5 natural caves. 5 migration. 20 Supernatural Feature Type: 1–2 teleportation portal. 6 settlement Abandoned because: 1 disease. (even result on d6 indicates toll charged) I’m thinking it’s lightly garrisoned. 3–4 hunters. 5–6 in disrepair mans to watch for sub-men raiders. This is the time to be creative: Exploit any opportunity to make connections between top of my head: individual points of interest and the cultures and concepts you’ve already created. 3–5 Neutral. where it leads. natural features. 2 mad hermit. 6 hospitaliers sure how it works. and I’ll flesh them out as the campaign develops. this is some piece of an- cient technology. 4 TWP-1000 (6th Printing) . 2 Religious Order Alignment: 1–2 Lawful. 6 radiation some ancient artefact (whose powers 14 Treasure Value: 1–3 low. #0109): I’m seeing a fringe cult 13 Hazard Type: 1–2 poison. 3 transit station. I’m also 99% sure that there’s some sort of catacomb network below. 5 electromagnetic of survivalists in a shrine dedicated to field. 6 homesteaders tion (Critical Failure). Resistance roll risk sickness or muta- 5 outlaw. 12 Ancient Structure Type: 1–2 tomb. 2–4 attack. 10 very rare fied sub-men bandit camp. and (of course) adventure sites. Rolling 4d4. 2–3 stronghold. 3 dimensional gate. 10 Sacred Ground Designated as: 1–3 burial grounds. I’m changing 8 Construction Site Building: 1 stronghold. 3 oracle. [16] Infrastructure (Watch tower. 4–5 consecrated area. which fills 6 religious centre the entire hex. 3 peculiar growth. 5 power tal. though I’m not yet 17 Gathering Place Type: 1–3 tribal moot. 5 Industrial Site Collects/processes some resource type based on surrounding terrain 6 Encampment Used by: 1–2 raiders. 2–3 infrastructure. 4–5 fighting order. I’ve made some liberal interpretations about these areas. but that’s definitely what’s here. there are 4d4 points of interest on your map. 6 research facility transport device. 5 soldiers. I roll 1d20 to deter- Excluding settlements. 6 religious significance [20] Supernatural (Teleportation por- 16 Infrastructure Type: 1 beacon. #0908): This could be an ancient station. but that’s how this part of the process works—be creative. and a couple of strangely intact structures.welshpiper. 4 retired adventurer. 3–4 warded by monster. so let’s say instead that this was a town destroyed by terrible mu- tants (maybe our “antagonist” race?).

take stuff). Chimera Basic 28 Describe Campaign Conflicts Campaign Conflicts Conflict makes the campaign go round—it is the basis for every story. as opportunities present themselves through character actions. Most will be classed and occupy some significant level of stature (or to Lord Drift’s expansion. have no especial abilities or particular interest in the PCs. but who’s willing to help the PCs navigate the local bureaucracy. there are rebellious mutant factions who oppose the pure-strain’s expansionist For example. and what he’s up to. you can always start with unrelated conflicts and connect them later. These worthies may be the source of (or participants in) adventure hooks as the human cultist tending the Silver Ora. Stinger (Sct/Thg 3. law enforcement. he targets notoriety) in the setting. missions) As such. alignment. If your players are interested in political intrigue or the pure-strain’s imperialist agenda. settlement placement. savvy politician who puts characters who create. or as important witnesses to their struggles. create conflicts that your players find compelling. alignment. the players’ gaming style. AL N): Archon of a player character. As a side note. I think Ascendant race wants to reform and solutions that involve fighting. and solving mysteries. the motivation behind I’ve decided that the Dominant culture of every NPC. jot them down. but who nevertheless give colour Father Tang (Fai 2. but the ros. The Dominant humans (being Lawful) are Determine campaign conflicts by identifying tensions between the campaign’s cultures. Be aware that the pure-strains’ naughty list. or that MegaCorp LLC is waging poke at this by placing a cache of ancient cyber-terrorism to undermine the competition. start a new city-state class. the setting. In short. and he’s building a coali- tion to rid the area of monsters and This is easier than it might sound: when creating these NPCs. then position the Frog Cult as an entity that must be because they like to raid and plunder. and dangerous I further suppose that they support mu. etc. create conflicts that involve sleuthing. To keep things simple and fast. level. a lot of action. but Colour these high level tensions with the campaign map’s terrain. perks. Create NPCs ter includes: Broadly speaking. allies of the PCs. Sandbox campaigns give PCs many open-ended adven- turing choices. so the conflicts are usually connected in a progressive fashion. AL N): Bounty hirelings. if your players like intrigue. this puts them on At this stage.. flaws. patrons. trying to work to mutual benefit. Don’t bother to stat out Ash (Anm/Vet 2. but don’t feel like you need to provide more than out of the raiding business. That’s too many to list here. Given my settlements and Points of In- terest. Drift’s “profiteers:” any official or agent (including adventurers) acting However. monster. but no just topical detail at this point (not only does this ease your task and save you time. or support your campaign’s conflicts. involving disparate antagonists with independent goals. you may want to also create a few non-classed “norms” who on behalf of Lord Drift. the cohesion between a campaign’s conflicts—how closely they’re related— reflects how “open” the campaign is. consider 1–4 NPCs for each settlement (regardless of size) and #0203). liaisons (Malkovich-style). campaign develops: A shopkeeper with access to hard-to-find wares. or a street urchin who can guide the characters unerringly through the city sewers. a low-level politician cle (hex #0109). so the conflicts tend to be unrelated. include only the NPC’s name. At this stage. linear campaigns take PCs along a more scripted adventuring path. Naturally. AL C): Mutated hu. his mutation lets him detect 1d6+2 additional NPCs to spread across your various Points of Interest. make sure you’re setting the stage for conflicts that cater to respect for mutants. non-player characters (NPCs) are anyone in the campaign setting who isn’t Lord Drift (Vet 4. or whomever has an effect on the PCs’ mission hunter aligned with rebels opposed (or ultimate goal). non-player characters might be scheming (and possibly recurring) villains. AL N): Sub-man these NPCs until you need them for an adventure. perpetuate. investigate. and the whole reason characters go adventuring. Of course. In other The sub-men are a threat to everyone words. The conflict is one thing—how your players address it is up to slavers who traffic only in pure-strain them. can reveal the location of an intact. You’ll find that the nature of the conflict isn’t as important as how you frame it. Conversely. with escalating difficulty Create NPCs as the PCs advance in ability. so keep in mind how your players are likely to respond to conflicts you set before them. but it also one (not even other sub-men) trusts gives you the freedom to add or change details as the setting matures). helpful citizens. Concomitantly. kill agenda. if your players are interested in combat or “stab-and-grab” adventures (i. in some circumstances. I assaulted and defeated.. tant rebels. AL N): Pure-strain to the setting. and I'll Country A and Country B are at (or on the verge of) war. if your players like combat. but it won’t be easy. humans. invent only the NPCs who can motivate storylines or affect the man warrior living in Tumble (hex characters. all you need to worry about are the non-player Purity. then the Frog Cult must be eliminated also like the idea of a clan of sub-men through political manoeuvring. or that the Frog Cult is opposing Lord Bolser’s technology on the Ascendant culture’s land—naturally. I’m looking at about 20 NPCs. his motives The Chimera Roleplaying Game Copyright © 2011 The Welsh Piper TWP-1000 (6th Printing) www. the pure-strains want to efforts to turn the local swamp into farmland.e. either as enemies or pure-strain humans above all (could be a patron to PCs looking for . enclave of mutated humans (Subjugated and (most importantly) the player characters? culture) and annexed their territory. As a rule of thumb. create (or position) conflicts that involve force of arms. he believes the Oracle with little to no influence. Clearly.welshpiper. All the while. social manoeuvres. job or campaign role. and there are “purist” elements who have no Points of Interest. ancient city Glimmer (Vet 3. Consider the tensions in the pure-stock humans have subjugated an setting—who’s upset with whom and why? What does it mean for the campaign. you don’t need much detail—just notes on high-level conflicts. if you have ideas about an NPC’s chieftain who’s trying to drag his clan abilities. though.

your campaign is pretty much ready to go—the last remain. use diplo.. when presented with good Father Tang discovers the location of hook. On each table. But as idea-starters. and 1 sub-table for Com- flavour to your setting—unusual weather. Random encounters are usually with potential opponents. you can customise additional As advised.. 22). create hooks that involve A pure-strain noble is taken by slav- swashbuckling and force of arms to achieve goals. NPCs to promote them. random encounters can occur Create Random Encounters anywhere on the campaign map. which have fixed locations. and isolate a few threads of activity in each. A compelling hook (i.g. but don’t get bogged down in can use them during an adventure. time of 1D10 WILDERNESS ENCOUNTERS day. ers. If you have additional 10 Bile worm time. 5-mile) hex the characters enter or 8–9 Common monster 10 Uncommon monster explore. Devise Adventure Hooks Adventure hooks are plot seeds designed to motivate the PCs to action. generic is best because you’ll get more clarity about possible encounters setting-appropriate encounters that as the PCs explore the setting. As a 3 Adventurers 4 Heavy patrol rule of thumb. If your group is after intrigue. and he needs an escort to tage of an opportunity. and random encounters to give them flavour. the entries are high-level. and the garri- son is cut off Copyright © 2011 The Welsh Piper The Chimera Roleplaying Game www. This makes it easy to adjust the chances of each entry in increments of 10% or 5% (this also makes it easy to include monsters by their frequency. Scrutiny (hex #0804).or d20-based format for each.e. Consider the likely outcome of each activity and present them as they relate (or would be of interest) to the PCs. Devise Adventure Hooks Each hook requires three elements: There are plenty of potential adventure An antagonist (e. and his family offers a reward for matic and problem-solving hooks that require more roleplaying than roll playing. 8 Ancient tech (40% functional) 9 Sub-men slavers derness areas. support the campaign’s conflicts. an NPC. Chimera Basic 29 Create Random Encounters Unlike your Points of Interest. 1–2 Hunting spiders 3–5 Giant ants cate armed watchmen in any settled 6–7 Game animal area—you can customise individual 8 Hiver frogs patrols later (by size. 1 but they can consist of anything that helps to give for Wilderness. To keep your tables simple and to determine probabilities easily. use a d10. If your players enjoy action and combat. which affects the PCs in some way Mutant ants are stealing livestock. Below are 3 tables: 1 for Settled hexes. or location. monster. devise some adventure ideas that appeal to your PCs’ interests and style of play. the ancient city. his return (he’s actually been kid- napped by the bounty hunter Stinger) Once you have a roster of hooks. pg. government. etc. armament..) hooks in this setting. 1–3 Common monster 4–5 Uncommon monster To save time and avoid extra work. For 1D10 COMMON MONSTER ENCOUNTERS example. 6 Rare monster create a pair of high-level encounter 7 Radiation cloud tables: One each for settled and wil. Writing adventure hooks is a quick exercise—simply review your high-level conflicts with an eye for detail.welshpiper. a random encounter oc. Using your high-level conflicts. 5–6 Travelling merchant curs 1 chance in 6 for every regional 7 Pilgrims ( TWP-1000 (6th Printing) . Here are a few off An action initiated by the antagonist the top of my head: The consequence of that action. or visual contact with 1D10 SETTLED ENCOUNTERS something scary or threatening (as op.e. faction. get there (it may involve the portal in The key to successful hooks is knowing your players’ preferences. mon monsters: hazardous terrain. or 9 Glow crows disposition). for they’ll ignore a hook hex #0908) that’s unattractive or dull. cult. include “patrol” to indi. feel free to modify encounter frequency based on terrain. 10 Adventurers neric entries that you can expand with more specific sub-tables. presaged by the Sil- ver Oracle. PCs will actively and purposefully work to prevent a negative effect or to take advan. they’ll help me flesh out detail—at this stage. add ge. Sub-men raiders have laid siege to ing task is to flesh out one of those hooks and create an adventure for your players. one that will get your players’ attention) either deprives the PCs of and Purity’s food supply is threatened something they need or rewards them with something they want. tables for specific terrain types or and I’ll have to add some detail before I proximity to particular settlements or Points of Interest. 1–2 Light patrol posed to a physical confrontation).

As a rule of one-shot “boss” or a recurring villain. then eliminate the raiders where they sleep. spirituality. so give them something entertaining). if you’re running a multi-level Your adventure hook probably suggests dungeon. a powerful monster. the PCs might bring Countess Samon to justice. power. more practically. or an entire Special Foes population (e. though her followers might cause problems of their own down the road. influence. 5 Assassins 6 Mercenaries 7 Brainwashed cultists Define the End Goal 8 Ninjas 9 Sub-men rabble The end goal defines the successful conclusion. In most cases. first consider how it affects the characters: The PCs need to feel that 8 Investigator/inquisitor 9 Star chamber getting involved in the story is worth more than ignoring it (or. the adventure is over.” For example.welshpiper.” or “Retrieve the Great Artefact of the Ancients. the background reveals what’s really going on—the antagonist. robots. they’ll have more fun discovering your setting’s secrets for themselves. The background should identify: Antagonist & Special Foes: In simple terms. other. altruism. This could be a recurring villain. 11 Undead 12 Other-worldly horrors End goals should be simple and specific: “Bring Countess Samon to justice. the initiator of the conflict that the PCs have become part of. some inspiration. the PCs may have a 1 Thugs/petty criminals 2 Special or secret agents chance to poke at the hook for more information about the background. An adventure’s antagonist is typically a classed NPC with some level of influence Instead. detailed maps. the players 10 Monster hive or infestation showed up to play. revenge. use one page for each who the antagonist is. this clarifies when the PCs have completed their mission. his motivation. The background may be exactly what the hook implies. power. roll on the table below: We’ve provided a completed Adventure Template at the end of this book as an example of the 1D12 ANTAGONIST’S IDENTITY process below. However. He could be a end of this book) to help you “fill in the blanks” you need to run an adventure. This special foes the PCs encounter. or extensive background. golems) these clues. motivations you use to prod the PCs into action: wealth. self-preserva- 12 Singularly powerful monster tion. justice. personal values. but if you need of the city’s neighbourhoods. if you’re detailing a large city. love. each template should be “self-contained. and many more.” Goals can also be multi-part. is the key to creating multi-dimensional antagonists..g. the adventure hook and Also. 10 Monster hordes From a storytelling perspective. influence. etc. For example. revenge. remember that no “evil” villain actually believes he’s evil—he always has a good the antagonist’s identity suggest what reason for his behaviour (even though it’s not helpful or of benefit to anyone else). but sometimes it’s 3 Disgusting bugs more fun to dole out bits and pieces as the adventure unfolds. because an adventure is really little more than a set of connected encounters. or “victory conditions. You can turn it into an adventure 5 Scholar 6 Veteran by fleshing it out with the Adventure Template as a guide.. a tribe of sub-men). antagonist’s plans and protect him from Motivations & Goals: Figure out why the antagonist is causing problems. Unlike foes encountered in the adventure.” of the adventure. roll on the table below: interactive and believable. When the adventure begins. and it makes the setting far more if you need some random guidance. incidental opponents the characters might face during the adventure. adventurers). or it may be a complicated reality far 1D12 SPECIAL FOES more complex than the hook suggests. This is not to say that the adventure cannot spin other threads—just that the immediate goal has been achieved. If you make the PCs work for 4 Constructs (e. use one template for each level. Don’t be afraid to use a range of 11 Barbarian chieftain motivations to get the PCs involved: wealth. 1 Bureaucrat/secular official 2 3 Ruler/government Criminal/insane guy Choose a Hook 4 Occultist Select one of the hooks you devised in the previous section. who become special foes for the PCs (e. the antagonist’s robot minions). Chimera Basic 30 Creating Adventures Having adventures is why your players play Chimera. The Chimera Roleplaying Game Copyright © 2011 The Welsh Piper TWP-1000 (6th Printing) www. you do not need to write pages of Antagonists descriptive material. and the characters earn their reward (see below). thumb. This is also the time to identify the antagonist’s The antagonist’s minions are the special allies. and what he hopes to achieve. Provided you’re familiar with your setting. Use the same set of harm (or.” When the end goal is achieved. like “Protect the village from attack.. these allies— These are the guys who carry out the these special foes—merit (and must receive) special attention. more precisely. 7 Clergy/non-secular official When choosing the hook. It’s where the action is and how the players experience the GM’s . Creating adventures is easy.g.g. Invent the Background While a hook hints at what’s happening. you can use a simple template (like the one-page Adventure Template included at the in the campaign setting.

6 lost 7 Dart or arrow (Dmg 1d6) 8 Dart (Dmg 1d4 + poison) 3–4 Obstacle Type: 1–2 adventuring hazard (pg. 10 Unguarded treasure Copyright © 2011 The Welsh Piper The Chimera Roleplaying Game www. 8–9 Rare (20%) Worthy adventuring goals could include discovering an important clue.” just to keep the campaign 6 Rare or special item (needed to defeat antagonist) exciting and the players engaged. etc. The remaining two-thirds if the encounters can be determined randomly: 3 Fog (looks like poison gas) 4 Fog (limits vision to 1”) 1D6 ROLL ENCOUNTER DETAILS (ROLL 1D6) 5 Spikes (Dmg 1d6) 1–2 Monster Monster is: 1 establishing a lair.g. which may be spent at any time A trap is any mechanism designed to Normal Failure: No reward harm trespassers. wealth perhaps the results of a Diplomacy roll). In most cases. a successful Tinker roll will disarm Critical Success: Reward of +1 bonus to Advancement Roll when adventure is complete it. For each major adventuring goal (defined by the GM). more detailed map the previous categories. Chimera Basic 31 Define Rewards Adventuring garners two types of rewards for characters: Monster Encounters Wealth: Any material gain (e. etc. or draw out the consequences that 9 Vision or helpful clue might result when the PCs leave a few stones unturned. grant a session reward based on the roll’s outcome: Traps Critical Failure: Reward of 1 IP (pg. or the possibility of some ben- efit the PCs might take advantage of. Any odd encounter that doesn’t fit one of Start with a basic layout showing rooms and passages that connect them. gear.” or negotiating a special encounter with a clever solution.g. discovery. defeating a “level 10 Very Rare (10%) boss. 5 Equipment. For example. Write the Epilogue 1D10 SPECIAL ENCOUNTER 1 Puzzle (must solve to continue) The epilogue is the ripple effect that occurs when characters complete the adventure. or the village is saved). 17).welshpiper. or locale of Special Encounters a multi-part adventure site. 3–4 an obstacle that hinders 9 Sliding stairs movement. This requires a little more bookkeeping. When a charac- ter uses a Clutch Situation to do something heroic (as determined by the GM). deter- can come from goods carried by foes overcome. As a rule of thumb. or rewards from a patron when the mission is complete. The quantity of wealth Monster encounters can occur with any creature.). a starship deck. rare items.. could simply be untainted food supplies. Most 2 Safety (PCs can rest undisturbed) outcomes will be obvious (e. Session Rewards At the GM’s option. characters might have the opportunity to earn special 1–4 Common (40%) experience rewards. 5 chasing down prey. a contributing 5–7 Uncommon (30%) PC earns a +1 bonus to his Advancement Roll (pg. Cautious characters can find a trap with a successful Observe Normal Success: Reward of 1 additional Clutch Situation roll. and working technology. and magic weapons.. 1D10 MONSTER FREQUENCY Experience: During the adventure. though in an apocalypse setting. a dungeon level. obstacles and traps. or special challenges. the Countess is brought up on trial.g. PCs might also earn a session reward for heroic actions. but it’s more immediately rewarding to the players. Characters who blunder into a trap invariably set it off and suffer the effects Create Encounters noted below (though a successful Resist- ance roll can reduce or negate the ef- An encounter is any challenge the PCs must overcome to complete the adventure. who may or may not be friend- available and the form it takes really depends on the setting—in the fantasy genre. a symbols are included with individual genre supplements. Wealth For random monster encounters. you might consider a few loose ends to use as a “sequel. 5 alarm. or the Great Artefact could be stolen by a rival. ammunition. 6 false trap 10 Ward or Illusion 5 Trap See sidebar at right 6 Special See sidebar at right Draw Map The Adventure Template contains a 20x20 square grid you can use to draw the layout of the adventure site. gear (Q 0–3) However. can be monsters. Encounters fects). land. every adven- ture should have between 1–2 encounters per PC (e. 4 setting an ambush. 6 Blades (Dmg 1d8) 3 scouting/foraging. like a puzzle.. gems. armour (Q 0–3) 4 TWP-1000 (6th Printing) . 9). 2 going about his business in his lair. This is 8 Healing or medical supplies how you can inject recurring villains into the campaign. wealth ly (as suggested by its alignment and might be gold coins. a party of 4 PCs should have about six 1D10 TRAP TYPE 1 Pit (Dmg 1d6) encounters per adventure). caches pilfered in the antagonist’s lair mine monster type by its frequency: during the adventure. a cave complex. money. the Great Artefact is 3 Equipment. 9) when the adventure is complete. and about a third of those should be with the antagonist or his 2 Poison gas (Dmg 1d6) special foes. Use a separate template for each level. floor. this is the interior of some structure: a temple. the Countess’ minions might continue what 7 Ally or potential retainer she started or attempt to rescue her. weapon (Q 0–3) recovered.

Don’t worry if you don’t the other hand. whatever they may be. new monsters. your laptop to the gaming table. unusual approaches. his character might just get an unlucky result when he makes his Advancement Roll unfair to the PCs—while the players are expected to adhere to die results. plastic oracles. 31). a quarterly If you know your NPCs’ goals and motivations. based on the logical consequences of the PCs’ actions. In the context of running an adventure. notes are simply guidelines for what the adventure contains. and you under. Winging It: Be prepared to abandon whatever expectations you have for how the PCs will respond in a given situation. concentrate counter proves too difficult. As a GM. But doing so is tantamount to saying that the dice only matter when you like the outcome. update that picks up where this volume leaves off. When running an adventure. The Chimera Roleplaying Game Copyright © 2011 The Welsh Piper TWP-1000 (6th Printing) www. Chimerapedia is available on our website at: and you have a reasonably flexible background. Quite the contrary—it actually makes it better. and programmatic tools for building settings and adven- intimate knowledge of the setting and adjust your adventure (and tures. such systems are only partially . this is a great way to build and manage—and customise—your Chimera check out Chimerapedia. because to game mastering that take some experience. not the Characters: The characters are only ensure that everyone is having a good time playing. they don’t predict what will happen or how the PCs react to what and how we can improve Chimera. consider ways to en- unforeseen situations. Here are some tips to they have no way to account for tactics or the players’ innova- tion. and they’ll solve problems with approaches that you group at www. what doesn’t. We want to know what works. or if you bring the direction it takes) accordingly. In fact. an encounter is too easy. considering what they have to say. In the end. the GM suffers no such restrictions. We look forward to hearing haven’t considered. but unless the dice suggest nonsense outcomes. When the PCs Chimerapedia subscribers get rule updates. it’s worth Remember—Chimera is about making up a story. but leave outcomes open. should encourage—after all. Yet advancement in Chimera is not automatic. don’t random guidance from tiny. So here’s the deal: As long as you you throw at them.welshpiper. www. but you’ll also challenge the PCs to handle bonuses for adventuring goals. If. you can always give them more opportunities to earn realistic outcomes. gear. (especially if the PC has a high Advancement Cost). but really). and that vehicles through which the players experience your campaign means giving your players the freedom to make their own choices. the PCs will adjust their tactics— perhaps even retreating in the face of overwhelming odds. Chimera Basic 32 Balancing Encounters: A lot of unnecessary work goes into making Being the Game Master sure that a given encounter is matched to the PCs’ ability. if it means saving the PCs’ bacon so they can continue adventur. to that end. simply default to your powers. and despite a ing. or fast-talking his way out of any scrape. you’re soliciting of fighting. Formatted for stand your adventure hook in the context of the larger campaign. we want your feedback (crave it. make sure the players have a role in telling it. As a result. This approach is actually player’s best efforts during an adventure. character advancement is part of what keeps players interested. you’ll not only come up with paign. The guidelines in these Basic Rules handle much of what PCs will do. scripted adventures. we’ll keep Chimera Basic free. This to carry the day—present them with the opportunity to devise clever solutions. capable Let the Dice Do Their Job: When you consult the dice. the dice are your friends because they’ll let players simply rely on their characters’ abilities or dice rolls suggest directions that you might not consider on your own. it’s the players whose interest you have to maintain. but if an en- “herded” by the GM). NBOS’ The Keep software. This is easier if you look at your Adventure Template more as an outline than as a script—the Now that you’ve seen Chimera Basic. setting. Your useful Session Rewards (pg.welshpiper. That’s fine and. However. the adventure is all about the PCs’ choices within your setting. develop encounters Don’t Plan Ahead: It’s easy to get caught up with grand story arcs and so that they make sense in the context of your campaign. particularly Awarding Experience: While the point of the game is to have fun. work with the PCs’ moves. I selfishly invite you to check the challenges they face. actually. or how they’ll Next Steps solve a particular challenge. If this discour- ages players and detracts from their enjoyment of your cam- If you let the dice tell the story. In the meantime. Better yet. it’s tempting to fudge a roll here and there. but there are elements Unfortunately. keep sending us your feedback. and personal choices. is not to say that you must slavishly obey your polyhedral mas- ters. your goal is to Challenge the Players. get a chance to introduce a clever plot twist or a cool villain— there will be other This unpredictability won’t ruin your Chimerapedia as a starting point). figuring. you can easily www.welshpiper. PCs are notorious for going in their own direction (particularly if they detect that they’re being Not only will you save yourself unnecessary work. your players will have more fun courage PCs to use their Clutch Situations for more immediately- overcoming obstacles and digging deep when they need to. and some systems even go so far as to provide “point” based rating There are a lot of tips and best practices when it comes to campaign systems to help the GM establish equality between characters and development (and. players are notorious for reacting in ways you never Share your comments and suggests on our Chimera RPG discussion anticipated. campaign will be more enjoyable for it. you’ll know to make the next one a little harder. and move in a direction you don’t expect. Operating under the assumption that your players will re- consider: spond in ways you cannot always anticipate. something you from you. what’s missing. If you want more from Chimera. on on the current hook. If you manage your campaign with The Keep. While every player wants a powerful character.

Dmg 1d4. Apocalypse Ants Hook Mutant ants are stealing livestock. this removes the Sneak penalty against ants for 1d4 turns. 1 medical kit). AR +2 if aided). Sinkhole in SW corner (Trap TN 12 or sink in 1d8 rds. they attack any intruder. #4 Empty Cluttered with gear scavenged by the ants (2 survival gear packs. Advancement Roll bonuses: +1 for destroying the hidden eggs (#7). #2 Stinky mud PCs can mask their scent by spending a turn covering their skin with mud. leading PCs the egg chamber. DMG. +1 for fol- lowing the escape tunnel (#8) to its exit. Encounters MAP KEY ENCOUNTER DETAILS #1 Entrance 4 drones moving dirt to repair the entrance. Athletics TN 12 at cumulative AR –1/rd to escape. Rng 4") in Medium blast template 5 paralysis Adaptation (Resist at TN 8 (plus Athletics AR) or paralysed 1 turn/level) 6 impervious (RS +4) Copyright © 2011 The Welsh Piper The Chimera Roleplaying Game www. The PCs must exterminate the entire colony—ants. and make little baby ants. 4 drones arrive to move the queen into the escape tunnel (#8). GM can expand into more chambers if desired. plus healing/burial expenses. Epilogue If the queen escapes or any eggs remain intact. mutated ants is depleting local food sup- plies. Each ant has a random mutation (1d6): 1 poison gas (TN 8. All they do is burrow. they flee if threatened. Dmg 1d4) Queen Lvl 4 1”±1” 5 (M) 3 (+0) +4 by mutation Observe +6 Mutations (poison gas. with Morale of 16–level. Dmg 1d4) Athletics +2. they release poison gas if threatened (floods chamber for 2d6 turns). #5 Eggs 4 drones carrying eggs. and Purity's food supply is threatened Background & End-goal The colony of giant. Rng 2”) in Small blast template 2 giant mandibles (Dmg 1d6) 3 wings (fly MR 12”±1d4) 4 sonic wave (Dmg 1d4 stun. RNG. they earn Drift's trust and bigger commissions. #7 Egg chamber 2 warriors with giant mandibles (Dmg 1d6) guarding 10 eggs (DF 0. #6 Queen’s chamber Ant queen defended by 6 warriors. Sneak +2 Bug. if 2 warriors are slain. sonic wave) Ants possess infravision (4") and are hypersensitive (Surprise TN 12). and queen Rewards Lord Drift offers $20 for each ant killed ($50 for the queen). #8 Escape tunnel The queen’s escape route. Lord Drift (Lord of Purity) posts a reward to be rid of them. ROF) AB PK Drone Lvl 2 8”±1d4 2 (S) 2 (+1) +2 1 bite +1 (IM +1. breaks the surface in hex #0805. If the PCs succeed.welshpiper. WL 1 each). eat. Dmg 1d4) Athletics +1. Venom (TN 8. where they make a stand. Grip Warrior Lvl 3 8”±1d4” 3 (S) 3 (+1) +3 1 bite +2 (IM +1. Foes NAME (#) LVL MR WL DF RS AT (IM. there are 8 more eggs hidden under the soil (Observe TN 12 to find 1d4 hidden eggs). Grip. #3 Fungus farm 2 drones tending fungus. Sneak +2 Bug. eggs. the ants will start a new TWP-1000 (6th Printing) .

com .welshpiper.The Chimera Roleplaying Game Copyright © 2011 The Welsh Piper TWP-1000 (6th Printing) www.


com Version 3. Hook Background & End-goal Rewards Epilogue Encounters MAP KEY ENCOUNTER DETAILS #1 ______________________ _____________________________________________________________________________________________________ _____________________________________________________________________________________________________ #2 ______________________ _____________________________________________________________________________________________________ _____________________________________________________________________________________________________ #3 ______________________ _____________________________________________________________________________________________________ _____________________________________________________________________________________________________ #4 ______________________ _____________________________________________________________________________________________________ _____________________________________________________________________________________________________ #5 ______________________ _____________________________________________________________________________________________________ _____________________________________________________________________________________________________ #6 ______________________ _____________________________________________________________________________________________________ _____________________________________________________________________________________________________ #7 ______________________ _____________________________________________________________________________________________________ _____________________________________________________________________________________________________ #8 ______________________ _____________________________________________________________________________________________________ _____________________________________________________________________________________________________ Foes NAME (#) CLASS/LVL MR WL DF RS AT ( . DMG. RNG. ROF) AB PK __________ __________ ________ ____ ____ ____ ____________________________ ______________________ __________________________ ____________________________ ______________________ __________________________ __________ __________ ________ ____ ____ ____ ____________________________ ______________________ __________________________ ____________________________ ______________________ __________________________ __________ __________ ________ ____ ____ ____ ____________________________ ______________________ __________________________ ____________________________ ______________________ __________________________ __________ __________ ________ ____ ____ ____ ____________________________ ______________________ __________________________ ____________________________ ______________________ __________________________ __________ __________ ________ ____ ____ ____ ____________________________ ______________________ __________________________ ____________________________ ______________________ __________________________ __________ __________ ________ ____ ____ ____ ____________________________ ______________________ __________________________ ____________________________ ______________________ __________________________ __________ __________ ________ ____ ____ ____ ____________________________ ______________________ __________________________ ____________________________ ______________________ __________________________ Copyright © 2009–2011 The Welsh Piper The Chimera RPG Adventure Template www.welshpiper.0 Permission granted to copy for personal use Updates available at: http://www.