Chimera RPG
Chimera RPG
Well, I finally got around to have the PDF of the Chimera RPG rules printed and bound. Having read through parts of the PDF, I can't wait to read it from cover to cover. The system looks very cool and intuitive. I'll post more after get some reading done in it and have time to tinker around with it.
R-
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Rigon o' the Lakelands, Baron of The Castles & Crusades Society
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R-
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IS that one of the freebies from freebie week at RPGNow?
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Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
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- moriarty777
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Indeed it was... I grabbed it myself but I haven't had the chance to look through it yet.
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Yep. The race and class builder should translate very easily to C&C races and classes. I'll get a chance to start reading it today. I'll know about the system once I read it through a couple of times and tinker with it.
R-
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R-
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I've read about half of the core rules today. I get the impression that Chimera is very similar to an LA and C&C cross. It has a sets of traits, which are basically skills, to create classes, races, and monsters. It also uses a d20 + ability modifer rolled against a TN (usually 16 + misc.) for resolutions.
Magic works a bit diffeent than either LA or C&C, but it comes across as very intuitive and simple.
The nice thing about Chimera is that it can be used acroos all genres and times with next to no tinkering.
I'll have more when I finish reading it and tinker with it a bit.
R-
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Magic works a bit diffeent than either LA or C&C, but it comes across as very intuitive and simple.
The nice thing about Chimera is that it can be used acroos all genres and times with next to no tinkering.
I'll have more when I finish reading it and tinker with it a bit.
R-
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CharlieRock
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CharlieRock wrote:
I just saw this game at the gameshop yesterday.
I would recommend picking it up. It really is a nice little system.
R-
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Brutorz Bill wrote:
I'd like some more info about this. Any reviews? Sample races, etc. Would be appreciated!
Thanks,
Bill
I'll post some sample races and classes when I get home (sometime tomorrow evening). Then you can ask any questions and I'll answer the best I can.
R-
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CharlieRock
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As promised:
Quick set up steps
1. Start: Print a blank Character Record Sheet
2. Ability Scores: Roll 3d6 for each ability
3. Race: Select a character race
4. Class: Choose a character class
5. Traits: Select your characters discretionary traits
6. Assets: Calculate starting cash and purchase equipment
7. Stats: Determine your characters AC, hp, and MR
8. Alignment: Choose your characters alignment
9. Base XP: Determine your characters base XP value
10.Background: Devise your PC's background
Sample Race
DWARF, MOUNTAIN
Dwarves are stocky humanoids who dwell in underground cities. They are familiar with stonework, smithing, mining, and gem craft. Dwarves hoard wealth and are excellent craftsmen, but they mistrust outsiders and disdain magic, which they consider too unpredictable.
Small Humanoid (AC 10; HD 1d8+1; hp 29; MR 6; Base Dmg 1d6+1; AL Any; STR +1, DEX +0, INT +0, WIL +0; bXP 3). Traits: Craft (choose medium) +1, Earth Sense +1, Enemy Mine (goblins) +1; Anti-social 2, Incompetent (Supernatural) 1.
Sample Class
WARRIOR
Warriors are the principle combatants in the campaign, whether rank-and-file soldiers, mercenaries, palace guards, gladiators, or even professional soldiers. Warriors excel at combat traits, though they also develop related traits depending on their specialisation (if any). The template below is for a very basic, rudimentary fighter-type. Warriors receive two ranks in Brawl, Mle, or Missile Weapons. These ranks could be devoted to a single trait or split into two traits at +1 each. Regardless of which are initially chosen, all are considered inherent.
TL/bXP: 1+/6 Traits: Brawl, Mle, or Missile Weapons +2, Hit Points +1, Prowess +1, Response Time +1.
So using these samples, a dwarven warrior would need 9 experience points to gain 1 XP Pool point. You use XP pool points to increase or gain Traits. The dwarf starts out with the listed Traits (called Inherent Traits), plus a number of other Traits (Discretionary Traits) equal to 4 times the sum of your ability scores. Ex. Krag, a dwarven warrior has Str +1, Dex -1, Int 0, and Wil +1. He would start with 4 points to "buy" Discretionary Traits. Inherent Traits cost the listed point per rank (+), usually 1 point and Discretionary Traits cost double the listed point per rank (+), usually 2 points.
So after adventuring Krag gains 12 xp. He now has 1 XP Pool point and 3 xps. He can use the XP Pool point to increase one of his exsisting Inherent Traits by one point or he can save it to increase a Discretionary Trait or he can save it to purchase another Discretionary Trait down the road.
I'll field any questions as best I can.
R-
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Quick set up steps
1. Start: Print a blank Character Record Sheet
2. Ability Scores: Roll 3d6 for each ability
3. Race: Select a character race
4. Class: Choose a character class
5. Traits: Select your characters discretionary traits
6. Assets: Calculate starting cash and purchase equipment
7. Stats: Determine your characters AC, hp, and MR
8. Alignment: Choose your characters alignment
9. Base XP: Determine your characters base XP value
10.Background: Devise your PC's background
Sample Race
DWARF, MOUNTAIN
Dwarves are stocky humanoids who dwell in underground cities. They are familiar with stonework, smithing, mining, and gem craft. Dwarves hoard wealth and are excellent craftsmen, but they mistrust outsiders and disdain magic, which they consider too unpredictable.
Small Humanoid (AC 10; HD 1d8+1; hp 29; MR 6; Base Dmg 1d6+1; AL Any; STR +1, DEX +0, INT +0, WIL +0; bXP 3). Traits: Craft (choose medium) +1, Earth Sense +1, Enemy Mine (goblins) +1; Anti-social 2, Incompetent (Supernatural) 1.
Sample Class
WARRIOR
Warriors are the principle combatants in the campaign, whether rank-and-file soldiers, mercenaries, palace guards, gladiators, or even professional soldiers. Warriors excel at combat traits, though they also develop related traits depending on their specialisation (if any). The template below is for a very basic, rudimentary fighter-type. Warriors receive two ranks in Brawl, Mle, or Missile Weapons. These ranks could be devoted to a single trait or split into two traits at +1 each. Regardless of which are initially chosen, all are considered inherent.
TL/bXP: 1+/6 Traits: Brawl, Mle, or Missile Weapons +2, Hit Points +1, Prowess +1, Response Time +1.
So using these samples, a dwarven warrior would need 9 experience points to gain 1 XP Pool point. You use XP pool points to increase or gain Traits. The dwarf starts out with the listed Traits (called Inherent Traits), plus a number of other Traits (Discretionary Traits) equal to 4 times the sum of your ability scores. Ex. Krag, a dwarven warrior has Str +1, Dex -1, Int 0, and Wil +1. He would start with 4 points to "buy" Discretionary Traits. Inherent Traits cost the listed point per rank (+), usually 1 point and Discretionary Traits cost double the listed point per rank (+), usually 2 points.
So after adventuring Krag gains 12 xp. He now has 1 XP Pool point and 3 xps. He can use the XP Pool point to increase one of his exsisting Inherent Traits by one point or he can save it to increase a Discretionary Trait or he can save it to purchase another Discretionary Trait down the road.
I'll field any questions as best I can.
R-
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Plaag wrote:
Do you know what the file name was called for that? Either I didn't download it, or its named something different and I can't find it.
ShaneG.
My file name is: Chimera RPG
I don't remember if I changed it, though. You can also check your "account", it shows you all your downloads from the website.
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Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Brutorz Bill wrote:
So how involved would it be to incorporate traits into C&C? I like the idea of being able to cusomize/create my own races and such.
Thanks,
B.
I don't think it would be all that difficult to incorporate Traits into C&C. For instance, there is this Trait that would port over with next to no changes.
Ditch Medicine (choose terrain) (1/INT/f): Similar to the Heal trait (q.v.) except that Ditch Medicine relies exclusively on natural remedies (herbs, natural compresses, etc.). While you are not penalised for lack of supplies (q.v., Table 7.2), hit point restoration is limited to 1d4 plus your rank on a successful roll.
All I would change would be the bonus for rank. I would make it either the characters Int modifier or level based (something like a +1/3 levels).
R-
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Plaag wrote:
Do you know what the file name was called for that? Either I didn't download it, or its named something different and I can't find it.
ShaneG.
I have it listed as CHimera RPG and I'm sure I didn't rename it.
R-
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Rigon wrote:
I don't think it would be all that difficult to incorporate Traits into C&C. For instance, there is this Trait that would port over with next to no changes.
Ditch Medicine (choose terrain) (1/INT/f): Similar to the Heal trait (q.v.) except that Ditch Medicine relies exclusively on natural remedies (herbs, natural compresses, etc.). While you are not penalised for lack of supplies (q.v., Table 7.2), hit point restoration is limited to 1d4 plus your rank on a successful roll.
All I would change would be the bonus for rank. I would make it either the characters Int modifier or level based (something like a +1/3 levels).
R-
Ditch Medicine! I like that. I may have to give Chimera a second look.
Have you done any custom races with it?
I have, but I'm not sure where I put the write up. I'll look for them for them and type them up.
R-
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Sorry this took so lo to get up, but I just haven't seemed to have time to do anything lately.
I'll write it up like a monster, as I don't have all the fluff worked out. It is basically a replacement for dwarves, but bigger.
Foawir
Medium Humanoid
(AC 10; HD 1d10+1; HP 2-11; MR 9; Damage 1d6+1; AL Any; Str +1; Dex +0, Int +0; Wil +0; bXP 6)
Traits: Craft (choose medium) +1, Low-light Vision +1, Unstoppable +1, Anti-social -2
This is the basic fluff I have so far:
Foawir
-Tall and broad (7-8 feet; 300-350 lbs)
-long lived (300-500 years)
-extremely skilled craftsmen
-learned in Runic magic
-ruddy skinned; blonde to red hair; blue or green eyes
-prefer to wear earth tones, usually browns, grays, and greens
-favors hammers, axes, maces, and slings as weapons and plate and mail for armors
-ruled by clan chief with a High King
If you have any questions about anything in the crunch, let me know.
R-
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I'll write it up like a monster, as I don't have all the fluff worked out. It is basically a replacement for dwarves, but bigger.
Foawir
Medium Humanoid
(AC 10; HD 1d10+1; HP 2-11; MR 9; Damage 1d6+1; AL Any; Str +1; Dex +0, Int +0; Wil +0; bXP 6)
Traits: Craft (choose medium) +1, Low-light Vision +1, Unstoppable +1, Anti-social -2
This is the basic fluff I have so far:
Foawir
-Tall and broad (7-8 feet; 300-350 lbs)
-long lived (300-500 years)
-extremely skilled craftsmen
-learned in Runic magic
-ruddy skinned; blonde to red hair; blue or green eyes
-prefer to wear earth tones, usually browns, grays, and greens
-favors hammers, axes, maces, and slings as weapons and plate and mail for armors
-ruled by clan chief with a High King
If you have any questions about anything in the crunch, let me know.
R-
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Rigon wrote:
Sorry this took so lo to get up, but I just haven't seemed to have time to do anything lately.
I'll write it up like a monster, as I don't have all the fluff worked out. It is basically a replacement for dwarves, but bigger.
Foawir
Medium Humanoid
(AC 10; HD 1d10+1; HP 2-11; MR 9; Damage 1d6+1; AL Any; Str +1; Dex +0, Int +0; Wil +0; bXP 6)
Traits: Craft (choose medium) +1, Low-light Vision +1, Unstoppable +1, Anti-social -2
This is the basic fluff I have so far:
Foawir
-Tall and broad (7-8 feet; 300-350 lbs)
-long lived (300-500 years)
-extremely skilled craftsmen
-learned in Runic magic
-ruddy skinned; blonde to red hair; blue or green eyes
-prefer to wear earth tones, usually browns, grays, and greens
-favors hammers, axes, maces, and slings as weapons and plate and mail for armors
-ruled by clan chief with a High King
If you have any questions about anything in the crunch, let me know.
R-
Thanks for posting,
This looks pretty adaptable to C&C. Is Rune Magic part of the rules or just something you worked up?
Thanks again,
Bill
Rune magic is something I'm working out. In the world where the Foawir reside there are 3 types of magic: Runic, Shae, and Witchery. Runic effects "dead" material such as stone, iron, lumber, etc; Shae magic effects the mind and is used for trickery and misdirection, and Witchery effects both the mind and body (charms, hexes, potions, poisons, and poultices). I'm still trying to figure things out for this as I've always had a hard time coming up with magical stuff. I can see how I want it to work, but I can't figure out how to make it work.
R-
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R-
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Rigon wrote:
Rune magic is something I'm working out. In the world where the Foawir reside there are 3 types of magic: Runic, Shae, and Witchery. Runic effects "dead" material such as stone, iron, lumber, etc; Shae magic effects the mind and is used for trickery and misdirection, and Witchery effects both the mind and body (charms, hexes, potions, poisons, and poultices). I'm still trying to figure things out for this as I've always had a hard time coming up with magical stuff. I can see how I want it to work, but I can't figure out how to make it work.
R-
Thanks for the explanation.
W.
Rigon wrote:
Rune magic is something I'm working out. In the world where the Foawir reside there are 3 types of magic: Runic, Shae, and Witchery. Runic effects "dead" material such as stone, iron, lumber, etc; Shae magic effects the mind and is used for trickery and misdirection, and Witchery effects both the mind and body (charms, hexes, potions, poisons, and poultices). I'm still trying to figure things out for this as I've always had a hard time coming up with magical stuff. I can see how I want it to work, but I can't figure out how to make it work.
R-
We need to talk about this. I think this "flavor" of magic would be a great fit for Airhde.
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Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Brutorz Bill wrote:
Thanks for the explanation.
W.
Your welcomed.
R-
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Treebore wrote:
We need to talk about this. I think this "flavor" of magic would be a great fit for Airhde.
Maybe a little bit early on Sunday. OR send a PM.
R-
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Thanks again!
Rigon,
I adapted the Ditch Medicine to my C&C Campaign. I worked it in as a Druid ability, but added that on a natural one rolled on the ability check the healing check actually does 1d4 damage! I used Critical Hits and Critical Fumbles in my C&C games.
Anyways,
The ability wound up saving the life of the party Dwarf. He tried to go toe to toe with a Wooly Giant and wound up being tossed into a burning tree!
The druid got to him just as he was at -9 hit points made her Ditch Medicine check and save the brave dwarf's life! Good times!
Rigon,
I adapted the Ditch Medicine to my C&C Campaign. I worked it in as a Druid ability, but added that on a natural one rolled on the ability check the healing check actually does 1d4 damage! I used Critical Hits and Critical Fumbles in my C&C games.
Anyways,
The ability wound up saving the life of the party Dwarf. He tried to go toe to toe with a Wooly Giant and wound up being tossed into a burning tree!
The druid got to him just as he was at -9 hit points made her Ditch Medicine check and save the brave dwarf's life! Good times!
Glad to see that the material can be so easily adapted.
R-
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Ive just got hold of Chimera and at first scan read its looks a very fine game indeed. ..that happens to sue d20's like C&C. It has the simplicity of C&C but also nails things like skills (and wider traits) and defines monster stats (e.g Strength) with elegance. My favourite minor detail is that 'Barbarian' is a race type rather than a class - good call! Very excited about this product indeed.
Mythago wrote:
Ive just got hold of Chimera and at first scan read its looks a very fine game indeed. ..that happens to sue d20's like C&C. It has the simplicity of C&C but also nails things like skills (and wider traits) and defines monster stats (e.g Strength) with elegance. My favourite minor detail is that 'Barbarian' is a race type rather than a class - good call! Very excited about this product indeed.
I have to agree with you. C&C is my fantasy archetype system and Chimera will be my classless system (if I ever get a chance to run it).
R-
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