Nockers and the forging of Chimerae
Nockers are renowned as the craftsmen and artisans of the fae, and with proper time and tools they can create chimerical objects of all kinds, weaving them out of pure Glamour and hard work. These objects cannot require radiation, electricity or active chemical reactions to function, however. Crafted items require a Static Mental Challenge with a Storyteller-assigned difficulty, and also an expenditure of Glamour based on the complexity of the item [as well as a suitable amount of time for the effort, determined by the Storyteller]:
One Glamour - Hammer, door, business card.
Two Glamour - Lock, candelabra, knife.
Three Glamour - Sword, siege engine.
Built with the Nockers' advantage of Chimera creation, these Chimera do not have ANY magical properties and are relegated to being in the Enchanted world (i.e. do not have a mundane counterpart; they're NOT Treasures.).
The Storyteller has final say on the time required to create Chimerae and Companions, but it generally ranges from six hours to one year (depending on the Background level simulated). These items may need Domain or Regional Storyteller approval based upon the level of the Background that they simulate.
Several Arts can also be instrumental in the creation of chimerae. Most obvious of these are Legerdemain and Primal, using Phantom Shadows and Elder Form respectively. While essentially temporary, these Arts allow a creative Kithain to quickly and easily craft all sorts of Chimerical items or creatures, assuming the appropriate Realms of course.
Backgrounds
Chimera
This background allows you to posess a chimerical object of some kind. While every changeling can imagine himself a basic chimerical voile or costume for his fae mein at no cost, any practical or useable items {those which require item cards, which always includes functional weapons and armour} in addition to costuming require purchasing this background. Chimerical items are always much more striking than their mundane counterparts, and anything from a simple longsword or diary to a full suit of sci-fi bounty hunter armour or a woven tapestry of dreams can be owned. However, an item's actual power and usefulness is determined by how many Traits of this Background you take. Note also that any item which has a mortal seeming as well as a chimerical reality {a sword which is in reality a fountain pen, except when you draw it for combat} is the baliwick of the Treasure Background, as well as being beyond the capabilities of the Nocker Birthright.
1 - a basic chimera (a conversation piece).
2 - a minor chimera (a chimera with some benefits, usually conditional).
3 - a useful chimera (a chimera with some impressive benefits).
4 - a significant chimera (a powerful item - DST approval).
5 - an incredible chimera (a legendary relic - RST approval).
Companion
This Background allows you to have living chimerical friends and allies, most likely the same ones which helped you through your Chrysalis, or perhaps allies gained or built since. The Storyteller must be consulted as to the Traits and Abilities your Companion might have, although he need not tell you all of them at first, and the more powerful you make the Companion the more independant a mind it will have NOTE that the US rules for the Chimerical Companion background are available to be downloaded as a Word Document file, or viewed as a web page. These are the rules for Companion Creation as set forth in the American Camarilla, and are available for use with Storyteller Approval by Canadian players as well (however they remain optional in Canada, the UK, Ireland, Australia, and beyond). However your Companion may appear, his general aspect and utility is determined by his Trait rating:
1 - a basic companion (intelligence up to the level of a dog; no Arts).
2 - a minor companion (human intelligence; some minor powers but no Arts).
3 - a useful companion (smarter than you; one Art level).
4 - a significant companion (quite bright; several Art levels - DST approval).
5 - an incredible companion (a dragon, a genie; who knows how strong? more important than you - RST approval).
Phantom Shadows costs a minimum Glamour Trait per day to maintain. If denied its "sustenance" a Shadow may even strike out on its own, seeking Glamour any way it can. Such chimera can be a nightmare to the changeling who made them, as both the Shadow and the local court will hold him responsible for its care.
| Creating chimerae for non-nockers
The creation of chimera can be as easy as waking from a nightmare or as difficult as threading a needle with a length of chain. Below are extremely simplified rules for creating chimera for everyone except Nockers, who get off easy. Chimera creation for non-nockers can be even more difficult, time-consuming and expensive.
To create a chimera requires an initial investment of Glamour, typically two Glamour Traits per level of chimera desired. However, there's more to the process than that.
1 - Design the chimera you want. Is it a Companion, a non-living Chimera? What does it look like? Does it have any distinguishing features? How about special powers?
2 - Show the design to the storyteller. Work with him to make sure it works within the context of the game. Your Storyteller will also assign a creation time which, depending upon the type of Chimera, and be anywhere from a few seconds to months. A flower, for example, may only be a few moments, but a magical sword might take six or eight sessions to complete (note that this is maybe twice as long or so as for nockers).
3 - With the design approved, you must spend the number of Glamour Traits equal to twice the Chimera's assigned level. These Traits are considered spent instantaneously.
4 - At the end of the creation time assigned by the Storyteller, your chimera is available for play. Make sure to remind your storyteller of what you agreed upon, especially if the creation is more than a single session.
5 - Spend a Willpower Trait to make the chimera "permanent." If you do not spend a Trait, the chimera will vanish into smoke at the end of the session. If the chimera is particularly intricate or intelligent, the Storyteller may require a Simple Test to see if your design fails at the last minute. This isn't easy to do you know...
While you are working on one chimera, you are not permitted to work on another. The process of making your imagination real is time-consuming and difficult, and not something you can give only part of your attention to.
The Storyteller has final say on the time required to create Chimera and Companions, but it generally ranges from six hours to one year (depending on the Background level simulated). These items may need Domain or Regional Storyteller approval based upon the level of the Background that they simulate.
Treasure Creation
Treasures are not Chimera, and are not created like standard Chimera or Companions. The creation of a Treasure is an epic undertaking, one that should require an appropriate quest of some sort. There are no raw mechanics for making Treasures. Their creation should be a story in itself, with the Storyteller determining when (and if) the proper moment of completion has come. Treasures created are granted powers by the supervising Storyteller with approval restrictions equivalent to the Treasures Background. Characters that quest for a treasure must pay an amount in experience equivalent to the rating of the Treasure before being able to harness its magic.
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