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The Crescent Realm Chronical of the Chimerical Moon by Daniel Ashlock

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Page 1: Chronical of the Chimerical Mooneldar.mathstat.uoguelph.ca/dashlock/ROP/Chimera.pdf · the chimerical moon is in the skies. This is a minor annoyance as lunar assaults go, but any

The Crescent RealmChronical of the Chimerical Moon

by Daniel Ashlock

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Contents

1 The Chimerical Moon 5Camp Menagerie . . . . . . . . . . . . 6Fortress of Life . . . . . . . . . . . . . 6Cults, Guilds, and Societies . . . . . . 7

Anakastiki . . . . . . . . . . . . 7Council of Sorcery . . . . . . . . 8The Overmind . . . . . . . . . . 8

Skills . . . . . . . . . . . . . . . . . . . 8

2 Monsters of the Chimerical Moon 11Ansomara . . . . . . . . . . . . . 12Batlion . . . . . . . . . . . . . . . 13Bull Ape . . . . . . . . . . . . . . 14Ceritopsiroo . . . . . . . . . . . . 15Cricket Dog . . . . . . . . . . . . 16Dodosaur . . . . . . . . . . . . . 17Electric Frog . . . . . . . . . . . . 18Firecat . . . . . . . . . . . . . . . 19Goatsnake . . . . . . . . . . . . . 20Hydra, Castorian . . . . . . . . . 21Iron Crab . . . . . . . . . . . . . 22Jumpin Jeeper . . . . . . . . . . . 23Killer Jackal . . . . . . . . . . . . 24Lion Scorpion . . . . . . . . . . . 25Lobster Bear . . . . . . . . . . . 26Lynx Woman . . . . . . . . . . . 27Mowhawk Lizard . . . . . . . . . 29Nomper . . . . . . . . . . . . . . 30Otterantula . . . . . . . . . . . . 31Panarthrop . . . . . . . . . . . . 32Q-Hound . . . . . . . . . . . . . . 33Rattapotamous . . . . . . . . . . 34Squidapillar . . . . . . . . . . . . 35Storm Tiger . . . . . . . . . . . . 36Tigerdeusa . . . . . . . . . . . . . 37Unicorn Rabbit . . . . . . . . . . 38Vilephant . . . . . . . . . . . . . 39

Winged Monkey . . . . . . . . . . 40Wolffalo . . . . . . . . . . . . . . 41Zebra Snapper . . . . . . . . . . . 42

Sessile Plants . . . . . . . . . . . . . . 43Healing Apple . . . . . . . . . . 43Blue Lotus . . . . . . . . . . . . 43

3 Spells and Rituals 45Alchemistry . . . . . . . . . . . . . . . 45

Alchemical Spells . . . . . . . . . 45Envenom . . . . . . . . . . . . . . 45Flavorless . . . . . . . . . . . . . 46Alchemical Rituals . . . . . . . . 46Alchemical Fruit . . . . . . . . . 46Brew Inapparence Potion . . . . . 46Brew Life Sense Potion . . . . . . 46Brew Magiker’s Potion . . . . . . 47Brew Passage Potion . . . . . . . 47Brew Precognition Potion . . . . 47

General Magic . . . . . . . . . . . . . . 48Spells . . . . . . . . . . . . . . . . 48Change Protection . . . . . . . . 48Gator Hide . . . . . . . . . . . . 48Insubordinate . . . . . . . . . . . 48Scentless . . . . . . . . . . . . . . 49Silent . . . . . . . . . . . . . . . . 49Trackbane . . . . . . . . . . . . . 49Rituals . . . . . . . . . . . . . . . 49Clone Chimera . . . . . . . . . . 49Graft . . . . . . . . . . . . . . . . 50Raise Dead . . . . . . . . . . . . 50Vitalos Marble . . . . . . . . . . 50

Vital Magic . . . . . . . . . . . . . . . 50Spells . . . . . . . . . . . . . . . . 50Added Limb . . . . . . . . . . . . 51Attract Chimera . . . . . . . . . 51Body Drain Beam . . . . . . . . . 51Drain Body . . . . . . . . . . . . 51Eye Aye . . . . . . . . . . . . . . 52Fatigue . . . . . . . . . . . . . . . 52Grow Natural Weapon . . . . . . 52Half Form . . . . . . . . . . . . . 53Jumping Legs . . . . . . . . . . . 53Lifebolt . . . . . . . . . . . . . . 53Lineage Sight . . . . . . . . . . . 53Protection from Lust . . . . . . . 54Radical Healing . . . . . . . . . . 54

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4 CONTENTS

Regeneration . . . . . . . . . . . 54Repel Chimera . . . . . . . . . . 55Shield of Life . . . . . . . . . . . 55Taratoma Beam . . . . . . . . . . 55Taratoma Storm . . . . . . . . . 55Transfer Wounds . . . . . . . . . 56Rituals . . . . . . . . . . . . . . . 56Bestow Mind . . . . . . . . . . . 56Budding . . . . . . . . . . . . . . 57Chimerical Region . . . . . . . . 57Enhance Growth . . . . . . . . . 57Statuette . . . . . . . . . . . . . . 57Twain . . . . . . . . . . . . . . . 58

4 Magical Treasures 59Potions . . . . . . . . . . . . . . . . . 59

Inapparance . . . . . . . . . . . 59Life Sense Potion . . . . . . . . . 59Magiker’s Potion . . . . . . . . . 59Passage Potion . . . . . . . . . . 60Precognition Potion . . . . . . . 60

Magic Items . . . . . . . . . . . . . . . 60Chimerical Statuette . . . . . . . 60

Chimerical Region Disk . . . . . . 61Claw Gloves . . . . . . . . . . . . 61Dodosaur Feather Shield . . . . . 61Fatigue Rod . . . . . . . . . . . . 61horn Tiara . . . . . . . . . . . . . 61Lineage Lens . . . . . . . . . . . 61Life Shield Bracelet . . . . . . . . 62Lifebolt Wand . . . . . . . . . . . 62Regeneration Rod . . . . . . . . . 62Tail Belt . . . . . . . . . . . . . . 62Tentacle Belt . . . . . . . . . . . 62Thigh Arm Ring . . . . . . . . . 63Unicorn Rabbit Sword . . . . . . 63Zebra Snapper Armor . . . . . . 63

Natural Treasures . . . . . . . . . . . . 63Plants . . . . . . . . . . . . . . . 63Apple of Life . . . . . . . . . . . 63Delderwood . . . . . . . . . . . . 63Stinkwood . . . . . . . . . . . . . 64Mana Stones . . . . . . . . . . 64Blue-Gold . . . . . . . . . . . . . 64Green-Silver . . . . . . . . . . . 64White-Copper . . . . . . . . . . 64

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Chapter 1

The Chimerical Moon

This moon appears in the skies when Nalmaru is in the warm south of the eternal ocean, following acourse through the warm, moist upper airs. It appears a mixture of swirled green, blue, and cloud.The moon is covered with green plants and shallow seas from pole to pole and varies from warm tohot. There is a magic within this moon that makes it possible for any creature to mate with anyother and have offspring. The moon is covered with chimera, life forms that mix and match thequalities of other life. If two chimeras mate, their offspring is often more mixed and never duplicatesthe qualities of both its parents.

A careful view of the seas of the chimerical moon will show that they form a single reticulatedriver that flows both in and out of a perfectly circular sea on the south pole. The flow of water ismystical. One side of the river is given to dense jungle, the other to lush grasslands interrupted byforested copses. At the points most distant from the river are low mountains with different ecoformsat different altitudes. A single island adorns the polar sea, the island of changes. It is covered withlow grass and huge flowering trees.

A double tower whose halves intertwine rises atop a low mountain in the center of the island ofchanges. It is called the fecund tower. If viewed from far away it seems to stand on a rock in themidst of a wide river. Only direct observation shows the true character of the tower. The tower issealed and no beings are known to come or go. Sages who have viewed the tower and the magicalforces that surround it conjecture that a sorcerer with great knowledge of life built the tower andused it to cast the spell that permits the unnatural life on the moon. They also believe that thefocus of this spell is somewhere within the tower.

Unknown to any but the tower’s hidden master, a great maze full of laboratories and magicalsanctums runs beneath the rock of the island of changes. It has hidden entrances dotted here andthere about the island, opening beneath flowering trees or into the polar ocean. The master is aliveand active, but hidden and secretive. His true natural is unknown save that he is a celestial.

When the chimerical moon is above a region rich in life, its master secretly reaches forth anddraws life forms from their home to the moon to further enrich the strange fauna of his moon.The master also deposits chimera from the moon onto other moons and into the eternal ocean andits environs. These monsters are often gravid when sent away and, once away from the moon,sometimes breed true. For this reason, strange, unique monsters appear from time to time whenthe chimerical moon is in the skies. This is a minor annoyance as lunar assaults go, but anyknowledgeable realm deploys its soldiers and rangers when the chimerical moon is high in the sky.

There is an enormous quantity of life on the chimerical moon and any living creature on thismoon heals a class II attack every ten minutes. Undead fall to dust if they reach at this moon.This effect is similar to what the waters of the eternal ocean do to the undead causing conjecture

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6 CHAPTER 1. THE CHIMERICAL MOON

among scholars that the moon’s placement among the moons of the eternal ocean is not accidental.

The moon’s magic is such that a race of sentients could neither arise or survive on the moon.Those sentients that exist are unique, mostly those with the heads of men or other sentient races,but they have an alliance called the Anakastiki which permits cooperation to destroy the moredangerous chimera that arise and to otherwise enable survival. The Sphinx is a celestial chimera ofgreat age and power that heads the Anakastiki to the extent that anyone does. The members ofthe Anakastiki are obedient to the hidden master of the moon, but from fear and would turn onhim in an instant if they could.

The herbs and berries of the chimerical moon are extraordinary in their power and variety. Ifan alchemist can avoid being eaten, the chimerical moon is a treasure house. The magic of themoon causes creatures not only to be able to breed but, in waves, to want to. Theses waves arecalled Eros storms. The are never closer together than two weeks, but the pattern is not obvious.The duration of Eros storms is the larger of two rolls of 3d6 in hours. This quality enters into theplants as well meaning that love potions are well served by ingredients from the moon. The moonis also the source of the blended mana stones which have a variety of unique properties.

Camp Menagerie

The creatures of the chimerical moon include many animals that are not dangerous and which arepotentially lucrative as pets of curiosities. In the midst of one of the broader parts of the river isa very large, flat-topped rock on which camp menagerie was constructed. It has tall, thick stonewalls and three places were a medium sized sky-ship can dock. Inside the walls is a segmented,high-defense castle with pits spanned by rope bridges, grills closing off halls, and open armoriesplaced hither, thither, and yon. The armories have spears, bows, crossbows, swords, and polearmsplaced in easy reach of the door.

Camp menagerie was founded by investors from Metropoluna and is operated as a caravansary,lodging, market, and safari start point. The camp is staffed by a mixture of people from all overthe eternal ocean and its moons. For a suitable fee they will organize a safari into the jungles orplains of the chimerical moon and they will take orders for or sell out of stock interesting creaturesfrom the moon. Their goal is profit. A powerful magic on the camp makes it immune to waves oflust. The staff also tracks the timing of the Eros storms, exploiting the minimum delay timing, soonly an occasional safari is out in the bush and caught up in these events.

The Anakastiki maintain a small embassy in Camp Menagerie staffed by human-appearingmembers of their organization. The embassy purports to be from the heads of local tribes, concealingits true nature. They arrange for payments of their rewards for various dangerous chimera to safariparticipants – something that makes the Metropolunans like them better, and also monitor exportfor their members. They also hire “guides” to assist with expeditions and safaris, permitting themlots of access.

Fortress of Life

The fact that the life-spell that covers the chimerical moon permits mages to raise the dead has ledto the creation of the fortress of life. It is a hospital and a research center that explores the natureof life and death. The fortress is ancient and has groups from many lands that try to understandhow the forces on the moon promote life. The maintain a fast courier service of sky ships and lunar

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gates that can be used to bring the recently dead to the fortress. The fortress is permitted butwatched carefully be the master of the fecund tower.

The fortress is a series of tall gray stone towers joined by walkways far above the ground andsubterranean passages. Small aircraft are used to move patients and other large loads. The fortresshas a shield against the Eros storms and accepts a fee from the management of Camp Menagerieto act as a refuge at need.

Cults, Guilds, and Societies

Wherever there are people, there are organizations. Even on the chimerical moon, organizationsform among those living creatures that have the power of rational thought and speech. Membershipin an organization is structured as a skill. The initial cost for most organizations is zero, meaningthat if a character’s story gives a reason that they are a member, then they are. In general theskill roll for an organization is used as a competitive roll to settle arguments between members.Organizations can place such high burdens that they count as problems. This is detailed in thedescriptions of the various organizations.

Anakastiki

Base Cost: 0Base Roll: Personality+IntuitionAdded Roll: +2 (no limit)Details:

The Anakastiki is a mutual benefit society. The only requirement for membership is sentienceand not attacking fellow members. The Anakastiki construct hidden redoubts that require sentienceand knowledge to enter under hills and in dense parts of the jungle. These fortresses are stockedwith weapons, durable food, and first aid supplies. They also have easy access to water. Theanakastiki band together to destroy the more dangerous monsters on the moon and also hunt theirantecedents. They have a truce with the council of sorcery, telling the mage-capable that join theirranks of the council and guiding them to find the council.

The Anakastiki also capture and hold purebred male sentients from outside the moon for useas breeding stock. Having a sentient parent increases the chance of a sentient chimera, and theAnakastiki are breeding new members. These males are kept in relative comfort and permittedto leave after about a year. The promise of release, visibly kept, is a useful tool in keeping theprisoner’s compliant. The breeding program is controversial, but is a pet project of the Sphinx.

The Anakastiki offer rewards for the heads, or other appropriate proof of death, of some dan-gerous animals. These include:

Ansomara 2 bars of goldCastorian Hydra 5 bars of silverKiller Jackal 1 bar of goldTigerdeusa 3 bars of silverWolffalo 1 bar of silver

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Council of Sorcery

Base Cost: 0Base Roll: Personality+MagicAdded Roll: +2 (no limit)Details:

Many of the chimera on the moon have mage talent. Over time, some of them managed toapprentice with mages from outside the moon. These individuals founded a fraternal order thatconserves knowledge of magic and finds those with mage talent and trains them. They are interestedin finding spells that free them from the vicissitudes of the moon as well as spell that grant themenough power to survive the predators that stalk the moon. This magic is called shifting lore. Theorder maintains a fortress beneath hills near the fecund tower. This fortress is called the cavernsof sorcery. The roll for the membership skill is used to establish dominance in the activities of theorder and to gain access to the libraries. The caverns are naturally shielded from magic and so forma sanctuary against the more annoying properties of the moon.

The council maintains hideaways all over the moon in areas where the rock that provides anatural shield against the moon’s magic exists. These tend to be a few to a few dozen roomscarved out of the rock. For some reason the rock loses its shielding properties when mined. Thesehideaways are used when a member of the council is forced to shelter from an Eros storm or adangerous foe.

The Overmind

Base Cost: 1Base Roll: Personality+SpiritAdded Roll: +2 (no limit)Details:

The chimera include a number of spiritually aware individuals. They vary in power but mostof them have mindspeech. The overmind is a society with a small number of members, all of whomhave the spiritual talent subordination. This talent permits them to mentally incorporate otherindividuals. They communicate with one another to negotiate spheres of influence, trade usefulsubordinates, and to attempt to gain sufficient power to leave the moon, with their subordinates,for kinder environments. The overmind keeps itself very, very secret, fearing a war of exterminationif it became known.

Skills

Skills are abilities that any character may teach another. Character points may be moved in andout of skills between adventures representing improvement and decay of the skill. Skills have a basecost in character points, a base roll derived from one or more statistics, and a cost to improve theroll which may have a maximum expenditure of points after it in parenthesis. The margin on a skillroll is the amount below the skill roll that the character gets on three dice. Skills with a cost ofzero are skills that anyone that thinks of them, and meets the prerequisites, have. The skills listedhere are those that are not practiced or known on the crescent, but are known to creatures on thechimerical moon.

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Accelerate Healing

Base Cost: 1Base Roll: MagicAdded Roll: +3/1 (no limit)Details:

This mystical skill permits a character to draw in the power of the chimerical moon to healfaster. Normally a character heals by a Class II every ten minutes. Making the skill roll decreasesthe delay to 5 rounds (one minute), making it by a margin of three decreases the time to a round,a margin of six permits healing each segment, and every three additional margin increases the classof the healing by one.

Eros Resistance

Base Cost: 0Base Roll: PersonalityAdded Roll: +3/1 (no limit)Details:

This skill is the ability to resist the effects of an Eros storm. The skill does not affect creaturesthat may approach the character, only their own willingness to participate. The roll is made at theonset of the storm and every ten minutes thereafter.

Lifebinding

Base Cost: 2Base Roll: INTAdded Roll: +2/1 (no limit)Details:

This intuitionist skill permits a chracter to, by touch, arrest the proccess of death, extendingthe time that a character can wait and still be affected by the raise dead spell. This skill is almostexclusively known and taught in the fortress of life.

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10 CHAPTER 1. THE CHIMERICAL MOON

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Chapter 2

Monsters of the Chimerical Moon

The chimerical moon is enfolded in a magic that enriches life and fecondity. Several times a year awave of lust engulfs the moon that causes the creatures of the moon to cease hostilities and mateindiscriminately. The magic of the moon makes offspring from these unions possbile and, in somecases, likely. The more mixed the ancestry of a creature, the less it feels the magic that encouragesmating. This means that direct, single crosses are the most likely type of creature to be found onthe moon. This section details many of the creatures that appear on the moon.

With the exception of a few types of creatures that reproduce by fission, the inhabitants of thechimerical moon tend to be unique or to have a relatively small number of similar individuals thatarise from the same parental stock. If a creature leaves the moon during one of the waves of lust itsometimes becomes pregnant and will have young in its new home. This is thought to be a twistto the life magic of the moon that permits its creations to spread.

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AnsomaraMaterial : 12

Str Agl Int Kno Per Bty17 16 16 5 13 5

Mystic : 5 Celestial : 0Mgk Spr Inu Asc Res Omn

3 10 2 0 0 0

Initiative 8 3,5,8,11 Unconc: 17

Combat ValuesMaterial Mystic Celestial

Atk:8 Def:7 Atk:4 Def:4 Atk:0 Def:0

End: 27 Mana: 4 Essence: 0

Body: 8 © © © © © © © ©Mind: 4 © © © © ©Chi: 0

Movement Run: 14”, tunnel:2” Fist: II

Pts Ability Roll3 Larger, size of a large horse –1 Armor 2, very tough skin,

cheaper for size–

4 Three gores, class IV, one perhead

A

1 One added body, cheaper/size –2 +4” running –2 Can tunnel, earth or rock –2 Total of three minds, shared

mind statistic–

5 Spiritual awareness 20-1 Mental hold 20-1 Mindspeach 20-2 Spiritual glamor 20-1 +2 to hit with mental hold M+2–25

Story: An ansomara has obscure origins being the result of mating of other chimeras. It has a body likea buffalo or shaggy cow with three reptillian necks ending in large goat-like heads with three horns each.It forepaws have steel hard claws, useful for digging. The creature’s appearance and reputation cause it tobe hunted or avoided (+4pts). The creature is sentient but has utter contempt for others, imagining itselfto be utterly superior (+2pts). The exception to this is that an ansomara cannot devour, harm, or evenapproach a goat due to some strange instinct.

Each head of an ansomara can act independently, using its horns to gore or its teeth to bite. More terrible,the ansomara is spiritually aware, able to hold other creatures in place with its mental abilities while itdevours them alive. The ansomara can also use mindspeach and can project a mental glamor that makesit appear as it wishes to concious minds. The Anakastiki offers a reward of two bars of gold and remissionof sins for the proved death of an ansomara (+3pts). An ansomara typically has an extensive burrow inwhich it lies concealed when not hunting.

Armor

Roll -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Armor 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

Damage Penalties

Wound Level 0 1 2 3 4 5 6 7 8 9 10 11 12

Attack Penalty 0 0 1 1 2 2 3 4 5 6 7 8 9

Defense Penalty 0 0 0 1 2 3 3 4 5 6 6 7 8

Skill Penalty 0 1 2 3 4 5 6 7 8 9 10 11 12

Talent Penalty 0 0 0 1 1 1 2 2 3 3 4 4 5

Conciousness * * 0 1 2 3 4 6 7 8 10 11 12

Movement 0 0 1 2 3 3 4 5 6 6 7 8 9

* no roll needed

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BatlionMaterial : 12

Str Agl Int Kno Per Bty18 16 12 6 14 6

Mystic : 3 Celestial : 0Mgk Spr Inu Asc Res Omn

3 3 3 0 0 0

Initiative 10 2,4,7,9,11 Unconc: 18

Combat ValuesMaterial Mystic Celestial

Atk:9 Def:8 Atk:3 Def:2 Atk:0 Def:0

End: 42 Mana: 6 Essence: 0

Body: 7 © © © © © © ©Mind: 5 © © © © ©Chi: 0

Movement Run: 9”, leap 6”, Glide 32” Fist: III

Pts Ability Roll3 +3 initiative –1 Slightly larger, lion sized –2 Can claw, claw, bite –0 Bite is class II, claws are class

IIIA

3 Sonar, active targeting sense 14-3 Leaping 6”, gliding max veloc-

ity 32”–

2 Sneak 18-1 Mighty blow, +1 DC for two

end18-

4 +12 endurance ––19

Story:The batlion is similar to a lion except that its head resembles that of a bat and it has webs of hide

from its front paws to its waist. These are not sufficient to fly but they permit huge leaps and permit the

creature to glide. A batlion has a disgusting appearance (+1pt) but, other than its enhanced mobility is

similar to a bat. A batlion takes two added damage classes from weapons made of or incorporating silver

(+2pts). A batlion defends a hunting territory agressively. It will avoid larger creatures or groups that

seem dangerous to it. A batlion has a bat’s sonar sense and the ability to move quietly.Armor

Roll -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Armor 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

Damage Penalties

Wound Level 0 1 2 3 4 5 6 7 8 9 10 11 12

Attack Penalty 0 0 1 1 2 2 3 4 5 6 7 8 9

Defense Penalty 0 0 0 1 2 3 3 4 5 6 6 7 8

Skill Penalty 0 1 2 3 4 5 6 7 8 9 10 11 12

Talent Penalty 0 0 0 1 1 1 2 2 3 3 4 4 5

Conciousness * * 0 1 2 3 4 6 7 8 10 11 12

Movement 0 0 1 2 3 3 4 5 6 6 7 8 9

* no roll needed

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14 CHAPTER 2. MONSTERS OF THE CHIMERICAL MOON

Bull Ape

Material : 12Str Agl Int Kno Per Bty20 16 12 5 13 6

Mystic : 3 Celestial : 0Mgk Spr Inu Asc Res Omn

3 3 3 0 0 0

Initiative 7 3,6,9,12 Unconc: 20

Combat ValuesMaterial Mystic Celestial

Atk:9 Def:6 Atk:3 Def:1 Atk:0 Def:0

End: 42 Mana: 6 Essence: 0

Body: 8 © © © © © © © ©Mind: 4 © © © ©Chi: 0

Movement Run: 12” Fist: IV

Pts Ability Roll1 Larger, seven feet tall and

broad–

1 Armor 2, very tough skin,cheaper for size

2 Night vision and trackingscent

14-

3 Tracking scent 14-1 Two gores or two rending

blows per attackA

1 Gore is class V, rending at-tacks are class IV

1 One added body, cheaper forsize

2 +4” running –1 Fight wounded 20-1 Mighty blow, +1DC/2 end 20-3 Can expend up to five en-

durance per action–

1 Climbing/Sneaking 18-2 Sneaking 18-2 Intimidation 15-–22

Story:A bull ape looks like a black furred ape with clawed hands and the head of a black bull. Thecreature may gore with its horns or attack with its clawed hands. It is omnivorous with a strong preferencefor meat and relatively little intelligence. Like all chimera, the bull ape looks both unnatural and horrifying(+3pts). It is hyper-agressive and given to berserk rages when wounded or hungry (+3pts). Bull apes arethe result of male ape mating with a wild cow under the incfluence of the moon. This has happened manytimes, the creatures are not unique. Bull apes can see in the dark and track prey with their sense of smell -an ability not in either parent and possibly the result of the magic of the moon. They are good at movingthrough jungle quietly and can move in the upper stories.

Armor

Roll -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Armor 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2

Damage Penalties

Wound Level 0 1 2 3 4 5 6 7 8 9 10 11 12

Attack Penalty 0 0 1 1 2 2 3 4 5 6 7 8 9

Defense Penalty 0 0 0 1 2 3 3 4 5 6 6 7 8

Skill Penalty 0 1 2 3 4 5 6 7 8 9 10 11 12

Talent Penalty 0 0 0 1 1 1 2 2 3 3 4 4 5

Conciousness * * 0 1 2 3 4 6 7 8 10 11 12

Movement 0 0 1 2 3 3 4 5 6 6 7 8 9

* no roll needed

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15

CeritopsirooMaterial : 13

Str Agl Int Kno Per Bty20 20 13 6 14 5

Mystic : 3 Celestial : 0Mgk Spr Inu Asc Res Omn

3 3 3 0 0 0

Initiative 8 3,5,8,11 Unconc: 20

Combat ValuesMaterial Mystic Celestial

Atk:10 Def:7 Atk:3 Def:2 Atk:0 Def:0

End: 42 Mana: 6 Essence: 0

Body: 8 © © © © © © © ©Mind: 4 © © © ©Chi: 0

Movement Run: 18”; Leap 7” Fist: IV

Pts Ability Roll4 Twelve foot tall biped –2 Armor 2/4, very tough skin,

cheaper for size–

2 Gore, kick, kick A1 Gore is class V, kicks are class

IV–

1 One added body, cheaper forsize

3 +6” of running –1 Fight wounded 20-1 Acrobatics 20-3 Intimidation (bellow) 18-2 Shield use, parry; shield en-

ables armor 420-

2 Leap is 7” ––22

Story:The ceritopsiroo is evidence that the chimerical moon comes, from time to time, near the dinosaurmoon. A ceritopsiroo has a head like that of a triceritops, half normal size, on the body of an enormouskangaroo. The creature is hebivorous but aggressively defends a territory against other large herbivores(+2pts). It is hunted for its delicious meat (+2pt) and is also a favorite for the menageries of metropoluna(+2pts). The creature has reptillian skin under its fur and so is armored with much better armor on thehead - with the ceritposian shield implemented as a shield. The creature can kick or gore with its horns.The head is green and the fur is tan colored. The creature attempts to frighten foes with a terrifyingbellow before it attacks. It also can leap acrobatically.

Armor

Roll -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Armor 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 4 4 4 4 4

Damage Penalties

Wound Level 0 1 2 3 4 5 6 7 8 9 10 11 12

Attack Penalty 0 0 1 1 2 2 3 4 5 6 7 8 9

Defense Penalty 0 0 0 1 2 3 3 4 5 6 6 7 8

Skill Penalty 0 1 2 3 4 5 6 7 8 9 10 11 12

Talent Penalty 0 0 0 1 1 1 2 2 3 3 4 4 5

Conciousness * * 0 1 2 3 4 6 7 8 10 11 12

Movement 0 0 1 2 3 3 4 5 6 6 7 8 9

* no roll needed

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16 CHAPTER 2. MONSTERS OF THE CHIMERICAL MOON

Cricket DogMaterial : 12

Str Agl Int Kno Per Bty14 21 10 9 14 4

Mystic : 3 Celestial : 0Mgk Spr Inu Asc Res Omn

3 3 3 0 0 0

Initiative 11 2,4,6,8,10,12 Unconc: 18

Combat ValuesMaterial Mystic Celestial

Atk:9 Def:11 Atk:4 Def:2 Atk:0 Def:0

End: 29 Mana: 6 Essence: 0

Body: 7 © © © © © © ©Mind: 4 © © © ©Chi: 0

Movement Run: 9”; Leap 5” Fist: I

Pts Ability Roll4 Smaller –3 Tracking scent 12-2 Bite is a class III attack

*woof* *boing* munch!A

1 Leap is 5” –2 +4 harder to knock out –2 Intimidation 16-2 Fight wounded 16-1 Sneak 21-1 Wall walking –1 +3 endurance ––19

Story:A cricket dog looks like a 75 cm long cricket except that it has the head of a bull terrier. Thiscreature can jump an impressive distance and is a voracious predator. Its appearance generates negativereactions (+1pts). Because of its cricket ancestry, there creatures emerge from clutches of many eggs. Aclutch tends to stay together as a hunting group. Cricket dogs are ambush predators and retain a caninesense of smell. They can be panicked by determined resistence or strong smells (+2pts). A pack of cricketdogs attacks by leaping at a target from all directions, barking and biting. This manifests as intimidationthat may cause their target to lose an action. Cricket dogs can walk up walls, tree trunks, cliffs, and evenon the bottom side of branches.

Armor

Roll -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Armor 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

Damage Penalties

Wound Level 0 1 2 3 4 5 6 7 8 9 10 11 12

Attack Penalty 0 0 1 1 2 2 3 4 5 6 7 8 9

Defense Penalty 0 0 0 1 2 3 3 4 5 6 6 7 8

Skill Penalty 0 1 2 3 4 5 6 7 8 9 10 11 12

Talent Penalty 0 0 0 1 1 1 2 2 3 3 4 4 5

Conciousness * * 0 1 2 3 4 6 7 8 10 11 12

Movement 0 0 1 2 3 3 4 5 6 6 7 8 9

* no roll needed

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17

DodosaurMaterial : 12

Str Agl Int Kno Per Bty20 12 6 5 12 5

Mystic : 3 Celestial : 0Mgk Spr Inu Asc Res Omn

3 3 3 0 0 0

Initiative 5 4,8,12 Unconc: 20

Combat ValuesMaterial Mystic Celestial

Atk:8 Def:0 Atk:3 Def:2 Atk:0 Def:0

End: 32 Mana: 6 Essence: 0

Body: 10 © © © © © © © © © ©Mind: 4 © © © ©Chi: 0

Movement Run: 12” Fist: IV

Pts Ability Roll13 8 meter long long quadruped –1 Armor 5, cheaper for size –3 +3 body, cheaper for size –5 Can trample a 12x2 line of

hexes, damage class VA

–22

Story:A dodosaur is evidence that the chimerical moon sometimes passes near to the dinosaur moon. It isthe offspring of a dodo and an unknown sauropod dinosaur. It is an avian quadruped of immense size withthick gray feathers that act as superior armor. Dodosaur are voracious herbivores that will strip an areaif permitted to so; they are aggressively hunted by sentients (+4pts). They taste vile and so are avoidedby predators. They are quite stupid, eating unless attacked or presented with a barrier they cannot knockover. If attacked they try to trample their opponents, a line of hexes attack. The feathers of a dodsaurcan be used to fashion remarkably strong, light shields, causing them to be considered treasure (+2pts).

Armor

Roll -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Armor 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5

Damage Penalties

Wound Level 0 1 2 3 4 5 6 7 8 9 10 11 12

Attack Penalty 0 0 1 1 2 2 3 4 5 6 7 8 9

Defense Penalty 0 0 0 1 2 3 3 4 5 6 6 7 8

Skill Penalty 0 1 2 3 4 5 6 7 8 9 10 11 12

Talent Penalty 0 0 0 1 1 1 2 2 3 3 4 4 5

Conciousness * * 0 1 2 3 4 6 7 8 10 11 12

Movement 0 0 1 2 3 3 4 5 6 6 7 8 9

* no roll needed

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18 CHAPTER 2. MONSTERS OF THE CHIMERICAL MOON

Electric FrogMaterial : 10

Str Agl Int Kno Per Bty6 19 9 6 14 6

Mystic : 5 Celestial : 0Mgk Spr Inu Asc Res Omn

4 4 7 0 0 0

Initiative 7 3,6,9,12 Unconc: 14

Combat ValuesMaterial Mystic Celestial

Atk:6 Def:11 Atk:4 Def:2 Atk:0 Def:0

End: 16 Mana: 9 Essence: 0

Body: 6 © © © © © ©Mind: 4 © © © ©Chi: 0

Movement Run: 7”; Leap 3” Fist: -2

Pts Ability Roll6 Smaller, 35cm frog –5 Class V electrical attack, fills

hex, personal immunity, cycletime one round

2 2” reach with tongue –5 Intutitionist 17-2 Immediate precognition 17-2 Pass obstruction - can intuit

paths through weeds and othertangles

17-

–22

Story: An electric frog is the result of an electric eel fertilizing the eggs of one of the larger clawed frogs.It is bright blue and green in a mottled-stripey pattern. It can discharge a huge electric shock once perround. The electric frog is avoided by many creatures, its color is a frank warning, and hunted by missilewielding creatures (+3pts). Electric frogs are ambush predators with very long tongues. They will try andeat almost anything and they stick to things they hit, a state of affairs somewhat ameliorated by theirintuitionism. To knowledgable alchemists, electric frogs are a treasure (+3pts); their intuitionistic abilitiescan be translated into potions.

Armor

Roll -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Armor 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

Damage Penalties

Wound Level 0 1 2 3 4 5 6 7 8 9 10 11 12

Attack Penalty 0 0 1 1 2 2 3 4 5 6 7 8 9

Defense Penalty 0 0 0 1 2 3 3 4 5 6 6 7 8

Skill Penalty 0 1 2 3 4 5 6 7 8 9 10 11 12

Talent Penalty 0 0 0 1 1 1 2 2 3 3 4 4 5

Conciousness * * 0 1 2 3 4 6 7 8 10 11 12

Movement 0 0 1 2 3 3 4 5 6 6 7 8 9

* no roll needed

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19

FirecatMaterial : 10

Str Agl Int Kno Per Bty8 18 12 6 12 6

Mystic : 6 Celestial : 0Mgk Spr Inu Asc Res Omn

5 8 5 0 0 0

Initiative 8 3,5,8,11 Unconc: 12

Combat ValuesMaterial Mystic Celestial

Atk:7 Def:12 Atk:4 Def:4 Atk:0 Def:0

End: 18 Mana: 11 Essence: 0

Body: 6 © © © © © ©Mind: 5 © © © © ©Chi: 0

Movement Run: 6” Fist: -1

Pts Ability Roll6 Smaller, size of a medium large

cat–

5 Spiritually aware 18-1 Cute (spiritual ability) 18-3 Refusal to die, only on the

chimerical moon–

2 Class VI, 5” radius firstorm,must take body to trigger, sui-cidal

5 Pyrokinetic attack, class IV, -1/3”

A

1 Sneak 18-–23

Story: A firecat is descended from a domestic cat and an unknown fire elemental. It looks like a large,

poofy cat with bright red-orange fur. It is pyrokinetic and explodes, burning to ashes, when it takes body

damage. If its ashes are remoistened, at least in the life-field of the chimerical moon, it reforms in about

ten minutes. If the ashes are scattered the ability to regenerate cannot be used. It is also friendly and

only attacks if hungry and denied food. Firecats killed with poison do not catch fire and their fur is very

valuable so it is viewed as treasure, both for its fur and as a pet (+3pts). They are not aware of their

ability to avoid death, but they do project an very strong cuteness field and so are happy to be pets of

predators or sentients that don’t eat them. This means that they are actively hunted as treasure (+4pts).Armor

Roll -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Armor 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

Damage Penalties

Wound Level 0 1 2 3 4 5 6 7 8 9 10 11 12

Attack Penalty 0 0 1 1 2 2 3 4 5 6 7 8 9

Defense Penalty 0 0 0 1 2 3 3 4 5 6 6 7 8

Skill Penalty 0 1 2 3 4 5 6 7 8 9 10 11 12

Talent Penalty 0 0 0 1 1 1 2 2 3 3 4 4 5

Conciousness * * 0 1 2 3 4 6 7 8 10 11 12

Movement 0 0 1 2 3 3 4 5 6 6 7 8 9

* no roll needed

Page 20: Chronical of the Chimerical Mooneldar.mathstat.uoguelph.ca/dashlock/ROP/Chimera.pdf · the chimerical moon is in the skies. This is a minor annoyance as lunar assaults go, but any

20 CHAPTER 2. MONSTERS OF THE CHIMERICAL MOON

GoatsnakeMaterial : 12

Str Agl Int Kno Per Bty18 20 12 4 12 6

Mystic : 3 Celestial : 0Mgk Spr Inu Asc Res Omn

2 2 5 0 0 0

Initiative 8 3,5,8,11 Unconc: 18

Combat ValuesMaterial Mystic Celestial

Atk:10 Def:6 Atk:3 Def:1 Atk:0 Def:0

End: 30 Mana: 4 Essence: 0

Body: 7 © © © © © © ©Mind: 4 © © © ©Chi: 0

Movement Run: 6” Fist: -1

Pts Ability Roll4 Larger, five meters long and

thick–

1 Armor 3, very tough skin,cheaper for size

3 tracking scent 14-2 Horns are class V, A1 Fight wounded 18-1 Climbing 18-2 Sneaking 18-3 Conceal self 16-2 Grabbing attack (constriction)

+4 to hitA+4

2 Can constrict up to three op-ponents

–21

Story: A goatsnake is a 5 meter long python-like snake with a large goat’s head. It arises from the mating

of a male snake and a female goat. The goat head has sharp horns and scales beneath its fur. It also has

a snake’s forked tongue and the ability to track by scent. A goatsnake is warm-blooded and so eats far

more than a normal snake, it is always hungry and hunting (+2pts). Its appearance makes it hunted on

sight other than by collectors (+3pts). A goatsnake kills its pey then swallows it like a giant python. Its

primary attack are its horns, though it also will try to grab prey by coiling around it. This makes hitting

with the horns easier. The goatsnake can coil around up to three opponents.Armor

Roll -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Armor 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3

Damage Penalties

Wound Level 0 1 2 3 4 5 6 7 8 9 10 11 12

Attack Penalty 0 0 1 1 2 2 3 4 5 6 7 8 9

Defense Penalty 0 0 0 1 2 3 3 4 5 6 6 7 8

Skill Penalty 0 1 2 3 4 5 6 7 8 9 10 11 12

Talent Penalty 0 0 0 1 1 1 2 2 3 3 4 4 5

Conciousness * * 0 1 2 3 4 6 7 8 10 11 12

Movement 0 0 1 2 3 3 4 5 6 6 7 8 9

* no roll needed

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21

Hydra, CastorianMaterial : 13

Str Agl Int Kno Per Bty22 18 12 4 16 6

Mystic : 3 Celestial : 0Mgk Spr Inu Asc Res Omn

3 3 3 0 0 0

Initiative 9 3,5,8,10,12 Unconc: 22

Combat ValuesMaterial Mystic Celestial

Atk:10 Def:4 Atk:3 Def:2 Atk:0 Def:0

End: 35 Mana: 6 Essence: 0

Body: 7 © © © © © © ©Mind: 4 © © © ©Chi: 0

Movement Run: 12”; Swim 12” Fist: V

Pts Ability Roll6 Three meter body with three

hex long necks–

2 Added reach to enable longnecks

4 Can bite with all five heads,class V

A

2 Sees in all directions if it wantsto

1 Armor 3, very tough skin,cheaper for size

2 Fight wounded 24-1 +1 initiative –1 +1 body, cheaper for size –3 Refusal to die - regererates un-

less all five heads are severed,but only on chimerical moon

–22

Story: A castorian hydra is a five-headed reptillian monster descended from a primitive form of dragon

and a beaver. It has five long necks ending in outsized beaver heads. It is an aquatic monster and eats

trees, but it does not have a beaver’s habit of building lodges or damns. It eats the bark of trees, killing

them at a great rate. The castorian hydra is very bad for the land and the Anakastiki offer a reward of

five bars of silver for all five heads (+2pts). Unless all five heads are harvested the creature may regrow.

A castorian hydra is horrifying and hunted by large predator or sentient (+4pts). It can leave the water,

but seldom leaves it by much - typically a devastated landscape will follow a river or lake-shore.Armor

Roll -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Armor 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3

Damage Penalties

Wound Level 0 1 2 3 4 5 6 7 8 9 10 11 12

Attack Penalty 0 0 1 1 2 2 3 4 5 6 7 8 9

Defense Penalty 0 0 0 1 2 3 3 4 5 6 6 7 8

Skill Penalty 0 1 2 3 4 5 6 7 8 9 10 11 12

Talent Penalty 0 0 0 1 1 1 2 2 3 3 4 4 5

Conciousness * * 0 1 2 3 4 6 7 8 10 11 12

Movement 0 0 1 2 3 3 4 5 6 6 7 8 9

* no roll needed

Page 22: Chronical of the Chimerical Mooneldar.mathstat.uoguelph.ca/dashlock/ROP/Chimera.pdf · the chimerical moon is in the skies. This is a minor annoyance as lunar assaults go, but any

22 CHAPTER 2. MONSTERS OF THE CHIMERICAL MOON

Iron CrabMaterial : 12

Str Agl Int Kno Per Bty22 12 12 6 16 4

Mystic : 3 Celestial : 0Mgk Spr Inu Asc Res Omn

3 3 3 0 0 0

Initiative 9 3,5,8,10,12 Unconc: 22

Combat ValuesMaterial Mystic Celestial

Atk:9 Def:7 Atk:3 Def:2 Atk:0 Def:0

End: 35 Mana: 6 Essence: 0

Body: 8 © © © © © © © ©Mind: 4 © © © ©Chi: 0

Movement Run: 10” Fist: V

Pts Ability Roll7 Armor 4, metalicised chitin –3 tracking scent 14-1 Can use two claw attacks, class

VA

4 Can see in all directions and inthe dark

2 One added body –3 +3 initiative –2 +4” running ––22

Story: An iron crab is the offspring of a land crab and an unknown metal elemental. It is chrome-shinyand very obvious (+1pt) and has the intelligence of a crab (+2pts). The shell of an iron crab is easy toform into remakably good armor and the meat is sweet and delicious making the iron crab a sought-aftertreasure (+3pts). An iron crab can attack with both claws and does so to defend itself or choice carrion,its primary food source. Iron crabs are about the size of a human being with a 90cm diameter disk shapedbody, eight locomotor legs, and two huge claws. Their eyes extend on stalks permitting clear viewing inall directions. They have both night vision and an excellent sense of smell. They are nocturnal, sleepingin a hidden lair during the day. An iron crab, in spite of its metallo-organic shell, is not especially dense.

Armor

Roll -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Armor 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4

Damage Penalties

Wound Level 0 1 2 3 4 5 6 7 8 9 10 11 12

Attack Penalty 0 0 1 1 2 2 3 4 5 6 7 8 9

Defense Penalty 0 0 0 1 2 3 3 4 5 6 6 7 8

Skill Penalty 0 1 2 3 4 5 6 7 8 9 10 11 12

Talent Penalty 0 0 0 1 1 1 2 2 3 3 4 4 5

Conciousness * * 0 1 2 3 4 6 7 8 10 11 12

Movement 0 0 1 2 3 3 4 5 6 6 7 8 9

* no roll needed

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23

Jumpin JeeperMaterial : 10

Str Agl Int Kno Per Bty7 16/21 13 6 11/16 4

Mystic : 5 Celestial : 0Mgk Spr Inu Asc Res Omn

4 7 4 0 0 0

Initiative 9 3,5,8,10,12 Unconc: 16

Combat ValuesMaterial Mystic Celestial

Atk:7 Def:13 Atk:4 Def:3 Atk:0 Def:0

End: 17 Mana: 9 Essence: 0

Body: 4 © © © ©Mind: 5 © © © © ©Chi: 0

Movement Run: 7”; Leap 6” Fist: -1

Pts Ability Roll2 Mystic statistic, agl, per –8 Much smaller, 16cm tall ro-

dent–

-4 Two less body –3 Class III 4 segment acid at-

tack, 4/dayA

3 Leap totals 6” –4 Spiritually aware 15-3 Mindlink with littermates 15-3 Imaging life sense 17-–22

Story: A jumping jeeper is descended from a drone bee and a female kangaroo rat. They are born in

litters that remain together because of residual hive instinct. A jumping jeeper looks like an extra-large

kangaroo rat except that is has insect-like eyes and a bee-stinger at the end of its tail. Unlike bees, using

the stinger is not fatal. The sting has acid that does class III damage for four segments. Jumping jeepers

are fearless (+2pts) and hated by other chimera for the pain their stings cause (+4pts). They yell “jeeeeep”

when they leap. They eat seeds and prefer arid environments. They defend their home territory the way

bees defend the inside of their hive. Jumping jeepers are spiritually aware, having a mind link with their

(eight closest) littermates. They can also have the spiritual ability to see other minds.Armor

Roll -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Armor 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

Damage Penalties

Wound Level 0 1 2 3 4 5 6 7 8 9 10 11 12

Attack Penalty 0 0 1 1 2 2 3 4 5 6 7 8 9

Defense Penalty 0 0 0 1 2 3 3 4 5 6 6 7 8

Skill Penalty 0 1 2 3 4 5 6 7 8 9 10 11 12

Talent Penalty 0 0 0 1 1 1 2 2 3 3 4 4 5

Conciousness * * 0 1 2 3 4 6 7 8 10 11 12

Movement 0 0 1 2 3 3 4 5 6 6 7 8 9

* no roll needed

Page 24: Chronical of the Chimerical Mooneldar.mathstat.uoguelph.ca/dashlock/ROP/Chimera.pdf · the chimerical moon is in the skies. This is a minor annoyance as lunar assaults go, but any

24 CHAPTER 2. MONSTERS OF THE CHIMERICAL MOON

Killer JackalMaterial : 12

Str Agl Int Kno Per Bty14 17/24 15 6 15/22 5

Mystic : 7 Celestial : 2Mgk Spr Inu Asc Res Omn

5 12 5 2 2 2

Initiative 10 2,4,7,9,11 Unconc: 22

Combat ValuesMaterial Mystic Celestial

Atk:10 Def:12 Atk:4 Def:5 Atk:1 Def:1

End: 26 Mana: 12 Essence: 4

Body: 7 © © © © © © ©Mind: 5 © © © © ©Chi: 4 © © © ©

Movement Run: 12” Fist: I

Pts Ability Roll2 Mystic statistic, agl, per –2 Night vision –5 Spiritual awareness 22-1 Astral projection 24-3 Forget 22-3 Rulership 22-2 Glamor 22-2 Knockout 22-4 Shield, 1+margin/2, not more

than 4 armor22-

2 Telekinesis 22-1 Telepathy 22-3 Mage, two spells (dispell

magic, 5, -5)16-

–30

Story: A killer jackal is born of a spiritually aware woman and a jackal. It looks like a man or a womanwith a black-furred jackal’s head. Killer jackals are spiritually aware, most males are members of theOvermind, they have a psychology that does not mind incorporation, a remnant of their pack instinct.The females hide a lot. Both are worth a gold bar to the Anakastiki and are targets of the council ofsorcery (+5pts). Killer jackals are naturally paranoid loners (+3pts). Their appearance horrifies mostcreatures unless they use their glamor ability (+2pts). Killer jackals take two added damage classes fromiron or steel weapons (+3pts). A killer jackal is also a mage, though without the skill they have with theirspiritual awareness. Their spiritual abilities are terrifying. They collect and can be tempted with magicitems (+1pt). They also love to leave the moon where they are far safer and more powerful.

Armor

Roll -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Armor 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

Damage Penalties

Wound Level 0 1 2 3 4 5 6 7 8 9 10 11 12

Attack Penalty 0 0 1 1 2 2 3 4 5 6 7 8 9

Defense Penalty 0 0 0 1 2 3 3 4 5 6 6 7 8

Skill Penalty 0 1 2 3 4 5 6 7 8 9 10 11 12

Talent Penalty 0 0 0 1 1 1 2 2 3 3 4 4 5

Conciousness * * 0 1 2 3 4 6 7 8 10 11 12

Movement 0 0 1 2 3 3 4 5 6 6 7 8 9

* no roll needed

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25

Lion ScorpionMaterial : 13

Str Agl Int Kno Per Bty16 19 12 4 14 7

Mystic : 5 Celestial : 0Mgk Spr Inu Asc Res Omn

3 2 10 0 0 0

Initiative 10 2,4,7,9,11 Unconc: 20

Combat ValuesMaterial Mystic Celestial

Atk:9 Def:8 Atk:3 Def:1 Atk:0 Def:0

End: 30 Mana: 4 Essence: 0

Body: 7 © © © © © © ©Mind: 5 © © © © ©Chi: 0

Movement Run: 10”; Leap 5” Fist: II

Pts Ability Roll2 +2 initiative –2 Night vision –2 Tail is a class IV attack –5 Posion attack, class V, if tail

does damage–

2 +4 harder to knock out –2 Fight wounded 18-1 Sneak 19-2 Can claw, claw, and bite or

stingA

3 Intuitionist 16-2 Immediate Precognition: mar-

gin to hit/dodge16-

–24

Story: A lion scorpion looks very much like a lion except that it has a gigantic scorpion’s tail. Itsappearance makes it a target (+3pts). Lion scorpions arise from an incomprehensible mating between ascorpion and a lion. They are utterly fearless (+2pts) and voracious carnivores. Lion scorpions are usuallyloners because they are rare but, when they meet they form prides. Unlike normal lions multiple malestolerate one another. Lion scorpions have an instinctive grasp of hunting tactics. They are also sought afteras guardian beasts and sell for large amounts of money (+3pts). Lion scorpions have enhanced intuitionthat permits them to see a short way into the future. This permits them to fight more effectively.

Armor

Roll -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Armor 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

Damage Penalties

Wound Level 0 1 2 3 4 5 6 7 8 9 10 11 12

Attack Penalty 0 0 1 1 2 2 3 4 5 6 7 8 9

Defense Penalty 0 0 0 1 2 3 3 4 5 6 6 7 8

Skill Penalty 0 1 2 3 4 5 6 7 8 9 10 11 12

Talent Penalty 0 0 0 1 1 1 2 2 3 3 4 4 5

Conciousness * * 0 1 2 3 4 6 7 8 10 11 12

Movement 0 0 1 2 3 3 4 5 6 6 7 8 9

* no roll needed

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26 CHAPTER 2. MONSTERS OF THE CHIMERICAL MOON

Lobster BearMaterial : 13

Str Agl Int Kno Per Bty22 19 12 4 14 7

Mystic : 5 Celestial : 0Mgk Spr Inu Asc Res Omn

4 7 4 0 0 0

Initiative 8 3,5,8,11 Unconc: 22

Combat ValuesMaterial Mystic Celestial

Atk:10 Def:6 Atk:4 Def:3 Atk:0 Def:0

End: 38 Mana: 9 Essence: 0

Body: 8 © © © © © © © ©Mind: 5 © © © © ©Chi: 0

Movement Run: 12” Fist: V

Pts Ability Roll5 Larger, three meter tall bear –1 Armor 2 –1 +1 body, cheaper for size –1 +3 endurance –2 Night vision –3 Tracking scent –1 Can breathe air or water –1 Fight wounded 22-2 Can claw, claw, bite, class V A1 Sneak 19-3 Spiritually aware 13-–21

Story: A lobster bear is a brown bear with huge pincers on its upper limbs and antennea on its head. Ithas trouble walking on all fours and so is often found walking bipedally, permitting it to attack with itsclaws as well as its vicious bite. The lobster bear sees well in the dark and has an excellent sense of smellvested in its antenna. Its appearance is bizzare and invites attack (+3pts). Lobster bears are also highlyagressive (+2pts). Lobster bears are naturally spiritually aware but, unless trained, do nothing much withit.

Armor

Roll -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Armor 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2

Damage Penalties

Wound Level 0 1 2 3 4 5 6 7 8 9 10 11 12

Attack Penalty 0 0 1 1 2 2 3 4 5 6 7 8 9

Defense Penalty 0 0 0 1 2 3 3 4 5 6 6 7 8

Skill Penalty 0 1 2 3 4 5 6 7 8 9 10 11 12

Talent Penalty 0 0 0 1 1 1 2 2 3 3 4 4 5

Conciousness * * 0 1 2 3 4 6 7 8 10 11 12

Movement 0 0 1 2 3 3 4 5 6 6 7 8 9

* no roll needed

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27

Lynx WomanMaterial : 11

Str Agl Int Kno Per Bty12 14/20 12 7 12/18 9/15

Mystic : 6 Celestial : 1Mgk Spr Inu Asc Res Omn10 4 4 1 1 1

Initiative 8 3,5,8,11 Unconc: 18

Combat ValuesMaterial Mystic Celestial

Atk:9 Def:6 Atk:3 Def:1 Atk:1 Def:1

End: 23 Mana: 16 Essence: 2

Body: 8 © © © © © © ©Mind: 5 © © © © ©Chi: 3 © © ©

Movement Run: 10” Fist: 0

Pts Ability Roll3 Mystic statistic, Agl, Per, Bty –2 Night vision 14-3 Tracking scent 14-3 Claws are class II, bite is class

IIIA

8 Mage, up to eight active spells 26-1 Climb 22-1 Sneak 20-1 Hang spell 26-1 Intensify spell 26-1 Expand spell 26-1 Extend spell 26-–25

Story: A lynx woman is the child of male lynx and a female woman with strong mage talent. A lynxwoman has a human female body with a lynx’s head, hidden claws, feet, and tail. She can see in the darkand track prey by scent. Her magical side supports her mundane abilities and she inherits her mother’smagical ability. The appearance of a lynx woman scares people (+2pts) and the fact she has magicalpowers causes her to be viewed as a treasure (+4pts). She is willful and independent going to great lengthsto avoid control (+3pts). She has a cat’s grace and remarkable magical powers.

A lynx woman typically has a well hidden and magically fortified lair that contains some way of lettingher ride out the Eros storm. Single shot magic weapons are hidden about the lair and all treasure in thelair is concealed by magic or artifice. A lynx woman likes having servants under some form of magicalcompulsion.

Armor

Roll -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Armor 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

Damage Penalties

Wound Level 0 1 2 3 4 5 6 7 8 9 10 11 12

Attack Penalty 0 0 1 1 2 2 3 4 5 6 7 8 9

Defense Penalty 0 0 0 1 2 3 3 4 5 6 6 7 8

Skill Penalty 0 1 2 3 4 5 6 7 8 9 10 11 12

Talent Penalty 0 0 0 1 1 1 2 2 3 3 4 4 5

Conciousness * * 0 1 2 3 4 6 7 8 10 11 12

Movement 0 0 1 2 3 3 4 5 6 6 7 8 9

* no roll needed

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28 CHAPTER 2. MONSTERS OF THE CHIMERICAL MOON

Spells

Shifting SpellsAttract Chimera 3 -2 ©Lineage Sight 3 -1 ©Protection from Lust 7 -4 ©Transfer Wounds 7 -5 ©

Shifting RitualsEnhance Growth 8 -3 ©

General SpellsArrowsafe 6 -4 ©Fireball 6 -4 ©Dispell Magic 5 -5 ©Running 3 -2 ©Sleep 5 -3 ©Telekinesis 3 -3 ©

General RitualsBradley Marbles 6 -3 ©Melvin Marbles 6 -3 ©

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29

Mowhawk LizardMaterial : 13

Str Agl Int Kno Per Bty10 16/22 15 10 15 12

Mystic : 6 Celestial : 1Mgk Spr Inu Asc Res Omn

3 10 5 1 1 1

Initiative 9 3,5,8,10,12 Unconc: 15

Combat ValuesMaterial Mystic Celestial

Atk:10 Def:6 Atk:3 Def:1 Atk:1 Def:1

End: 23 Mana: 9 Essence: 2

Body: 9 © © © © © © © © ©Mind: 5 © © © © ©Chi: 3 © © ©

Movement Run: 10”;Swim 5” Fist: -1

Pts Ability Roll1 Mystic statistic, agility –1 Armor 1, reptile skin –1 Force device 22-2 Bite is a class II attack A6 Spiritual awareness 22-6 Telekinesis, strength 22 22-5 Shield (1+margin/2) armor to

max of 522-

1 Telepathy 22-1 Mindspeach 22-–24

Story: A mohawk lizard is the result of the mating of an unknown spiritually gifted sentient and a smallfeathered dinosaur. The result is a bipedal dinosaur with bright yellow, red, and gold plumage and a hugecrest of blue feathers that double its hight or form a trail down its back when the crest is not raised. Thefront limbs of the creature end in dextrous four-fingered hands. Mohawk lizards are telekinetic and huntwith their abilities. Their feathers alone make them a treasure - they fall out often, no need to kill, but itis also possible to negotiate with them for their services (+4pts). They are paid in fresh meat. The basicpersonality of a mohawk lizard is friendly and trusting (+2pts) but they absolutely have a fit if betrayed(+2pts). A mohawk lizard is roughly man-sized but with a foreward-leaning posture.

Armor

Roll -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Armor 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3

Damage Penalties

Wound Level 0 1 2 3 4 5 6 7 8 9 10 11 12

Attack Penalty 0 0 1 1 2 2 3 4 5 6 7 8 9

Defense Penalty 0 0 0 1 2 3 3 4 5 6 6 7 8

Skill Penalty 0 1 2 3 4 5 6 7 8 9 10 11 12

Talent Penalty 0 0 0 1 1 1 2 2 3 3 4 4 5

Conciousness * * 0 1 2 3 4 6 7 8 10 11 12

Movement 0 0 1 2 3 3 4 5 6 6 7 8 9

* no roll needed

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30 CHAPTER 2. MONSTERS OF THE CHIMERICAL MOON

NomperMaterial : 12

Str Agl Int Kno Per Bty8 20/23 13 6 17 8

Mystic : 3 Celestial : 0Mgk Spr Inu Asc Res Omn

3 3 3 0 0 0

Initiative 12 2,4,6,7,9,11 Unconc: 17

Combat ValuesMaterial Mystic Celestial

Atk:8 Def:12 Atk:3 Def:2 Atk:0 Def:0

End: 20 Mana: 6 Essence: 0

Body: 7 © © © © © © ©Mind: 4 © © © ©Chi: 0

Movement Run: 14” Fist: -1

Pts Ability Roll1 Mystic statistic, agl –3 Added initiative –4 Smaller, 50cm quadruped –4 Bite is class III A2 Armor 2, turtle shell under the

fur–

2 +4” running –2 Conceal self 15-–18

Story: A nomper is the child of a snapping turtle and a woodchuck. Something about the cross of thetwo types of creatures yielded incredible reflexes. A nomper appears as a furry brown quadruped about50cm long, but with a sharp turtle-like beak. They rush forward, take a bite and rush away. Nompers arehatched from eggs laid in clutches and so several may be encountered in a given area. They are viewed aspests and exterminated when possible (+2pts). Nompers are good at hiding in natural cover. They havea full turtle shell under their fur, giving them some armor. They live in burrows and, in tune with theirturtle side, prefer warm sunny days.

Armor

Roll -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Armor 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2

Damage Penalties

Wound Level 0 1 2 3 4 5 6 7 8 9 10 11 12

Attack Penalty 0 0 1 1 2 2 3 4 5 6 7 8 9

Defense Penalty 0 0 0 1 2 3 3 4 5 6 6 7 8

Skill Penalty 0 1 2 3 4 5 6 7 8 9 10 11 12

Talent Penalty 0 0 0 1 1 1 2 2 3 3 4 4 5

Conciousness * * 0 1 2 3 4 6 7 8 10 11 12

Movement 0 0 1 2 3 3 4 5 6 6 7 8 9

* no roll needed

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31

OtterantulaMaterial : 10

Str Agl Int Kno Per Bty8 16/21 13 6 11 6

Mystic : 5 Celestial : 0Mgk Spr Inu Asc Res Omn

4 7 4 0 0 0

Initiative 12 2,4,6,7,9,11 Unconc: 12

Combat ValuesMaterial Mystic Celestial

Atk:7 Def:9 Atk:4 Def:3 Atk:0 Def:0

End: 18 Mana: 9 Essence: 0

Body: 6 © © © © © ©Mind: 5 © © © © ©Chi: 0

Movement Run: 10”; Swim 10” Fist: -1

Pts Ability Roll1 Mystic statistic, agl –3 Added initiative –4 Bite is class III A5 Fight wounded 16-1 Climbing 23-1 Sneak 21-1 Conceal self 13-–16

Story: An otterantula is the offspring of a male tarantula and a female otter. It is an eight-legged otterthat can fold its limbs to swim like an otter and with spider-like mandibles flanking its mouth that giveit one hell of a bite. An otterantula is also much bigger than a normal otter, being a meter long. It canmove quietly on land or in water and climb efficiently. They are remarkably fast and will avoid combatunless someone enters their home hunting territory. They retain an arthrapod-like toughness.

Armor

Roll -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Armor 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

Damage Penalties

Wound Level 0 1 2 3 4 5 6 7 8 9 10 11 12

Attack Penalty 0 0 1 1 2 2 3 4 5 6 7 8 9

Defense Penalty 0 0 0 1 2 3 3 4 5 6 6 7 8

Skill Penalty 0 1 2 3 4 5 6 7 8 9 10 11 12

Talent Penalty 0 0 0 1 1 1 2 2 3 3 4 4 5

Conciousness * * 0 1 2 3 4 6 7 8 10 11 12

Movement 0 0 1 2 3 3 4 5 6 6 7 8 9

* no roll needed

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32 CHAPTER 2. MONSTERS OF THE CHIMERICAL MOON

Panarthrop

Material : 12Str Agl Int Kno Per Bty16 16/19 12 6 15 7

Mystic : 3 Celestial :0Mgk Spr Inu Asc Res Omn

2 2 5 0 0 0

Initiative 7 3,6,9,12 Unconc: 20

Combat ValuesMaterial Mystic Celestial

Atk:9 Def:9 Atk:3 Def:1 Atk:0 Def:0

End: 31 Mana: 5 Essence: 0

Body: 7 © © © © © © ©Mind: 4 © © © ©Chi: 0

Movement Run: 9” Fist:II

Pts Ability Roll1 Mystic Statistic Agl –1 Smaller –2 Density –2 Armor 3, cheaper for density –4 Can see in all direc-

tions;night vision–

5 Class III speed drain - tailpoison

4 Bite, tail, claws all useable,all these attacks are class III

A

2 Fight wounded 18-2 Hard to knock out, +4 –1 +3 end ––24

Story: The panarthrop is a hybrid of several arthrapod species and is horrifing (+3pts). Shaped a bitlike a forward leaning biped, but with six arthrapod legs sprouting from each hip, the panarthrop has twolobster-like pincers, large beetle-jaws, chitinous armor, and a scorpion-like tail. Panarthrop are carnivores,aggressive and constantly hungry, but quite stupid (+3pts). They hate the smell of mint, pennyroyal, orcatnip and avoid it even in spite of their hunger (+2pts).

Panarthrop are ground dwellers that live in burrows. They are a meter high and stocky. Panarthrops canattack with jaws, claws, and tail with the latter containing a paralytic poison that reduces the target’sspeed for ten minutes. They have eyes on both sides of their heads that permit them to see in all directions,and those eyes function well in low light.

Armor

Roll -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Armor 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3

Damage Penalties

Wound Level 0 1 2 3 4 5 6 7 8 9 10 11 12

Attack Penalty 0 0 1 1 2 2 3 4 5 6 7 8 9

Defense Penalty 0 0 0 1 2 3 3 4 5 6 6 7 8

Skill Penalty 0 1 2 3 4 5 6 7 8 9 10 11 12

Talent Penalty 0 0 0 1 1 1 2 2 3 3 4 4 5

Consciousness * * 0 1 2 3 4 6 7 8 10 11 12

Movement 0 0 1 2 3 3 4 5 6 6 7 8 9

* no roll needed

Page 33: Chronical of the Chimerical Mooneldar.mathstat.uoguelph.ca/dashlock/ROP/Chimera.pdf · the chimerical moon is in the skies. This is a minor annoyance as lunar assaults go, but any

33

Q-Hound

Material : 12Str Agl Int Kno Per Bty15 17 10 5 17 8

Mystic : 4 Celestial :0Mgk Spr Inu Asc Res Omn

6 3 3 0 0 0

Initiative 6 3,7,11 Unconc: 17

Combat ValuesMaterial Mystic Celestial

Atk:8 Def:10 Atk:3 Def:3 Atk:0 Def:0

End: 27 Mana: 10 Essence: 0

Body: 7 © © © © © © ©Mind: 4 © © © ©Chi: 3 © © ©

Movement Run: 12” Fist:I

Pts Ability Roll2 Smaller –8 Lightning rush - six hex class

IV attack–

2 May become invisible whenholding still and trying tohide.

3 Tracking 17-2 Excellent sense of smell –2 +4” running movement –2 Bite is class III ––21

Story: A Q-hound is the offspring of a dog and an air-elemental. There are many Q-hounds on thechimerical moon, but they cannot breed, suggesting that there is a good supply of the air elemental toserve as a male parent. A Q-hound looks like the same kind of dog as its mother, save that is lighter coloredand has electric blue or violet eyes. Q-hound puppies are much sought after as are adult Q-hounds, to alesser degree, making them a treasure (+2pts). A Q-hounds body flows with electrical force and so takestwo added damage classes from metal weapons (+3pts).

Q-hounds have two special properties. The first is that they may become invisible while holding still andwanting to hide. This ability is instinctive. The second ability is the lightning rush. Anywhere along itsmovement, a Q-hound may transform to lighting for six hexes – their running movement is extended by 6”when using this ability – and do a class IV lighting area attack in each of the six hexes. Other than theseabilities, Q-hounds are dogs.

Armor

Roll -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Armor 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

Damage Penalties

Wound Level 0 1 2 3 4 5 6 7 8 9 10 11 12

Attack Penalty 0 0 1 1 2 2 3 4 5 6 7 8 9

Defense Penalty 0 0 0 1 2 3 3 4 5 6 6 7 8

Skill Penalty 0 1 2 3 4 5 6 7 8 9 10 11 12

Talent Penalty 0 0 0 1 1 1 2 2 3 3 4 4 5

Consciousness * * 0 1 2 3 4 6 7 8 10 11 12

Movement 0 0 1 2 3 3 4 5 6 6 7 8 9

* no roll needed

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34 CHAPTER 2. MONSTERS OF THE CHIMERICAL MOON

RattapotamousMaterial : 13

Str Agl Int Kno Per Bty24 15 11 6 16 6

Mystic : 3 Celestial : 0Mgk Spr Inu Asc Res Omn

2 2 5 0 0 0

Initiative 7 3,6,9,12 Unconc: 24

Combat ValuesMaterial Mystic Celestial

Atk:10 Def:6 Atk:3 Def:1 Atk:0 Def:0

End: 44 Mana: 5 Essence: 0

Body: 9 © © © © © © © © ©Mind: 4 © © © ©Chi: 0

Movement Run: 10” Fist: VI

Pts Ability Roll5 Larger, four meter quadruped –5 Command rats –3 Tracking scent 13-1 Fight wounded 24-2 +2 body, cheaper for size –1 Armor 3, super thick skin,

cheaper for size–

0 Bite is a class VI attack A1 Sneak 15-3 Intimidation 20-3 +9 endurance ––24

Story: A rattapotamous is the offspring of a rat and a hippo. It is slightly smaller than a hippo, a landanimal, and a little thinner than its larger parent. It is also a fierce carnivore that leaps from ambush torend its prey. It is hunted as a menace (+4pts) and has a disgusting and terrifying appearance (+2pts).A rattapotomus can swim but would rather sneak through the jungle, stalking its prey. A rattapotomusretains its ancestral fear of cats. of any size (+2pts). It will flee from the smell or sight of a cat. Whilethis does not come up much on the chimerical moon, a rattapotamus can command rats mentally.

Armor

Roll -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Armor 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3

Damage Penalties

Wound Level 0 1 2 3 4 5 6 7 8 9 10 11 12

Attack Penalty 0 0 1 1 2 2 3 4 5 6 7 8 9

Defense Penalty 0 0 0 1 2 3 3 4 5 6 6 7 8

Skill Penalty 0 1 2 3 4 5 6 7 8 9 10 11 12

Talent Penalty 0 0 0 1 1 1 2 2 3 3 4 4 5

Conciousness * * 0 1 2 3 4 6 7 8 10 11 12

Movement 0 0 1 2 3 3 4 5 6 6 7 8 9

* no roll needed

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35

Squidapillar

Material : 12Str Agl Int Kno Per Bty

16/19 17 13 6 15 5

Mystic : 3 Celestial :0Mgk Spr Inu Asc Res Omn

3 3 3 0 0 0

Initiative 7 3,6,9,12 Unconc: 19

Combat ValuesMaterial Mystic Celestial

Atk:9 Def:8 Atk:3 Def:2 Atk:0 Def:0

End: 31 Mana: 6 Essence: 0

Body: 7 © © © © © © ©Mind: 4 © © © ©Chi: 0

Movement Run: 15” Fist:III

Pts Ability Roll1 mystic statistic str –3 Tracking smell 17-2 Good night vision 17-1 Fight wounded 19-1 Wall walking –1 Tentacles reach +2” more –3 +6” running –3 Up to four tentacle attacks,

class IIIA

1 Beak is class V, only aftertentacle grab

A

1 Sneak 17-2 Conceal self 15-–19

Story: A squidapillar is the result of the union of a centipede and a squid. The creature has numerous legsand is about the size of a man. It can walk up trees and walls and across ceilings. Its tentacles can reachup to three hexes and it may attack with four of them per segment. The creature is nocturnal and huntsby smell. A squidapillar is carnivorous, happy to hunt or scavenge, but it is also very tasty and unarmored,making it a favorite target of other carnivores (+2pts). Its appearance induces horror, in addition toits odd shape a squidapillar is colored like rotting plants; this invites attacks by those unfamiliar with it(+1pt). The squidapillar is capable of walking quietly and concealing itself in piles of refuse. Squidapillarssometimes hunt in small groups, but more often hunt alone.

Armor

Roll -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Armor 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

Damage Penalties

Wound Level 0 1 2 3 4 5 6 7 8 9 10 11 12

Attack Penalty 0 0 1 1 2 2 3 4 5 6 7 8 9

Defense Penalty 0 0 0 1 2 3 3 4 5 6 6 7 8

Skill Penalty 0 1 2 3 4 5 6 7 8 9 10 11 12

Talent Penalty 0 0 0 1 1 1 2 2 3 3 4 4 5

Consciousness * * 0 1 2 3 4 6 7 8 10 11 12

Movement 0 0 1 2 3 3 4 5 6 6 7 8 9

* no roll needed

Page 36: Chronical of the Chimerical Mooneldar.mathstat.uoguelph.ca/dashlock/ROP/Chimera.pdf · the chimerical moon is in the skies. This is a minor annoyance as lunar assaults go, but any

36 CHAPTER 2. MONSTERS OF THE CHIMERICAL MOON

Storm TigerMaterial : 13

Str Agl Int Kno Per Bty16/22 18/24 12 6 12/18 6

Mystic : 6 Celestial : 2Mgk Spr Inu Asc Res Omn10 4 4 3 2 1

Initiative 12 2,4,6,7,9,11 Unconc: 22

Combat ValuesMaterial Mystic Celestial

Atk:12 Def:9 Atk:4 Def:4 Atk:2 Def:1

End: 35 Mana: 16 Essence: 5

Body: 9 © © © © © © © © ©Mind: 5 © © © © ©Chi: 4 © © © ©

Movement Run: 14”; Fly 28”; Swim 7” Fist: V

Pts Ability Roll3 Mystic statistic, str, agl, pers –3 Added initiative –4 Larger, four meter quadruped –1 Fight wounded 22-2 +2 body, cheaper for size –1 Armor 2 cheaper for size –2 Flight, 28” –3 Can claw, claw, bite (V,V,VI) A4 Electrical aura, class III at will –3 Mage talent 16-2 Glamour, can appear as he

wishes16-

–28

Story: A storm tiger is descended from a tiger and an unknown type of air elemental. Its pelt is like atiger’s, but blue, yellow, and violet. The skin of a storm tiger has incredible value (+2pts), causing it tobe viewed as treasure. Storm tigers can fly with a feline galloping motion. Their eyes glow electric blue.Storm tigers are universally feared and, because they refuse to join, are hunted by the Anakastiki (+4pts).A storm tiger’s body flows with electrical force and so takes two added damage classes from metal weapons(+3pts). Storm tigers are unable to consider any other creature a threat (+3pts) and so are occasionallyfoolhardy.

A storm tiger guards a large hunting territory from other predators. A storm tiger is a mage, but has noway of learning spells, unless it takes the very unusual step or working with a mage. The tiger can projecta glamor that lets it appear as it wishes, something it does when it wishes to act as an ambush predator.

Armor

Roll -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Armor 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2

Damage Penalties

Wound Level 0 1 2 3 4 5 6 7 8 9 10 11 12

Attack Penalty 0 0 1 1 2 2 3 4 5 6 7 8 9

Defense Penalty 0 0 0 1 2 3 3 4 5 6 6 7 8

Skill Penalty 0 1 2 3 4 5 6 7 8 9 10 11 12

Talent Penalty 0 0 0 1 1 1 2 2 3 3 4 4 5

Conciousness * * 0 1 2 3 4 6 7 8 10 11 12

Movement 0 0 1 2 3 3 4 5 6 6 7 8 9

* no roll needed

Page 37: Chronical of the Chimerical Mooneldar.mathstat.uoguelph.ca/dashlock/ROP/Chimera.pdf · the chimerical moon is in the skies. This is a minor annoyance as lunar assaults go, but any

37

TigerdeusaMaterial : 13

Str Agl Int Kno Per Bty16/22 16/22 12 6 14 6

Mystic : 6 Celestial : 1Mgk Spr Inu Asc Res Omn

5 5 8 1 1 1

Initiative 9 3,5,8,10,12 Unconc: 22

Combat ValuesMaterial Mystic Celestial

Atk:11 Def:7 Atk:4 Def:3 Atk:1 Def:1

End: 35 Mana: 11 Essence: 2

Body: 9 © © © © © © © © ©Mind: 5 © © © © ©Chi: 4 © © ©

Movement Run: 13” Fist: V

Pts Ability Roll2 Mystic statistic, str, agl –2 Added initiative –4 Larger, four meter quadruped –1 Fight wounded 22-2 +2 body, cheaper for size –3 Can claw, claw, bite (V,V,VI) A7 class 0 bite + class IV poison aura

(snakes)–

1 Armor two, cheaper for size –3 Conceal self 16-1 Sneak 22-2 Intimidation (tail rattle) 16-–28

Story: A tigerdeusa is descended from a tiger and a rattlesnake. It looks like a tiger with a mane ofrattlesnakes and with a huge rattle for a tail. The snakes are numerous, over a meter long, and bitecreatures near the tigerdeusa. The tigerdeusa can use its tail to make a terrific noise with its snake-rattle;this is the basis of its ability to intimidate. The tigerdeusa has a tiger’s normal ability to claw, claw, bite.Overall it is a fantastically dangerous monster for which the Anakastiki pays three bars of silver per hide(+4pts). Tigerdeusa are ferocious predators that agressively defend a hunting territory from all comerswithout thought of their own safety (+4pts). Tigerdeusa take an extra damage class from fire attacks(+2pts), a side effect of its blended nature. The tigerdeusa is skilled at hiding in natural cover and, unlikea natural tiger, does not like water.

Armor

Roll -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Armor 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2

Damage Penalties

Wound Level 0 1 2 3 4 5 6 7 8 9 10 11 12

Attack Penalty 0 0 1 1 2 2 3 4 5 6 7 8 9

Defense Penalty 0 0 0 1 2 3 3 4 5 6 6 7 8

Skill Penalty 0 1 2 3 4 5 6 7 8 9 10 11 12

Talent Penalty 0 0 0 1 1 1 2 2 3 3 4 4 5

Conciousness * * 0 1 2 3 4 6 7 8 10 11 12

Movement 0 0 1 2 3 3 4 5 6 6 7 8 9

* no roll needed

Page 38: Chronical of the Chimerical Mooneldar.mathstat.uoguelph.ca/dashlock/ROP/Chimera.pdf · the chimerical moon is in the skies. This is a minor annoyance as lunar assaults go, but any

38 CHAPTER 2. MONSTERS OF THE CHIMERICAL MOON

Unicorn RabbitMaterial : 12

Str Agl Int Kno Per Bty12 20 12 6 14 8

Mystic : 5 Celestial : 0Mgk Spr Inu Asc Res Omn

5 4 6 0 0 0

Initiative 11 2,4,6,8,10,12 Unconc: 16

Combat ValuesMaterial Mystic Celestial

Atk:8 Def:10 Atk:4 Def:3 Atk:0 Def:0

End: 24 Mana: 10 Essence: 0

Body: 7 © © © © © © ©Mind: 5 © © © © ©Chi: 0

Movement Run: 13”; Tunnle 2”; Leap 4” Fist: V

Pts Ability Roll3 Smaller, meter long quadruped –3 +3 initiative –5 Horn is class V attack. A3 Fight wounded 16-3 +6” running –3 Can dig through 2” of dirt per ac-

tion–

2 +6 endurance –1 +2 harder to knock out ––28

Story: A unicorn rabbit has obscure antecedents. It looks like a meter long rabbit with a 60cm unicorn-style horn and whose front feet are hooves. The rabbit has biscuit-colored fur while the horn is jet black.The horns is incredibly strong and sharp and retains these properties after the death making these creaturesa substantial treasure (+3pts). The horn can make a short sword of unusual quality (+2 DC, Max VI,Penet 1). Unicorn rabbits are voracious herbivores and highly territorial (+2pts). Farmers and the like willfind them intolerable pests (+2pts). Unicorn rabbits are skilled a making tunnels in dirt and sometimesuse this ability to stage an ambush on intruders.

Armor

Roll -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Armor 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

Damage Penalties

Wound Level 0 1 2 3 4 5 6 7 8 9 10 11 12

Attack Penalty 0 0 1 1 2 2 3 4 5 6 7 8 9

Defense Penalty 0 0 0 1 2 3 3 4 5 6 6 7 8

Skill Penalty 0 1 2 3 4 5 6 7 8 9 10 11 12

Talent Penalty 0 0 0 1 1 1 2 2 3 3 4 4 5

Conciousness * * 0 1 2 3 4 6 7 8 10 11 12

Movement 0 0 1 2 3 3 4 5 6 6 7 8 9

* no roll needed

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39

Vilephant

Material : 12Str Agl Int Kno Per Bty

18/21 17 10 6 16 5

Mystic : 3 Celestial :0Mgk Spr Inu Asc Res Omn

2 3 4 0 0 0

Initiative 6 3,7,11 Unconc: 21

Combat ValuesMaterial Mystic Celestial

Atk:10 Def:5 Atk:3 Def:2 Atk:0 Def:0

End: 33 Mana: 5 Essence: 0

Body: 9 © © © © © © © © ©Mind: 4 © © © ©Chi: o

Movement Run: 20” Fist:IV

Pts Ability Roll1 Mystic statistic str –6 Larger –3 Tracking sense of smell 14-1 Fight wounded 21-1 Trunk reaches 2” more –1 Can attack with trunk and

tusksA

4 +8” running –1 Armor 3, cheaper for size –2 +2 Body, cheaper for size –1 Intimidation 16-4 10” read cone, class V pen.

to skill talent, and hit rolls,+1 day stench, three timesper day

A

–25

Story: A vilephant is the result of a make skunk breeding with a dwarf elephant. The resulting creature isabout 5 meters long and 3.5 meters at the shoulder. It has the shape of an elephant except for its arched,furry tail. It is covered with complex patterned black and white fur. It is able to strike with its tusks andits trunk. The vilephant’s name comes from its skunk spray – conering a huge area in back of the creature,it cannot be used too often, but is devastating. Vilephants are feared and hated by most other residents ofthe moon (+2pts). They are hunted for their scent glands by the mad merchants of Metropoluna for usein their perfumeries (+3pts). Vilephants are highly agressive in defending their territory (+4pts). A bullwill have several cows who will help him defend his territory. Solitary vilephants are usually young maleslooking to establish a territory.

Armor

Roll -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Armor 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3

Damage Penalties

Wound Level 0 1 2 3 4 5 6 7 8 9 10 11 12

Attack Penalty 0 0 1 1 2 2 3 4 5 6 7 8 9

Defense Penalty 0 0 0 1 2 3 3 4 5 6 6 7 8

Skill Penalty 0 1 2 3 4 5 6 7 8 9 10 11 12

Talent Penalty 0 0 0 1 1 1 2 2 3 3 4 4 5

Consciousness * * 0 1 2 3 4 6 7 8 10 11 12

Movement 0 0 1 2 3 3 4 5 6 6 7 8 9

* no roll needed

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40 CHAPTER 2. MONSTERS OF THE CHIMERICAL MOON

Winged MonkeyMaterial : 10

Str Agl Int Kno Per Bty10 18 10 4 12 6

Mystic : 3 Celestial : 0Mgk Spr Inu Asc Res Omn

3 3 3 0 0 0

Initiative 10 2,4,7,9,11 Unconc: 12

Combat ValuesMaterial Mystic Celestial

Atk:7 Def:10 Atk:3 Def:1 Atk:0 Def:0

End: 20 Mana: 6 Essence: 0

Body: 6 © © © © © ©Mind: 4 © © © ©Chi: 0

Movement Run: 7”; Fly 18” Fist: -1

Pts Ability Roll4 Smaller, winged monkey size –2 Flight, 18”, eagle wings –3 +3 initiative –1 Tail is a prehensile limb –2 Bite is class I A1 Highwalking 18-1 Sneaking 18-1 Sleight of hand 18-1 Climbing 20-1 Escape artist 14-3 Conceal self 14-–28

Story: A winged monkey is the result of the mating of a male monkey with a female eagle. The result is amonkey about 80cm tall with eagle’s wings. Those winged monkeys that are born vary from avian throughsimian to human intellect and tend to band together for survival. They are viewed as valuable curiosities(+2pts) and sought by menageries. Their appearance and habit of theft mean they are often attacked bythose that are not collecting them (+2pts). Flying monkeys do not fly as well as eagles but they can foldtheir wings and climb as well as monkeys. They are also skilled at hiding themselves in the upper storiesof the jungle and moving quietly through it. Flying monkeys are good at escape and are also pick-pockets.They sometimes permit themselves to be captured in order to steal from their captors. They love curiousand shiny objects.

Armor

Roll -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Armor 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

Damage Penalties

Wound Level 0 1 2 3 4 5 6 7 8 9 10 11 12

Attack Penalty 0 0 1 1 2 2 3 4 5 6 7 8 9

Defense Penalty 0 0 0 1 2 3 3 4 5 6 6 7 8

Skill Penalty 0 1 2 3 4 5 6 7 8 9 10 11 12

Talent Penalty 0 0 0 1 1 1 2 2 3 3 4 4 5

Conciousness * * 0 1 2 3 4 6 7 8 10 11 12

Movement 0 0 1 2 3 3 4 5 6 6 7 8 9

* no roll needed

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41

WolffaloMaterial : 13

Str Agl Int Kno Per Bty22 16 12 6 15 7

Mystic : 3 Celestial : 0Mgk Spr Inu Asc Res Omn

3 3 3 0 0 0

Initiative 7 3,6,9,12 Unconc: 22

Combat ValuesMaterial Mystic Celestial

Atk:10 Def:6 Atk:3 Def:1 Atk:0 Def:0

End: 35 Mana: 6 Essence: 0

Body: 9 © © © © © © © © ©Mind: 4 © © © ©Chi: 0

Movement Run: 16” Fist:V

Pts Ability Roll4 Larger, buffalo sized –1 Armor 3, very tough skin,

cheaper for size–

3 Tracking scent 14-2 Two added body, cheaper for

size/+6” running–

3 Two added body, cheaper forsize/+6” running

1 Fight wounded 22-3 Deadly blow (helpless/suprise)

1+1/4 margin20-

2 Bite is class V, trample (re-quires room) VII

A

2 Sneak 18-2 Intimidation 17-–23

Story: A wolffalo is the child of a buffalo and a wolf. It is a ravenous predator with a wolf’s head on thebody of a huge buffalo. The wolf head has short, non-functional horns and the creatures’s tail is wolf-like.The creature is horrifying and hunted by those that do not flee from it (+4pts). Wolffalo are so dangerousthat the Anakastiki have placed a bounty of a bar of silver on their heads (+1pt). Wolffalo are unwilling toattack wolves and are, in fact, afraid of them (+2pts). A wolffalo has a wolf’s instinct for striking at weakpoints and vital organs. They have pack instinct for other wolffalo, but it is rare for enough of them to bein an area to form a pack. A wolffalo’s bite is a mighty attack, while its trampling attack is devastating -but it requires room. A wolffalo has a wolf’s ability to move quietly and a snarl that may cause opponentsto flee in fear.

Armor

Roll -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Armor 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3

Damage Penalties

Wound Level 0 1 2 3 4 5 6 7 8 9 10 11 12

Attack Penalty 0 0 1 1 2 2 3 4 5 6 7 8 9

Defense Penalty 0 0 0 1 2 3 3 4 5 6 6 7 8

Skill Penalty 0 1 2 3 4 5 6 7 8 9 10 11 12

Talent Penalty 0 0 0 1 1 1 2 2 3 3 4 4 5

Conciousness * * 0 1 2 3 4 6 7 8 10 11 12

Movement 0 0 1 2 3 3 4 5 6 6 7 8 9

* no roll needed

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42 CHAPTER 2. MONSTERS OF THE CHIMERICAL MOON

Zebra SnapperMaterial : 12

Str Agl Int Kno Per Bty16 18 12 6 12 8

Mystic : 3 Celestial : 0Mgk Spr Inu Asc Res Omn

3 4 2 0 0 0

Initiative 11 3,6,8,10,12 Unconc: 16

Combat ValuesMaterial Mystic Celestial

Atk:9 Def:10 Atk:3 Def:2 Atk:0 Def:0

End: 28 Mana: 6 Essence: 0

Body: 7 © © © © © © ©Mind: 4 © © © ©Chi: 0

Movement Run: 3”; Swim 7” Fist:II

Pts Ability Roll4 Smaller, 60cm fish –2 Armor 2, scales are like tutle

shell–

3 Bite is class III with +4 to hit A+43 +3 initiative –3 Fight wounded 20-1 Can breathe air or water –2 Excellent camoflauge when

holding still–

–18

Story: A zebra snapper is descended from a zebra fish and a snapping turtle. Its basic form is that of afish, but its scales are more like turtle shell and it has a snapping turtle’s head. The scales are beautifullypatterned and take dye well and so are prized for both armor and decoration (+2pts). The scales matchtheir surroundings letting the fish seem almost invisible when holding still. Zebra snappers are unusualfor creatures of the chimerical moon in that fertilization happens in streams and ponds where both zebrafish and snapping turtles live, making them fairly common in some areas. Zebra snappers can breathe air,from their turtle heritage, and can journey awkwardly across land.

Zebra snappers are similar in their habits to piranhas, traveling in schools when possible, and performinga swarm attack on creatures in the water. Their concealment ability makes them very hard to hunt andthey bite through most fishing lines with their remarkable jaws.

Armor

Roll -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Armor 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2

Damage Penalties

Wound Level 0 1 2 3 4 5 6 7 8 9 10 11 12

Attack Penalty 0 0 1 1 2 2 3 4 5 6 7 8 9

Defense Penalty 0 0 0 1 2 3 3 4 5 6 6 7 8

Skill Penalty 0 1 2 3 4 5 6 7 8 9 10 11 12

Talent Penalty 0 0 0 1 1 1 2 2 3 3 4 4 5

Conciousness * * 0 1 2 3 4 6 7 8 10 11 12

Movement 0 0 1 2 3 3 4 5 6 6 7 8 9

* no roll needed

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43

Sessile Plants

This section lists various plants that might be encountered on the chimerical moon, including theireffects, uses, and common location. Most plants are kept in the arboretums and herbariums ofXathalarian, the city of herbs.

Healing Apple

Habitat: open forest.Effects: Class IV healing.Location: groves and wild.Description:

This plant is a production of the Alchemical Fruit spell. It is a fairly standard apple tree, butconsuming the fruit of this tree causes a class IV healing that kicks in one round after a characterconsumes the apple. It may be the preceding stock from which the rare and delicate life appleswere bred.

Blue Lotus

Habitat: aquatic flowering plant.Effects: hyperactivity.Location: swamps.Description:

Blue lotus grows in shallow, warm water. The flower is bright blue with a bright yellow core andorange pollen. When in bloom, the scent of the plant causes those that breathe it to feel excitedand cheerful. The scent is somewhat addictive. The dried flowers can be used to create a liquorthat increases ability character’s ability retain mana for about a week.

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44 CHAPTER 2. MONSTERS OF THE CHIMERICAL MOON

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Chapter 3

Spells and Rituals

This writing enumerates the magic known on the chimerical moon that is not generally known onthe crescent.

Alchemistry

This section contains various alchemical spells and rituals preserved or discovered on the chimericalmoon beyond those known in the crescent lands. Alchemists are best known for brewing potions,which must be quaffed to have an effect, but they have other abilities. An alchemical vapor is aspecial type of potion that is thrown rather than quaffed. A vapor blossoms into a 3” radius ofvapor that has an effect on all in the area of effect. Some vapors have an effect on contact, othersmust be breathed.

Spells

This section contains alchemical spells known on the chimerical moon but not in the crescent lands.

Envenom

Base Cost: 3Mana Cost: 3Skill Roll: MT-3Details:

This spell requires a character to craft arrows out of a special wood, Delderwood. These arrowsmust have an obsidian head with the rune of drinking scratched into it. Making a dozen of thesearrows takes about six hours. When the spell is cast, the person that cast it may use an action todip an arrow into a vial of potion or poison, ingestive or insinuative. The liquid flows up over thehead of the arrow onto the wood where it is absorbed. If the arrow hits a target within ten minutes,doing at least one body of damage, then the potion or venom affects the target. After ten minutesthe arrow crumbles to dust. The spell lasts for a round and may be renewed for an added roundfor one endurance.

45

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46 CHAPTER 3. SPELLS AND RITUALS

FlavorlessBase Cost: 5Mana Cost: 3Skill Roll: MT-3Details:

This spell requires the character to make a small silver funnel with runes of seeming engravedabout its edge. To cast the spell, the character chants and pours fluid through the funnel. Up toone liter of fluid can be treated by this spell per action. The spell causes the fluid to lose all flavorfor an hour. The spell lasts for a round and may be renewed for an added round for one endurance.

Rituals

This section contains the various rituals of alchemistry known on the chimerical moon but not inthe crescent lands.

Alchemical FruitBase Cost: 8Mana Cost: 5Skill Roll: MT-5Details:

This ritual is possible only to the most skilled alchemists and can only be performed in themagical environment of the chimerical moon. The caster soaks a seed from a fruit-bearing plantin an alchemical potion or venom, using a special ceramic bowl painted with runes of life andcombination, while chanting for six hours. If the ritual succeeds then the plant takes up the potion.The fruit of the plant, typically something like an apple, peach, plum, or pear tree, has the sameeffect as the alchemical substance when consumed. The plant grows and bears fruit normally. Thefruit retains its virtue as long as it remains fresh.

Brew Inapparance Potion

Base Cost: 5Mana Cost: 3Skill Roll: MT-3Details:

This ritual requires twelve hours to perform and creates six glass vials filled with a clear fluidwith sparkles depending on the type of creature it is brewed for. The potion requires spring water,blood from a specific type of chimera, salt, a dried cocoon from a butterfly, and a small amountof gold dust. The resulting potion, when quaffed, causes the character that consumes it to becomeinapparent to the type of chimera that contributed the blood. The effect lasts for an hour. Theeffect fails if the chimera touches the character it cannot perceive.

Brew Life Sense PotionBase Cost: 6Mana Cost: 4Skill Roll: MT-4Details:

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47

This ritual requires nine hours to perform and creates six glass vials filled with an electric blue,transparent fluid. The potion requires water melted from ice, powdered wings of wasps or bees, andthe blood of a creature that has spiritual life sense, like a jumpin jeeper. The resulting potion, whenquaffed, causes the character that consumes it to be able to see mind, consciousness, or thoughtas an electric blue overlay to his normal vision. It makes living creatures with minds far easier tospot. The effect lasts for an hour.

Brew Magiker’s Potion

Base Cost: 10Mana Cost: 6Skill Roll: MT-6Details:

This potion is made from the flowers of the blue lotus blossom. It is pearly blue and has adelightful odor. When quaffed, the potion increases the maximum mana a character can hold byten. This increased capacity lasts for about week. At the end of the week the maximum mana leveldeceases by one point per hour until it is gone.

Brew Passage Potion

Base Cost: 7Mana Cost: 4Skill Roll: MT-4Details:

This ritual requires 1 day to perform, though much of the time is spent waiting for somethingto finish simmering. The potion requires olive oil, green pond scum, and the skin of an electricfrog, an animal that originates from the chimerical moon. The ritual produces nine doses of a palegreen potion that, when quaffed, permits the character to move freely through tall weeds, tanglesof water plants, thickets, and other flora that obstruct passage. There must be a way through - thepotion simple enhances the character’s intuitive ability to find it. The effects of the potion last forabout an hour.

Brew Precognition Potion

Base Cost: 7Mana Cost: 4Skill Roll: MT-4Details:

This ritual requires three days to perform, though much of the time is waiting for somethingto finish simmering. The potion requires apple cider vinegar, fresh rue, and the eyes of an electricfrog, an animal that originates from the chimerical moon. The ritual produces six doses of a palelavender potion that, when quaffed, causes a character to be able to see the consequences of theiraction a few seconds into the future. The margin on a roll against intellect, made with a bonus ofsix, may be added to rolls to attack against or defend from an opponent on which the characterthat quaffed the precognition potion is concentrating. This margin may also be added to rolls todisarm traps, cast spells with short casting times, or anything else that might benefit from a viewof the very immediate future. The bonus from the potion is limited to no more than five and itseffects last for about ten minutes.

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48 CHAPTER 3. SPELLS AND RITUALS

General Magic

This section contains various spells and rituals of general magic preserved or discovered on thechimerical moon those known in the crescent lands.

Spells

This section contains alchemical spells known on the chimerical but not in the crescent lands.

Change Protection

Base Cost: 7Mana Cost: 4Skill Roll: MT-4Details:

This spell requires the caster to make an armband of the leather of a chimera and decoratedwith silver runes. The spell may be cast on anyone wearing such an armband with a brief chant.The spell grants protection, for a day, from having body parts added or removed, against havingone’s form changed, or attacks that involve any sort of modification of the body of the protectedperson. The spell lasts for a round and may be renewed for an additional round for one endurance.

Gator Hide

Base Cost: 4Mana Cost: 3Skill Roll: MT-3Details:

This spell requires loud chanting to initiate. It permits the caster to increase the armor ofthemselves or another person by one, toughening their skin as if it were alligator hide. The armorlasts for about an hour. If the person benefiting from the armor has mage talent they may renewthe protection for an added hour for one endurance. The spell lasts for a round and may be renewedfor an additional round for one endurance.

Insubordinate

Base Cost: 6Mana Cost: 4Skill Roll: MT-4Details:

This spell requires the caster to fashion a charm of leather from a spiritually aware creaturewrapped in silver wire and lacquered to hold it together. The token may be worn around the neck,arm, leg, or other body part. When the spell is cast, the token grants complete protection, fora year, against the talents spiritual subordination and spiritual domination. In essence the spellprotects the character from being mind controlled by a spiritually aware character. The spell lastsfor a round and may be renewed for an added round for one endurance.

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49

ScentlessBase Cost: 5Mana Cost: 3Skill Roll: MT-3Details:

This spell causes a character to smell like nothing at all for ten minutes. Starting the spellrequires an invocation and anointing the caster’s forehead with a paste of white wood ash andclarified butter and tying a strip of white cloth around one of their wrists. The spell lasts for around and may be extended for an additional round by spending an endurance.

SilentBase Cost: 5Mana Cost: 3Skill Roll: MT-3Details:

This spell causes a character to make no sound at all for ten minutes. Many spells cannot becast by a silent person. Starting the spell requires an invocation and anointing the caster’s mouthwith olive oil and chalk and tying a strip of leather around one of their wrists. The spell lasts for around and may be extended for an additional round by spending an endurance.

TrackbaneBase Cost: 7Mana Cost: 4Skill Roll: MT-4Details:

This spell requires the caster to make expendable tokens in the form of small cloth bags tiedand sealed with wax. The bags are filled with shredded astofetidea, copped skunk cabbage, rottedcheese, and putrefied meat. When the spell is cast, one of these tokens is hurled, targeted at -1/3”.The token bursts filling a 3” radius with a hideous smell that “blinds” the sense of smell for tenminutes. It takes about an hour to correctly prepare a dozen of the tokens. The spell lasts for around and may be made to last for another round for one endurance.

Rituals

This section contains the various rituals of general magic known on the chimerical moon but not inthe crescent lands.

Clone ChimeraBase Cost: 7Mana Cost: 5Skill Roll: MT-5Details:

This ritual requires an blade of obsidian that formed in the field of the chimerical moon, incisedwith special runes. The caster of the ritual must wound the focal creature of the ritual with thisblade, causing it to spill its blood (or reasonable equivalent) on the ground. The caster then spendsthe mana into the blood and the ground of the moon. One rotation of the moon later, a duplicate

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50 CHAPTER 3. SPELLS AND RITUALS

of the chimera will arise from the ground. This ritual was created by the Anakastiki to permit theduplication of unique, useful chimera.

GraftBase Cost: 8Mana Cost: 6Skill Roll: MT-6Details:

This ritual requires that an infusion of herbs native to the chimerical moon be prepared. Theritual only works in the mystic field of the moon. During the ritual a character drinks the infusion.The caster of the ritual then chops a body part off of another character, cuts a slit in the characterthat drank the infusion, and places the end of the severed body part into the slit. The ritual –if it works – causes the body part to graft, joining the character’s body as if it were a part of it,integrating blood, muscle, and nerve.

Raise DeadBase Cost: 8Mana Cost: 5Skill Roll: MT-5Details:

This ritual works only in the life field of the chimerical moon and only on a relatively intactbody that has not been dead more than three days. It requires the caster have prepared a pastefrom the the ashes of the fur of a firecat, the juice of a life apple, powdered saltpeter and driedwillow bark together with new wine. The paste is painted on the vital junctions of the body. Onethis paste is applied the caster lays hands on the body and chants for an hour. If the casting rollis made the person returns to life, alive but maximally wounded.

Vitalos MarbleBase Cost: 6Mana Cost: 3Skill Roll: MT-3Details:

This ritual require the caster to craft and sinter saltpeter, marble, and the blood of a chimerawith poison saturate it in saltpeter and beeswax. It makes six vitalos marbles. These burst filling a3” radius with an attack that does a class 0 healing and forces an unconsciousness roll at -6. Theyare triggered by being crushed or smashed at high speed into a hard object.

Vital Magic

This section contains various spells and rituals of shifting magic. Vital magic is the magic ofchanging or keeping shape, composition, and substance.

Spells

This section contains the various spells of vital magic. Many of these spells only function on thechimerical moon because they depend on its magical field that causes regeneration and permits the

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51

production of chimera.

Added LimbBase Cost: 5Mana Cost: 2Skill Roll: MT-2Details:

This spell requires the caster to make a small cut with a special silver knife in the body ofthe character that the spell is being cast on. The caster then envisions a new limb (arm, tentacle,trunk) which grows from the cut. When cast on the chimerical moon, this spell does no damage tothe character it is being cast on. Outside of the life sustaining magic of the moon, the spell doesone body of damage. This added limb may be manipulative and functions as a natural weapon atthe damage class given by the character’s strength. The limb may have one hex of added reach andlasts for a day. The spell lasts for a round and may be renewed for another round for one mana.

Attract ChimeraBase Cost: 4Mana Cost: 2Skill Roll: MT-2Details:

This spell requires a token in the form of fur, blood, or flesh from a type of chimera set inwax. When the spell is cast the caster presses the token onto a tree, rock, or other solid object andspeaks the words of the spell. The token vanishes in a flash of white fire. For an hour after thetoken vanishes, chimera of the type that contributed the personal trace feels an attraction to thearea. The spell lasts for a round and may be renewed for another round for one mana.

Body Drain Beam

Base Cost: 7Mana Cost: 5Skill Roll: MT-5Details:

This spell requires the caster to make a leather covered wand with a core that is a bone from aspiritually aware or mage-talented chimera. The wand it shod in lead-gold allow and tipped withopal. With the wand the caster may throw the spell. The wand emits a reddish grey beam thatis targeted at -1/3”. If the beam hits it drains a class IV attack’s worth of body, without normalarmor protection. The target feels enervated and ill. The drained body returns at a rate of one perround. This spell only functions in the life-field of the chimerical moon. The spell lasts for a roundand may be renewed for another round for one mana.

Drain Body

Base Cost: 5Mana Cost: 3Skill Roll: MT-3Details:

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52 CHAPTER 3. SPELLS AND RITUALS

This spell requires the caster to make a leather glove with runes of life and transference embossedon it and covered with a foil of gold and lead. The spell may be cast on anyone wearing such a glove.An hand-to-hand hit with the glove drains a class three attack worth of body as sapped vitality.This attack bypasses armor and causes the target to feel enervated. The drained body returns at arate of one per round. This spell only functions in the life-field of the chimerical moon. The spelllasts for a round and may be renewed for another round for one mana.

Eye AyeBase Cost: 7Mana Cost: 5Skill Roll: MT-5Details:

This spell requires the caster to prepare an crystal eye that incorporates runes of sight, life,and communications. This takes hours and requires white sand, lead, and silver, in addition to thecaster’s blood. When the eye is prepared, the ritual permits the caster to press the eye into a livingcreature where it becomes a functioning eye. The caster may see through the eye as long as it iswithin a kilometer. The eye remains functional for a day and may be renewed for another day byexpending an endurance.

FatigueBase Cost: 8Mana Cost: 5Skill Roll: MT-5Details:

This spell requires an expendable token made of powdered bone from a chimera, juice froman apple of life, and powdered saltpeter, wrapped in thin and supple leather and then sealed withnaphtha and wax. Making six of these tokens takes about three hours, once the materials areavailable. Casting the spell requires that the token be thrown into the air when the caster makesa brief invocation calling life-force to himself. The result is a 5” radius class V endurance transferto the caster from all living creatures in the area of effect. If a character does not have the amountof endurance transferred, then they must roll against unconsciousness with the number of missingpoints as a penalty. The points of endurance accrue to the caster with any supercharge bleedingaway at one per round. This spell only functions in the life-field of the chimerical moon. The spelllasts for a round and may be renewed for another round for one mana.

Grow Natural WeaponBase Cost: 5Mana Cost: 2Skill Roll: MT-2Details:

This spell requires the caster to make a small cut with a special silver knife in the body of thecharacter that the spell is being cast on. The caster then envisions a natural weapon (claws, atentacle, an additional mouth, etc.) The natural weapon then grows forth from the cut. When caston the chimerical moon, this spell does no damage to the character it is being cast on. Outside ofthe life sustaining magic of the moon, the spell does one body per additional class of damage thatnatural weapon does. The maximum damage of a natural weapon is determined by the character’s

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strength. The natural weapon created by this spell lasts for about an hour and may be up to threedamage classes higher than the maximum given by strength. For creatures of below zero, at mostone added damage class is possible, for creatures of size zero two, size larger than zero permitsthree. The spell modifies and extends the muscles and nerves of the character the spell is cast onto make the natural weapon usable. The spell lasts for a round and may be renewed for anotherround for one endurance.

Half FormBase Cost: 7Mana Cost: 4Skill Roll: MT-4Details:

This spell works only on the chimerical moon. It permits a chimera to transform itself intoone of its ancestral non-chimerical forms. Once cast on a chimera it may change back and forthbetween its chimerical form and any of its ancestral forms in one action. The spell has no effect ona non-chimera or off of the chimerical moon. The ability to transform lasts for an hour and may beextended for an additional hour if the transformed individual has mage skill. The spell lasts for around and may be renewed for another round for one endurance.

Jumping Legs

Base Cost: 5Mana Cost: 3Skill Roll: MT-3Details:

This spell works only on the chimerical moon. It transforms the body, especially the legs, of acharacter to grant them 3” of additional leaping movement. The added movement lasts for an hourand may be extended for an additional hour if the transformed individual has mage skill. The spelllasts for a round and may be renewed for another round for one endurance.

LifeboltBase Cost: 6Mana Cost: 4Skill Roll: MT-4Details:

This spell requires the caster to fashion a wand of apple, cherry, or pear wood, shod with anoak cap and tipped with silver. The spell permits the caster to target a green bolt of life forcewith the wand that both does a class II healing attack and forces a roll against unconsciousness atminus six. The spell lasts for a round and may be extended for an additional round by expendingan endurance.

Lineage Sight

Base Cost: 3Mana Cost: 1Skill Roll: MT-1Details:

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54 CHAPTER 3. SPELLS AND RITUALS

This spell requires the caster to fashion a lead crystal lens with a silver rim that has the runesof sight and revelation carved into it. When the spell is cast, looking through the lens will revealthe ancestry of a chimera viewed through it. The spell reveals the parents as misty figures standingbehind the chimera. For each four points of margin, an additional generation of ancestry is revealed,though the chain stops when it reaches pure types. The spell lasts for a round and may be extendedfor an additional round by expending an endurance.

Protection from Lust

Base Cost: 7Mana Cost: 4Skill Roll: MT-4Details:

This spell requires the caster to create a token by soaking a white cord in a solution of saltpeterin water melted from ice. The token is tied about the wrist (or similar place) of the person the spellis to be cast on. The token turns brown from the point it is tied taking a full day to turn brown.During the time the token is changing, the character is protected from being magically made tofeel lust. This protects characters against the magic compulsion of the moon - though it protectsagainst magically imposed lust. The spell lasts for a round and may be extended for an additionalround by expending an endurance.

Radical Healing

Base Cost: 5Mana Cost: 3Skill Roll: MT-3Details:

This spell drawn in the magic that causes characters to heal rapidly on the chimerical moon.It only works on the chimerical moon and not in areas shielded from its pervasive life-magic. Therequires concentration and a brief chant. The casters hands are surrounded by a green aura thatcauses a class VIII healing when the caster lays their hands on someone. This healing causes a rollversus unconsciousness at minus the number of points healed. The spell lasts for a round and maybe renewed for an additional round for one endurance.

Regeneration

Base Cost: 4Mana Cost: 2Skill Roll: MT-2Details:

This spell permits the character to regrow, performing a class VI healing on himself. Thishealing may re-grow missing limbs, remove scars, and restores the character to an unmarred state.The spell lasts for a round and may be renewed for an additional round for one endurance.

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Repel ChimeraBase Cost: 5Mana Cost: 3Skill Roll: MT-3Details:

This spell requires the caster to make a token in the form of fur, blood, or flesh from a type ofchimera and powdered stinkwood set in wax. When the spell is cast the caster chants and the tokencatches fire. It instantly burns away leaving a spicy smelling smoke that coats the person the spellis cast on. The chimera that provided the personal trace must make a personality roll at minus thecasters margin on the magic roll (but no larger penalty than six) to approach. The protection lastsfor about an hour. The spell lasts for a round and may be renewed for an additional round for oneendurance.

Shield of LifeBase Cost: 6Mana Cost: 3Skill Roll: MT-3Details:

This spell requires the caster to braid a flexible tree branch or vine, leather from a chimera, anda tree-root into a bracelet that is then wound with silver wire. The spell may be cast on anyonewearing such a bracelet that also has mage talent, spiritual awareness, or intuitionist skill. As longas the person is in the life-field of the chimerical moon they can draw the life force into a personalshield that provides up to four armor. The armor is summoned with a personality roll and has avalue of one plus half the margin on the roll.

Taratoma BeamBase Cost: 8Mana Cost: 5Skill Roll: MT-5Details:

This spell requires that the character harvest a taratoma from a recently deceased creature andcarefully preserve it in a small leather bag with various herbs and powdered sulfur. One of thesebags must be carried by a person casting the spell. When the spell is cast a misty beam withfaint images of assorted body parts is generated. This beam is targeted at -1/3”. If it hits a livingcreature they abruptly grow added body parts, both useless and grotesque, that impose a class IVpenalty on the character for five rounds. At the end of this time the added body parts wither andfall to dust. The spell lasts for a round and may be extended for an added round for one endurance.

Taratoma StormBase Cost: 9Mana Cost: 6Skill Roll: MT-6Details:

This spell requires that the character harvest a taratoma from a recently deceased creature andcarefully preserve it in a small leather bag with various herbs and powdered sulfur. One of thesebags must be carried by a person casting the spell. When the spell is cast a circle 3” across fills

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56 CHAPTER 3. SPELLS AND RITUALS

with a misty comprised faint images of assorted body parts. This area is targeted at -1/3”. If it hitsa living creature they abruptly grow added body parts, both useless and grotesque, that imposea class III penalty on the character for a round. At the end of this time the added body partswither and fall to dust. The spell lasts for a round and may be extended for an added round forone endurance.

Transfer Wounds

Base Cost: 7Mana Cost: 5Skill Roll: MT-5Details:

This spell only works in the life-magic field of the chimerical moon. While it is active a hand-to-hand attack, in addition to doing its normal damage, does a class VIII attack that is coupledwith a class VIII healing attack. It transfers wounds from the caster to his opponent. The woundstransferred are at most the amount rolled and the wounds the caster has. The spell lasts for around and may be renewed for an additional round for one endurance.

Rituals

This section contains the various rituals of vital magic. As with the spells, many of these functiononly in the life field of the chimerical moon.

Bestow Mind

Base Cost: 10Mana Cost: 6Skill Roll: MT-6Details:

This ritual requires the character to create a physical object, a ring, a sword, a belt, a helm,a lead crystal ornament, or any of a number of other possible objects. After making the objectand concealing several runes within it, the caster must keep the object with him for three months,meditating upon it for an hour a day, and wearing or using it normally for the type of object it is.The effect of the ritual is to permit the caster to create a mind within the object. This mind hasup to the same material and mystic base allowance as the caster of the ritual but the caster mayspend to point to gain intellect, knowledge, and personality (that must average the amount of thematerial base allowance) and magic, spirit, and intuition in the normal fashion. In addition thecaster may bind his own skills and talents into the mind, spending points up to his mystical baseallowance on skills and talents. The caster must permanently invest one mana, from his own storeor a mana stone, for each point of mystical base allowance the mind has to activate it.

The resulting object has a mind. It may converse with its wielder if he is a mage, spirituallyaware, or an intuitionist. The mind’s values for its stats are used in place of the owners. The mindin the object may make a personality roll against its owner’s personality, spiritual awareness, magetalent, or intuitionist roll to take over its wielder. The wielder may use the skills and talents boundinto the item.

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BuddingBase Cost: 10Mana Cost: 7Skill Roll: MT-7Details:

This ritual is a part of the attempt by the council of sorcery to get around the uniqueness oflife forms on the chimerical moon. It requires a paste made from a number of berries found on themoon. The paste is applied to the target of the ritual, a living creature. The ritual requires thecaster to chant and concentrate. The creature that is the focus of the ritual grows a lump thatenlarges into a small version of itself. This takes about three hours. After that, the caster of theritual must continue to chant and concentrate until the new creature grows to a young adult state.The new creature has only basic knowledge and must be trained.

Chimerical RegionBase Cost: 9Mana Cost: 6Skill Roll: MT-6Details:

This ritual requires the character to make a focus in the form of a disk of copper rimmed withgold and with a center incorporating at least ten mana worth of blue-gold mana stones. This focusmust be forged on the moon. In a radius of 20” about the focus - no matter where it is - a fieldlike the life-field of the moon exists. It does not have the feature of the waves of lust that the moondoes, but it permits spells, rituals, and other effects that only happen on the chimerical moon tofunction.

Enhanced GrowthBase Cost: 8Mana Cost: 3Skill Roll: MT-3Details:

This ritual requires the caster to chant and concentrate on a living creature while touching it.This may be a plant or animal. The spell magically supplies the energy to let the creature growfaster. It undergoes natural maturity at a rate of one year per ten minutes. This spell is difficult touse on animate creatures and so is often performed on sleeping or tranquilized creatures. It is veryuseful with plants bringing a plant into fruiting state rapidly or permitting the rapid creation of ahedge of thorns. When the growth of a creature can be variable, e.g. a spreading vines or bushed,the caster is able to direct the growth. This ritual does one body of damage to the caster everythirty minutes, draining some of the life out of the caster to power the growth of the organism thatis the focus of the ritual. For creatures that have an adult state, this spell cannot be used to movethem past it.

StatuetteBase Cost: 6Mana Cost: 4Skill Roll: MT-4Details:

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58 CHAPTER 3. SPELLS AND RITUALS

This ritual requires the caster to create a magic circle around the rim of a pit that can containa chimera. The ritual only works on chimera. The caster walks widdershins about the pit, slowly,chanting and making gestures. As the chant is performed, the chimera shrinks, becoming an ivoryfigurine depicting the original chimera in a stylized form. During the ritual, the caster establishesa trigger word that restores the creature to it natural state.

TwainBase Cost: 10Mana Cost: 7Skill Roll: MT-7Details:

This ritual requires that a chimera be immobile in a magic circle adorned with runes of purityand division for six hours ending at dawn. An adept who knows the ritual chants and pours purewater onto the beast. If the beast is not a true chimera, it dies. If the ritual works then the creatureis divided into two creatures corresponding to its parental types. This ritual was devised as a partof an effort to reverse or protect creatures from the powers of the moon.

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Chapter 4

Magical Treasures

Herein are listed treasures that might be found on the chimerical moon. Many of them can only bemanufactured in its strange life field, and some incorporate elements of its strange life forms.

Potions

Inapparance

Power: 5Effect: Not Noticed by Some Type of CreatureTime: 1RDescription:

This potion a clear fluid with sparkles depending on the type of creature it is brewed for. Thepotion requires spring water, blood from a the creature, salt, a dried cocoon from a butterfly,and a small amount of gold dust. The resulting potion, when quaffed, causes the character thatconsumes it to become inapparent to the type of creature that contributed the blood. This immunityto perception lasts about and hour, but is lost of the character touches the creature that is notnoticing it.

Life Sense Potion

Power: 6Effect: Grants Life SenseTime: 1RDescription:

This potion is an electric blue, transparent fluid. The potion, when quaffed, causes the characterthat consumes it to be able to see mind, consciousness, or thought as an electric blue overlay to hisnormal vision. It makes living creatures with minds far easier to spot. The effect lasts for an hour.

Magiker’s Potion

Power: 10

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60 CHAPTER 4. MAGICAL TREASURES

Effect: Increases Maximum Mana by 10Time: 1RDescription:

This potion is pearly blue and has a delightful odor. When quaffed it increases the maximummana a character can hold by ten. This increased capacity lasts for about week. At the end of theweek the maximum mana level deceases by one point per hour until it is gone.

Passage Potion

Power: 7Effect: Permits transit of tangled spacesTime: 1RDescription:

This potion is a pale green liquid that, when quaffed, permits the character to move freelythrough tall weeds, tangles of water plants, thickets, and other flora that obstruct passage. Theremust be a way through - the potion simple enhances the characters intuitive ability to find it. Theeffects of the potion last for about an hour.

Precognition Potion

Power: 7Effect: Permits transit of tangled spacesTime: 1RDescription:

This item is a pale lavender potion that, when quaffed, causes a character to be able to see theconsequences of their action a few seconds into the future. The margin on a roll against intellect,made with a bonus of six, may be added to rolls to attack against or defend from an opponent onwhich the character that quaffed the precognition potion is concentrating. This margin may alsobe added to rolls to disarm traps, cast spells with short casting times, or anything else that mightbenefit from a view of the very immediate future. The bonus from the potion is limited to no morethan five and the effects of the potition last for about ten minutes.

Magic Items

Chimerical Statuette

This item is a small ivory statuette, depicting a chimera. It is made from a chimera via a ritualand there is a trigger word, established when the item is created, to reverse the transformation.

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Chimerical Region Disk

This item is a disk of copper rimmed with gold and with a center incorporating at least ten manaworth of blue-gold mana stones. This focus must be forged on the moon. In a radius of 20 aboutthe focus - no matter where it is - a field like the life-field of the moon exists. It does not have thefeature of the waves of lust that the moon does, but it permits spells, rituals, and other effects thatonly happen on the chimerical moon to function.

Claw Gloves

This item is a leather glove that, when donned, morphs the hand it is placed on, if it fits that hand,to have substantial claws. The glove is supple and has some variability in the size of hand it willfit. It increases the damage class of the character that dons it by one. The glove is removed bystroking the morphed hand up the middle with a single finger. A dispel magic will also work, butwill prevent the glove from functioning for a time. The glove will impair manual dexterity as perthe referee’s discretion.

Dodosaur Feather Shield

This shield is made by setting dodosaur feathers on a frame of hardwood, yielding a shield with astrength of twenty six and a size of eight with about a third the weight of a large wood-and-steelshield.

Fatigue Rod

This rod is formed of steel with a leather sleeve bound to the top by wire and a silver foot withrunes inside of the silver against the base of the steel. When a charge is expended then enduranceequal to the damage of a class V attack is transferred to the character using the rod. These restorethe character’s endurance and can supercharge; the supercharge bleeds off at one per round. Ifa character that is drained lacks endurance then they must roll against unconsciousness with theendurance they lacked as a penalty. The rod holds a number of charges, roll twice on the tablebelow for current and maximum charges with maximum being the larger result.

Roll: 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18Charges: 0 0 0 1 1 2 2 3 3 4 4 5 5 6 7 8

Horn Tiara

This item is a silver tiara set with a small ivory horn, front and center. Placing the tiara ona character’s head causes the tiara to fuse into their bone structure and the horn grows into afunction weapon. The horn can be a little difficult to get used to. It is a weapon that does +3DCabove the character’s strength damage on a charge of at least 3” and +2DC in standard combat.The horn is quite sharp on the end. To remove the tiara one strokes the base of the horn.

Lineage Lens

This item is a lead crystal lens with a silver rim that has the runes of sight and revelation carvedinto it. Looking through the lens will reveal the ancestry of a chimera viewed through it. The spell

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62 CHAPTER 4. MAGICAL TREASURES

reveals the parents as misty figures standing behind the chimera either to pure forms or for threegenerations back, whichever is shorter.

Life Shield Bracelet

This item can only function in the life field of the moon. It is a bracelet made from a flexible treebranch or vine, leather from a chimera, and a tree-root which are then wound with silver wire. Theperson wearing the bracelet may summon green light that grants up to four armor. Summoningthe armor requires a personality roll and the amount of armor is one plus half the margin on theroll, to a maximum of four armor.

Lifebolt Wand

This item is a wand of fruit wood, shod with an oak cap and tipped with silver. Expending a chargepermits the user to target a green bolt of life force with the wand that both does a class II healingattack and forces a roll against unconsciousness at minus six. The wand holds a number of charges,roll twice on the table below for current and maximum charges with maximum being the largerresult.

Roll: 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18Charges: 0 0 0 1 1 2 3 3 4 4 6 6 8 9 10 12

Regeneration Rod

This item is an oak rod shod with silver. Triggering it expends a charge, performing class VI healingon the character that triggered it. The rod holds a number of charges, roll twice on the table belowfor current and maximum charges with maximum being the larger result.

Roll: 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18Charges: 0 0 0 1 1 2 2 3 3 4 4 5 5 6 7 8

Tail Belt

This item is a leather belt of the sort worn by a warrior with a brass clasp. When donned, it causesthe character to grow a tail from the base of their spine (possibly a second one). If they are wearingclothing or armor, this may be most inconvenient. The tail is 150cm long, has a spiked bone knobat the end, and permits the character to to an attack at +2 damage classes. The tail is dismissedand summoned by turning a disk above the clasp of the belt.

Tentacle Belt

This item is a leather belt of the sort worn by a warrior with a steel clasp. When donned, it causesthe character to grow a tentacle from the most forward left hip. If they are wearing clothing orarmor, this may be most inconvenient. The tentacle is 3m long and permits the character to exerttheir full strength up to two hexes away.

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Thigh Arm Ring

This item is a silver ring set with an oval of turquoise. When worn it causes an additional arm toform out of the middle of a character’s foremost right thigh. If they are wearing clothing or armor,this may be most inconvenient. The arm is slightly smaller than the character’s other arms, butenjoys full dexterity.

Unicorn Rabbit Sword

This item is a short sword with a horn and steel hilt and a blade shaped from the horn of aunicorn rabbit. It does +2 damage classes with a maximum safe damage of VI and has one pointof penetration. If the sword breaks it shatters into fragment. The blade is black and shiny withsome of the spiral horn structure still visible.

Zebra Snapper Armor

The plates of the zebra snapper – one of the few common chimera – can be used to make superiorarmor. Two examples of the sort of armor that can be made from their plates by a skilled armorerare given below.

-3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18Plates on leather 0 0 0 0 0 0 1 1 1 1 2 2 2 2 3 3 3 3 4 4 4 4Plates on chain 1 1 1 1 1 1 2 2 2 2 3 3 3 3 4 4 4 4 5 5 5 5

Natural Treasures

Plants

The strange forces affecting life on the chimerical moon modify its plants. Many are deadly poison,usually only if consumed fresh, though the alchemistry of the moon has many methods of sustainingthe potency of materials that occur naturally on the moon.

Apple of Life

The apple of life is a golden fruit, more like an apple than any other fruit. It has golden skinand pale green flesh. Men of the crescent account its taste to be incredible, once bitten it is quitedifficult not to consume. Consuming an apple of life negates any poison in a character’s system,restores a class VIII attack’s worth of endurance, and performs a class II healing. The apples onlywork if still fresh and wholesome.

Delderwood

Delderwood is a short tree with a thick trunk and three-lobed deep green leaves. It is quite strongbut also has a porous structure that lets it store fluids and a very high resistance to various formsof damage. The branches of a delderwood tree are useful for the envenom spell in Alchemistry andthe wood makes exceptionally long lasting torches if soaked in tallow or oil and wrapped properly.

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Stinkwood

Stinkwood is a tree with a shape similar to a willow tree but with violet and orange leaves scatteredamong the green leaves. When it burns the smoke smells awful and causes a class II penalty, lastingten minutes, to anyone who breathes a good lungful or stays in the smoke more than one segment.It is useful for area denial during a fight and also is a component in a number of magical processes.

Mana Stones

Mana stones are naturally occurring stones that concentrate and store mana. Unless the stone hassome restriction on it, a mana stone adds its mana to the store of a mage that carries the stone ontheir person. An item smith can also forge a stone into a magic item as its power source. Listedhere are those mana stones found on the chimerical moon but not on the crescent. The stones foundhere are similar to those on the crescent, but affected by the promiscuity of the moon: they blendwith the magic of the moon and are changed by it.

Blue-Gold mana stones are swirled in color, being blue with gold veins. The least powerful haveonly a few gold sparkles while the most mana-rich are almost half gold. Roll d6+2, this is thedamage class to roll to determine the mana content of the stone; the higher the damage class themore gold is visible. Blue-gold mana stones add their mana freely to any mage that holds themand can power any sort of spell. They have an effect on their wearer - the wearer must roll againstpersonality, at minus one per three mana drawn from the stone, or act impulsively.

Green-Silver mana stones are swirled in color, being green with silver veins. The least powerfulhave only a few silver sparkles while the most mana-rich are almost half silver. Roll d6+1, this isthe damage class to roll to determine the mana content of the stone; the higher the damage classthe more silver is visible. Green-silver mana stones add their mana freely to any mage that holdsthem and can power any sort of spell. They have an effect on their wearer - the wearer must rollagainst personality, at minus one per three mana drawn from the stone, or stop to appreciate thebeauty and uniqueness of the world until wounded or strongly reminded of the situation.

White-copper mana stones are swirled in color, being white with copper veins. The least powerfulhave only a few copper sparkles while the most mana-rich are almost half copper. Roll d6, this isthe damage class to roll to determine the mana content of the stone; the higher the damage classthe more copper is visible. White-copper mana stones add their mana freely to any mage thatholds them and can power any sort of spell. They have an effect on their wearer - the wearer mustroll against personality, at minus one per three mana drawn from the stone, or feel overcome withfeelings of friendship and love toward every being present. This feeling fades in about a round,faster if the character is attacked.