Dwarfare Games

Dwarfare Games

We are a publisher of tabletop roleplaying games through DrivethruRPG. We have been publishing Dungeon World supplements for just over a year now and we are currently working on our own tabletop rpg system called Chimera. In this short time, we have managed to create over 20 products, including blank maps to be purchased and as cartography commissions.

  • Santo Domingo, Dominican republic.
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Our Products

This is the number of supplements and original content that we have created so far.

Dungeon World 22 Products
Cartography 6 Products
Chimera System Rulebook 1 Product












Chimera Cover

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Chimera is a tabletop roleplaying engine suited to run fantasy, modern, and sci-fi themed games. Chimera uses flexible rules that allow you to put the fiction first, but with enough crunch to add more structure to the resolution mechanics if you so wish. In essence, playing Chimera is a conversation where:
• The Game Master describes the environment.
• The players describe what their characters do.
• The GM picks the most relevant abilities and asks the players to roll.
• The player rolls a ten-sided die per rank in the relevant abilities & chooses the highest.
• The GM takes in the results & narrates the outcome of the character's actions.

The book is divided into two parts that contain chapters of various lengths.

Part 1

The following chapters are designed for both PCs and GMs.
Learn to Play: Everything you need to know about the rules that make up the Chimera Roleplaying System is found in this chapter. Make sure you read this first.
Characters: This chapter goes over everything related to character creation, character development, filling a character sheet, and how to build certain archetypes.
Races & Traits: The races & Traits chapter contains information about the races you can play in fantasy, modern, and sci-fi settings.
Perks: The perks chapter contains abilities that you can take that help you improve and expand the capabilities of your character.
Powers: All the rules regarding powers and those who wield them are found in this chapter.
Wealth & Equipment: This chapter goes over the abstract system of owning Resources and Wealth, as well as equipment, and the services you can acquire with them.

Part 2

It only contains three chapters, but these are crucial for any aspiring GM.
Game Mastering: This long chapter goes over what is to be a GM, tips I have found useful throughout my years as a GM, and a toolbox for creating adventures, campaigns, and character options.
Enemies: This chapter contains an assortment of creatures to pit against the PCs in your game.
Example Setting: This chapter holds the notes of a small campaign setting hurriedly put together to test how well all Chimera elements worked collectively.

This chimeric beast heavily draws inspiration and mechanics from games such as Apocalypse World, games derived from the d20 system, Dungeon World, and Fate Core. You can see these influences in the core mechanics of the game.
Dice Pool: The Chimera Roleplaying System uses ten-sided dice to determine the success or failure of actions and circumstances presented during the game. Your dice pool is the number of dice you are allowed to roll to resolve a task's outcome. Your pool is composed of your ranks in the appropriate abilities (Action + Approach).
Abilities: Abilities are the bread and butter of all characters. They define what a character can or can't do and how well they can do it. Actions represent the overall capabilities of your character to get things done. If actions are what you can do, the approach represents how you get things done. A situation might have different approaches, and you get to choose how things get done.
When To Roll: Whenever the outcome of a task is uncertain and has some real consequences, it is time to gather your dice and roll. As a player, you will make most of the rolls in the game.
What To Roll: To determine the outcome of your character's action, you roll a d10 per rank in the relevant abilities to form your dice pool. You roll and keep the highest die of them all.
Degrees of Success: How well or bad you do will depend on your result when you roll to determine a task's outcome. When you roll to determine an outcome and have at least a ten, it counts as a success. If the highest die from your roll is a nine, it counts as a partial success. If you roll and your result has no 10s or 9s, it counts as a failure.

In Chimera, you follow ten steps to build your character, allowing you to choose essential aspects of your avatar such as their background, race, extraordinary abilities called perks, their principles and goals, and their gear.
Race: Each race has a list of inherent and optional traits and perks to choose from to tailor your character to your needs. If the options presented do not suit you, the game has optional rules to implement that allows you to choose the traits that best fit your character, regardless of race.
Perks: They can help you boost something you are already capable of doing or let you do things impossible for others, such as casting spells. You can spend XP to learn any perk you want as long as you meet the requirements and take some downtime to do it.
Equipment: Select from a vast selection of gear and services to build your character. Equipment can be enhanced in many ways. They can be made from different materials, possess other gadgets to increase versatility, refined craftsmanship to strengthen protection, or resist different types of damage such as ballistic and energy. Want to make a laser sword? Buy a sword and pay for the concealable and energy modifications, and you are good to go!
Wealth: Chimera uses an abstract wealth mechanic where the minutiae of keeping track of everything owned, bought, and how much money you have left isn't important. It can be used in any game, be it a fantasy, modern, or sci-fi setting where there is a fairly standard economy. It could also be used in an apocalyptic setting where keeping track of every resource you have left and living on the edge is part of the game's focus. It all depends on the interpretation given to wealth, as explained in the sections below.

GM Toolkit: This book contains chapters aimed to help the game master know what their role is, understand their agenda, arbitrate the rules, and run the game. All delivered in a condensed manner for an easy read. It also includes guides to create adventures, campaigns, enemies, curses, diseases, and traps, give rewards, create character options, numerous optional rules, enemies to pit against players, and an example campaign setting.
Sell Your Stuff: Got a new awesome adventure, campaign setting, character option, enemy, optional rule, or cool supplement in general that you want to publish? Do it! As long as your content is original, you can sell it under a creative commons license!
Any Type Of Art: From elavorate illustrations to simple vector art, this book contains tons of example for artwork that you could immitate for your products.

Got a new awesome adventure, campaign setting, character option, enemy, optional rule, or cool supplement in general that you want to publish and sell? Click here to learn more.

Showing posts with label Chimera Roleplaying. Show all posts
Showing posts with label Chimera Roleplaying. Show all posts
  • Chimera: Character Creation Process

     



    Welcome back. 

    In this article, we will go over the character creation process for Chimera: A Fantasy, Modern, & Sci-fi Roleplaying Engine by creating two characters. One will be an orc doctor, and another will be a sentient spellbook!

    Before we get started, if you're unfamiliar with Chimera, make sure to read the preview of the "How to Play" chapter in drivethruRPG to understand better the options we will select for the characters we are making. Come back when you are ready.

    Done reading? Good! Let's move right along.

    Making a character is a 10 step process where we will:
    1. Create a Character Concept.
    2. Determine Abilities.
    3. Choose Race & Languages.
    4. Choose Perks.
    5. Determine Hit Points & Wounds.
    6. Set Our Initiative.
    7. Set Our Fate & Power Points.
    8. Choose Our Principles.
    9. Determine Our Goals.
    10. Determine Wealth & Equipment.
    Character Creation Process Screenshot
    Character Creation Process Screenshot


    Step one requires that we think of a character concept based on the setting we will be playing in. 

    We will be adventuring in post-apocalyptic moons where creatures across dimensions are abducted and brought there to live inside colonies designed for their kind, or at least that was the abductor's intention at first.

    Our first character, the orc doctor, came from a fantasy world where they were the healer of their tribe. We will call our character, Mikuul.

    Mikuul has been living in the colonies for more than a decade now, which has given them plenty of time to adapt and expand their knowledge of medicine. They are now the local doctor of their community.

    We could create a ton of details for Mikuul, but we will keep it simple to expedite the demonstration of the character creation process.

    Now that we have the bare bones of a character concept, let's move to step two: Determining Abilities.

     At the beginning of the game, all our abilities start with one rank. We then have...
    • 5 points to increase the ranks of our actions.
    • 5 points to increase the ranks of our approaches.
    • 5 points to gain training in different skills.

    After reading the description of each ability, we have spent our points as follows:




    They represent Mikuul's past experiences in their fantasy world as a healer and what they have learned living in The Colonies.

    Step 3. Choosing a race.

    There are 22 races to choose from, but we already know what race we will make our first character, so let's look at orcs and see what traits we can select.


    The first line of a race is its name. Next comes the race description, which gives a generalized summary of what they are all about. Then we have the inherent traits, which are traits that every member of that race shares. Each trait name appears in bold, followed by a short description. 
    After inherent traits comes a section detailing optional traits members of that race are known to possess, but not everyone shares them.

    For the inherent traits of our orc friend, we get its size and the Strong trait. We write those on our character sheet.

    Now, for our inherent traits, we get to choose two of them. Mikuul's vast understanding of creatures, medicine, and science makes them Knowledgeable. We will select that trait.

    Since Mikuul spent a lot of time in the woods gathering herbs for their poultices, they have the experience of traveling in the wild. We will select the Wanderer trait based on this piece of background information we created for our character.

    None of the racial perks interest us; we will ignore them for now.




    Step 4. Choosing perks.
     
    We start the game with 3 points, which we can use to learn different perks. We have 149 perks to choose from, but we will concentrate on the Medic and Scholar paths that hold perks that align with Mikuul's background.

    We like the Healer and Naturist perks from the Medic path, and from the Scholar path, we think the Researcher perk aligns well with our character.




    Step 5: Determining Hit Points & Wounds.

    HP measures the overall well being of a character and their ability to endure punishment while remaining functional. Our maximum and starting HP equals 25 + 1d10 per rank in Fight and Force. Whenever we roll to increase our maximum HP, increase it by five or the number on the die,
    whichever is higher.  Our wound value will always be ½ of our maximum HP rounded down.

    Between Fight & Force, we have a total of 3 ranks, so we roll 3d10 to add to the 25 we already have to determine our HP's total. 

    We get 5 and 10 for a total of 40 HP, and a would value of 20.




    Step 6: Setting Our Initiative.

    This will greatly depend on if the GM chooses to use initiative to track the order of combat, but we will fill it anyway. Initiative = Move + Discern + Speed. Ours is 8. Despite their age, Mikuul is cunning and dexterous. 





    Step 7: Setting Our Fate & Power Points

    We start with and have a maximum of 1 Fate Point (FP). Some races and perks grant additional Fate Points (not ours, though, and that's fine). We can spend 1 FP to reroll any roll we just made, including damage rolls. We
    can spend 1 FP per turn. Fate Points renew at the start of each session.

    Since we do not have any powers, filling our power points is not necessary right now. We will see this when we make our sentient spellbook!





    Step 8: Choosing Our Principles

    Principles represent a character's inherent beliefs, morals, and individual attitudes towards the world. They are there to help us guide our character's actions and define what is important to them and what isn't. 

    However, principles are also there to be challenged. In play, we get rewarded if we stick to our principles by earning Milestones.




    Since we start the game with up to 3 principles, let's choose three from the example list we feel fits our character. In your games, you will be able to create your own if none of the ones on the list suit your character.

    For Mikuul we are going to choose these 3:



    I think they go well with Mikuul's background, don't you think?

    Step 9: Determining Goals

    Goals help us define the needs and wants of our character. 
    They also help us establish how our character relates to others in the group and the initial relationship between them. A Good GM will consider our goals and weave them into the current campaign, so we need to keep our goals meaningful and challenging for our character. They can be either personal, about relationships, or related to an ongoing mission or quest. A character cannot have more than two goals at once.



    At the end of a session, go over our goals and figure out if those goals are still relevant. If one of those goals no longer applies, be it because we achieved our goals during a session or our character's feelings have changed. We can erase that goal and write a new one based on recent events during the game. For each resolved goal, we get to mark a milestone in our character sheet.

    Since we get two goals, we will choose a personal goal as our first one:

    •"I will better the living conditions of those who live in my colony."

    The physical health of the colony has increased with Mikuul there. However, other areas still need improvements, such as getting better medical equipment and most of its citizens' mental well-being.

    We will reserve our second goal for when we meet the other characters we will be playing with.

    Step 10: Determine Wealth & Equipment

    We have over 100 items to buy between armor, weapons, and gear. But, what do we use to buy stuff?

    Chimera splits a character's economic power between Wealth and Resources.

    Wealth is an abstract mechanic where the minutiae of keeping
    track of everything owned, bought, and how much money we have left isn't essential. Wealth measures the overall lifestyle we can sustain based on what we own, while resources are our immediate expendable income. 

    We start the game with 100 resources to buy equipment, so let's buy some!

    Let's start with armor. For Mikuul, we will buy the following armor and these modifications that will help us protect our character from bullets and energy weapons.



    For weapons, we will buy the following:



    And for gear, we will buy these:



    And with this, we are done with our first character.


    We will follow the same steps as our previous one for our second character, but there's a tiny problem. There are no races for a sentient spellbook.

    What could we do in this case? One option would be to talk with our GM to create a race for us and hope the traits they select match what we had in mind for our character.

    OR we could ask the GM to allow us to use the variant rule on page 233 that eliminates inherent traits and will enable us to choose a size and 3 traits of our liking that fit our character.

    We will go with the latter.


    Boek-Liber — that's our character's name — awoken when their former owner died trying to cast a spell to return to his homeworld. Forward 50 years, Boek-Liber is rescued by Mikuul from the wreckage of a building our orc doctor now calls home.

    Boek-Liber has a vague recollection of their time as a book and is trying REALLY hard to become proficient with the spells they contain, just like their master did.

    Now that we have something to work with, let's choose our abilities:



    Let's choose our traits. 

    I would say that Boek is just slightly larger than a pixy. Taking tiny as a size seems appropriate.

    Since we are a magical book, we need a way to communicate. Let's choose the Telepath trait.

    I don't think a book needs to breathe, eat, or sleep. In fact, there are a lot of things a book should be impervious to. What trait could we choose to represent all of this?

    Well, we can take a look at the Golem — one of the available races — for inspiration.



    The construct and immunities traits from the Golem fit very well with Boek-Liber since they are both artificially created creatures lets write those down in our character sheet.




    We got movement covered, but what about interacting with the world around us? We will need magic for this. There are over 100 perks to choose from, but the Wielder path has all the perks related to powers. Let's look at those first.

    We will choose the Manifest Power perk, which will allow us to use magic.

    We need to follow some steps to learn powers. First, we need to choose a power source, then we choose a power group, and then select a power on that list to learn it.



    Our first power will be Hover since we need a way to get around. Since powers have a cost, it means eventually we won't be able to manifest the power. Luckily there's a perk that can help:



    Let's take it.


    We still have one more perk left. The rules for powers state that whenever we can get a perk we can choose to select a power instead. We will choose this one:




    We now have to set up our hit points, wounds, initiative, fate points, & power points. Let's do that real quick.



    For our principles, we will choose these:



    And for our goals, we will choose this one.



    We will reserve our second goal for when we meet the other characters we will be playing with.


    It's time to buy our gear, but we don't need much to survive. We will reinforce the leather and metal components of our body to make ourselves more durable. We will spend the rest to increase our wealth to at least 1. We cannot have Boek-Liber and Mikuul living on the streets.






    With this, we complete the preview of the character creation process for Chimera: A Fantasy, Modern, & Sci-FI Roleplaying Engine.

    If you want to read an example gameplay featuring our two characters, or take a closer look at their character sheets, stay tuned for our next post.








  • Finally Out!


    The Story

    My first contact with tabletop RPGs was through a group of friends in high school. Their D&D characters ranged from fireball-wielding, town-destroying egomaniacs to characters that rarely used any of their abilities (why were you a level 4 cleric and never cast a single spell, Raul? My poor monk could have used some healing.)

    After the group thwarted adventure after adventure, our DM gave up, and I picked up the mantle despite being the group's greenhorn. I fell in love with game mastering, especially the creative process behind it! I homebrewed adventures, campaigns, new classes, races, prestige classes, items—you name it—and I got better and better at it.

    Flash forward 10+ years later, and there I was, beginning to build the foundations of a tabletop RPG using all the knowledge I gathered playing various games besides D&D.




    The Process

    My first attempts were blatant D&D heartbreakers, and I found myself starting from scratch over and over again as frustration began to build. My first playtesters were friends of mine and other people I played with. Some of them got to see, and I kid you not, at least 6 to 8 completely different versions of the game throughout the years (ill have to find a way to thank them for their patience somehow).

    I wasted a lot of time trying to develop "unique" game mechanics before realizing there are hundreds of games out there that will have similar ideas as mine. And that there was no shame in borrowing mechanics from here and there as long as they suited the type of games I wanted to run.




    Creative Goals

    During the creation process, I knew I would like to sell this game, and I had to set some goals and expectations for the product within the realm of my possibilities. I created this list for myself:

    • Make a game I would enjoy playing all the time.

    • The game was going to be a one-person project regardless of the amount of time it would take.

    • Have a clear idea of what I want my game to be able to do.

    • Be honest about the game I am making.

    • Appreciate any feedback given and apply them as best as I can.

    • Get whatever I can get with my limited budget. The rest would have to be done by me as best as I can.

    • Don't be stingy with the previews. Let potential customers make an informed decision before they buy the game.



    Advertising

    To be honest, I did not follow any of the tips given by professionals about selling products in the industry. I did not network, and I did not try to build an audience. I was focused on finishing first. I knew the potential consequences of not building an audience before publishing, and I was fine with the idea.



    The Game

    Chimera is a tabletop roleplaying engine suited to run fantasy, modern, and sci-fi themed games. This chimeric beast heavily draws inspiration and mechanics from games such as Apocalypse World, games derived from the d20 system, Dungeon World, and Fate Core.

    You can read more about here: https://www.drivethrurpg.com/product/338143/Chimera-A-Fantasy-Modern--SciFi-Roleplaying-Engine





  • CHIMERA EXCERPT - ENEMY CREATION (Updated)

    Heroes fighting robots


    It's been a few months since the last except and oh boy! Many things have changed. Fortunately the rules for creating enemies didn't suffer any drastic changes but I wanted to share them with you anyways. Mainly, enemies allow the GM to roll 1d6 + bonuses when dealing damage as opposed to just a flat bonus added to the degrees of failure of the characters. This adds a bit of unpredictability when it comes to damage  from enemies and gives the GM something to roll since most of the rolls are done by the players anyway. 

    Without any more delays, I present to you the current enemy creation rules:


    Creating Enemies

    Whether you're sitting down to prepare enemies before a session or if you are coming up with them as you play along (as I usually do), you need to have a clear idea of what the monster looks like, its name, what it can do, where it lives and how is the enemy impacting its environment (or you can think about these things later if the player's characters are going to kill it right away). Once you have that, all you need to do is choose its role which will determine its core stats, then, give it 2 or 3 special qualities if they are appropriate for the creature such as flying, swimming, or seeing in the dark. Give it at least one form of attack and you are set. 

    We will go over below to help you make your own. Luckily, enemies on chapter XX are presented in a format that makes them easy to use right off the bat and which can also give you plenty of ideas of how you can make or modify your own enemies. Keep in mind that not all enemies match this formula. Treat the steps below as guidelines rather than a strict form of creating enemies.

    Enemy Name & Description

    Think about what the enemy is commonly called in the world your game takes place in and write a small description about it's origins, what drives this particular enemy, where it lives and how is the enemy impacting its environment, and finally what it looks like. In settings where the creature type matters for the purpose of genetic tagging, magic item wielding, and powers and effects related to creature origin, it is best to give it a creature type such as animal, dragon, elemental, fey, humanoid, plant, and undead.

    Enemy Outline

    Remember when you thought about what drives your enemy and where it lives? In this part of the process we need to put down these ideas into paper.

    Drive

    Each enemy wants something. Think about what motivates it to take (or avoid) action and write this down as a short sentence. When you don't know how your enemy should respond to a situation, look to its drive to gain some inspiration on how to handle it.

    Environment

    Where does your enemy lives or where can it usually be found? Does it travel aloneEnemies can be found anywhere from caves, dungeons, cities, the wilderness, and even outer space. Write down what type of terrain it can usually be found.

    Loot

    If the enemy you are making has items that the players could take from them besides what is visibly obvious, write them down in this section.

    Enemy Attributes

    Each enemy will start with their MightAgility, and Cunning at an easy Difficulty (3), then, depending on the enemy role you choose for it you will have a certain number of Attribute Points that you can spend to increase an Attribute's Difficulty by one step. E.g. If you are making a minion enemy, its Might, Agility, and Cunning will start at 3 and you will have 2 points to increase its Attributes by one step. This means that if I spend 1 point to increase the Difficulty of it's Might, it will go from being of an easy Difficulty (3) to a moderate Difficulty (5). From there, I could choose to increase it's Might again with my spare Attribute Point or use it on another Attribute that seems more fitting for my enemy.

    Enemy Role

    An enemy can be classified as a Minion, an Elite, or a Boss. Each role will set their Attributes and Health. It will also give you suggestions for other statistics like how much damage they do when they attack or for ongoing effects, the number of special traits it should have and of attacks. Choose an enemy role from the ones presented below:

    Minion

    Minions are enemies that alone don't pose much of a threat to a combat oriented character and usually go down with a well landed hit or two. However, in large groups minions can pose a thread towards characters of any tier. Minions usually have the following statistics:
    • Attribute Points: 2.
    • Health: 9
    • Wounds: 4
    • Special Traits: 1 or 2.
    • Attacks: 1 or 2 forms of attack.
    • Damage 🎲 + 1 of the weapon's type. +3 for ongoing damage.

    Elite

    Elite enemies are tougher than minions and a single elite enemy can be a significant threat to any character. Elite enemies are usually found in pairs or leading a small group of minion enemies. Elites usually have the following statistics:
    • Attribute Points: 3.
    • Health: 15
    • Wounds: 7
    • Special Traits: Up to 3.
    • Attacks: Up to 3 forms of attack.
    • Damage 🎲 + 2 of the weapon's type. +2 for ongoing damage.

    Boss

    Boss enemies are creatures capable of taking a group of player characters on their own. Boss enemies are tougher than all other enemies (save for other bosses), and have a large repertoire of traits and abilities. Bosses usually have the following statistics:
    • Attribute Points: 4.
    • Health: 17
    • Wounds: 8
    • Special Traits: Up to 4.
    • Attacks: Up to 5 forms of attack.
    • Damage 🎲 + 3 of the weapon's type. +3 for ongoing damage.

    Enemy Size

    How big is your enemy? Choose a size from the ones listed below:

    Diminutive

    Diminutive creatures are only a few inches tall and usually pose a thread when they group to form a swarm. Diminutive creatures normally need to be on top of their targets to attack in melee. 

    Tiny

    Tiny creatures usually don't stand above  1’5’’ feet (0.4 meters) and don't weigh that much. Tiny creatures are usually unable to wield weapons not made for their size and carrying any object bigger or heavier than they are will prove highly difficult if not imposible. Tiny creatures normally need to be on top of their target to attack in melee. 

    Small

    Small creatures usually don't stand above 4 feet (1.2 meters) and barely weigh more than 100 pounds (45 kilograms). Small creatures normally are not able to wield two-handed weapons.

    Medium

    Medium creatures usually don't stand above 7 feet (2 meters) and can weigh up to 500 pounds (226 kilograms).

    Large

    Large creatures usually don't stand above 15 feet (4.5 meters) and can weigh up to a ton or two. Large creatures generally have the following traits:
    •  +Reach (with their melee attacks against smaller creatures).
    • +3 Health.
    • +1 Damage.

    Huge

    Huge creatures usually don't stand above 30 feet (9 meters) and can weigh several tons. Huge creatures generally have the following traits:
    • Reach with their melee attacks against smaller creatures.
    • +6 Health.
    • +2 Damage.

    Colossal

    Colossal creatures can stand above 50 feet (12 meters) and can weigh tens if not hundreds of tons. Colossal creatures generally have the following traits:
    • Reach with their melee attacks against smaller creatures.
    • +9 Health.
    • +3 Damage.

    Enemy Defense

    What sort of protection does your enemy has? Choose one:
    • Cloth or Flesh: 0 Armor.
    • Light armor: Includes brigandine armor, flack jackets, hide armor, tough leather, and protective gear made out from bones. +1 Armor.
    • Medium armor: Includes minor protective magic, a young dragon's scales, chainmail, full riot gear, military combat armor, and scale mail. +2 Armor.
    • Heavy armor: Includes full plate armor, moderate protective magic, advanced military combat armor, and an adult dragon's scales. +3 Armor.
    • Powerful armor: Includes powerful protective magic, an ancient dragon's scales, and power armor. +4 Armor.
    What can its armor protect it against? Choose all that apply:
    • It can stop conventional melee weapons and arrows: N/A.
    • It can stop bullets: +Ballistic.
    • It can stop energy weapons: +Energy.

    Enemy Offense

    How does the enemy usually attacks with? Choose all that apply for each form of attack:
    • It can make melee attacks: +Range (close).
    • It's attack Keeps others at bay: +Reach.
    • It can make ranged attacks (bows, pistols, powers):  +Range (Near, Far, or Extreme).
    • It's attacks are vicious: +2 damage.
    • They can slice through rock: +1 Penetrating, +Messy.
    • They can slice through thick rock and metal: +2 Penetrating, +Messy.
    • They can slice through rock, metal, and high tech or magical armor: +3 Penetrating, +Messy.

    Enemy Traits

    What is the enemy best known for? Choose all that apply or make up your own.
    • Adaptable: It has useful adaptations like seeing in the dark, flying, or swimming. Choose as many as the role suggests.
    • Controller: It has a knack for crowd control. Write a special attack that helps it hinder its opponents.
    • Defender: It's attacks can halt an enemy on their tracks. When it defends an object or place, attackers have Disadvantage while trying to get through it.
    • Devious: It always has a trick up its sleeves.
    • Immunity: It is immune to one or more types of damage. Creatures with immunities are usually vulnerable to other types of damage.
    • Leader: It leads minions into battle. -3 Health. Write a special attack or trait that buffs its allies.
    • Multi-Attacker: It can make up to three attacks to the same target or distributed among many.
    • Powerful: +2 damage, +Forceful.
    • Rechargeable: It has a powerful attack. Write a special attack that has a chance to recharge each round when you roll a 4 or higher on a 🎲. The attack deals +3 damage of what the enemy is normally capable of or has a very strong effect.
    • Resistant: It is resistant to one or more types of damage.
    • Stinging: Increase the ongoing damage of its attacks and effects by +1.
    • Superior: It is above it's kind. Remove a vulnerability it has.
    • Terrifying: It's mere presence sends its enemies into panic. Write a special attack to represent this.
    • Vigorous: +3 Health.
    • Vulnerable: It is vulnerable to one or more types of damage. Creatures with vulnerabilities are usually immune to other types of damage.
    • Wielder: It can manifest powers. Write one or two powers it can manifest.

    Enemy Tactics

    Next write a short paragraph explaining how the enemy behaves when it find itself in particular situations such as when another creature grabs what it is trying to protect, when it grabs a target, when it becomes wounded, or what it does when outnumbered.

    Putting It All Together

    Lets go through the process of making an enemy step by step. For this example, I want to make a robot that serves as the guardian of a facility. I want it to be large and bulky enough that it can take the entire party on its own. Now that I have my enemy concept, lets jump right into the creation process.

    Enemy Name & Description

    I have decided to call my enemy Juggernaut Defender, it is an imposing, self explaining name in my opinion.  The juggernaut will be in charge of protecting a large facility that the player characters will try to gain access to.

    Enemy Outline

    Based on the description I thought about my juggernaut, I have written down the following for each entry under outline:
    • Drive: To destroy any intruders at all cost.
    • Environment: Can be found alone and anywhere between 50 feet (15.5 meters) and 200 feet (60 meters) from the defended target.
    • Loot: N/A, but could be scrapped for parts.

    Enemy Role

    Since I want it to be able to take an entire group of player characters, I will go with the Boss role. I am spending my 4 Attribute Points evenly among Might and Willpower, the juggernaut is strong, has a well-encrypted computing system, an excellent surveillance equipment, but it is not that fast.  Might (7), Agility (3), Willpower (7). Its Health starts at 17, and gets a Wound when it reaches 8 of Health. It can have up to 4 special traits and up to 5 forms of attack. Its damage starts at  🎲 + 3 of the weapon's type. and effects that deal ongoing damage coming from it start at +3.

    Enemy Size

    My juggernaut is exactly 15 feet tall and weighs almost a ton, so, I will go with the Large size. My juggernaut gains the Reach property, a +3 Health which brings it up to 20, and deals +1 Damage, bringing it up to  🎲 + 4.

    Enemy Defense

    My juggernaut has really thick plates that protect from all sort of attacks, I'll give it power armor type of protection, it has +4 Armor, +Ballistic, +Energy. There isn't anything going through that armor.

    Enemy Offense

    I'll give it a melee attack that I will call Punch, written down as follows. Punch 🎲 + 4 Crushing, Range (close). A fist of that size can definitely go through stone, so I will give it the it can slice through rock option which gives it +1 Penetrating, +Messy. I will also give it a ranged attack I will call Wrist Laser, written down as follows. Wrist Laser + 4 Energy, Range (close, near).

    Enemy Traits

    My enemy's role suggests it should have up to 4 traits so I will do my best to stick to that number. First, I think seeing in the dark is important for a guardian robot and also the ability to fly, for this reason I will give it Adaptable: Flight, Nightvision as special traits. Since it is a robot, I think it should be vulnerable to electricity (as seen in many comic, games, and movies). Thus, I add Vulnerabilities:  Shocking Damage.

    Since I am only adding a vulnerability without adding any sort of resistance or immunity, I'll go ahead and give my robot a powerful area attack. I don't want it to use the attack every round so I will choose the Rechargeable special trait that lets me write a special attack that allows me to roll a die each round to see if the attack recharges. Lastly, since my robot is meant to take a group of heroes on its own and defend a place, I will add the Defender trait.

    Tactics

    This section allows me to write how my enemy behaves in specific situations, be it a series of short phrases or a couple of long ones. The point is to give me, as the GM cues as to how I should play this enemy and find interesting ways to describe how my juggernaut goes about applying them in the battlefield. I have written the following tactics for my robot:
    • Blast a large group of opponents with Energy Blast before they scatter.
    • Grab the weakest opponent and crush it in-between its fist, dealing damage each round.
    • Use it’s Defender trait when one or multiple targets get close to the facility.

    The Result

    This is how my enemy looks like after adding everything together:

    RPG Enemy stat card


  • Closed Beta Playtest - Martin's Session report



    preface

    After more than a year of playtesting this baby with my group, Martin, a member of such group decided he wanted to take a stab at GMing the system with another group and see how it plays out with them. This is his report.


    Introduction


    It’s my first time using the Chimera system from the other side of the rolled dice, and my second time as a GM. Needless to say I was both extremely nervous and incredibly excited! The players wanted to play something more pirate like and I had the perfect setting for this, an old favorite (probably one that I’ve played the most) called Sinister Seas.

    Cast

    • Puch Tuhata II – Male Pixie – (Ranger)
    • RX-69, Rubikon – “Male” Golem – (Mage/Caster)
    • Yorick “Riot” Rokas – Male Elf (Monk)
    • Dragonlinux – Male Dragua (Fighter)


    INTRODUCTION

    The session begins in Buttersage Haven’s tavern, a small town on the Shard of Glimmer, which belongs to the Baronies of the Five Brilliant Slayers region. It is the 7th day of the Ninth Month of 1805.
    The adventurers all arrive on their own to the tavern in order to advance their particular agendas; RX-69 looking for his creator or someone that might have knowledge about him, and possibly a means to get to Arcanum, where he might be able to acquire more intel. At this moment he spots an Elf telling stories about his voyages and what he believes to be the true cause of The Sundering. Yorick Rokas is sitting on top of a table telling stories when he is asked by one of the pixie barmaids to please step down and they both get  a nasty look from the bar manager at the end (a man of 7ft of stature, clearly someone you do not want to mess with). 

    As he steps down he gets questioned by RX-69 about a man named Otto von Drillbrok III, although he doesn’t exactly recall the name, he knows there are multiple people like him both in Arcanum or Gil-Harad that could provide with more details.

    As this is happening, on the other side of the bar, Puch appears to have won a game of cards versus a group who decides to leave him be after they’ve lost; without a second to enjoy his victory, Dragonlinux sits down and asks how he was able to win when he didn’t have the cards to win (all while taking one of the drinks on the table), Puch ignores him and continues drinking.

    On a corner there’s a female Khapash dressed like a proper femme fatale, a male Human that oddly resembles a Russian wrestler and a flamboyantly dressed male Elf that seem to be getting some attention, from time to time some people seem to come, write something down and leave.

    After a while the burly bar manager calls for those interested for some decent coin or to be able to pay their tabs to go to the aforementioned individuals and get a job, which multiple people do including our group of adventurers. After an exchange between the trio and the adventurers, it ends with the Khapash saying “If you survive the night, at dawn look for The Bulwark ship at the docks”.

    After this the group sat together discussing some stuff as the tavern begins to empty, some group of rascals decided that now as good a time as any to get some coin; they fought the adventurers which succeeded defending themselves pretty well (although the monk took some decent damage). When the dust settled, there was a knock on the door before a man that appears as a seasoned captain of the seas accompanied by a young girl (blindfolded and in shackles) chimed in, when he looks at the bar he states that those there deserved to set foot on The Bulwark and to go with him immediately, the Human applauds the adventurers' success and tells them to join after a mindless banter with the bar manager.

    conclusion

    I’ll admit the session advanced fairly quickly and quite smoothly, the players were very engaged with everything going on and very curious to their surroundings ^_^;. Two of the players already had their characters ready and had a deep background for their characters before the session started. I only had to QA them and do some minor tweaks here and there, while answering and helping the other two that hadn’t been able to read much into the system. The most surprising or fascinating thing was how quickly they understood how the system worked and even went as far as  to assist the players that weren’t ready.

    Took advantage of this to go over a few of the possible outcomes and the enemy creation rules before we started, in case combat did happen. I decided to use the optional rule of Powers as Ammo for this setting to test a theory I had while maintaining the current Power Point system:

    Gaining Powers: To gain powers you must first choose the Manifest Power talent under the Wilder Talent tree on page XX. Once you have taken the talent you need to make a few choices (see below),  
    Choose a Power Source: As the name implies, power sources are from where your powers originate. This choice is purely cosmetic in most cases, however, some of them might make minor mechanical changes to how powers work to fit the theme they describe. Choose a Power Group & a Power. All powers that share a similar theme are put together under a power group. When you first choose the Manifest Power talent you get to choose a power group which you get to add to your list of power groups you have access to, and then you get to choose a power from that same power group and add that power to your list of powers known. Each power group also has special effects or benefits right under their description which you also get when you add them to your list of power groups you have access to.
     As your character progresses you can spend 1 XP to add one additional power from a power group you have access to or you could also choose to spend 1 XP to gain access to a new power group you do not have access to instead. If you do, you add the power group to your list and you gain the special effects or benefits under its description but not to the powers listed under it. 
    Learning New Power Groups & Powers: To learn new power groups or powers you need to spend some downtime researching and practicing in order to learn them in addition to spending 1 XP. The GM will tell you how long it will take. If you find tutelage the time is reduced by half, leaving you with leisure time to pursue other activities during your downtime.

    *While using this as optional rule:
    You fuel your powers through a reserve of personal power represented in Power Points. You start with and have a maximum of 3 Power Points which you can use to amplify your powers. Power Points function similar to ammo; as long as you have Power Points you can manifest powers and once you run out of them you can't manifest them until you regain at least one. You regain 1 Power Point per short rest up to your maximum.Further testing is required. 

    The area where the group got confused most often where the difference between difficulties Easy (3 Successes), Medium (5 Successes), Hard (7 Successes) and the Hits (4-6) and Misses (1-3 landed on the die), that when they had advantage/disadvantage and forgetting which was their focus. I’ll go over this at the beginning of the next session and answer any questions they have.



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