Select Character Race

Race indicates a PC’s species. Chimera’s multi-genre scope allows for any race you can imagine. Character races are defined by a common set of characteristics:

AdCost: Advancement Cost, or the Target Number to beat when making an Advancement Roll; the higher the AdCost, the harder it is to earn improvements for your character.

MR: Your character’s base Movement Rate and Movement Die.

WL: Your character’s base Wound Limit, indicating his ability to withstand damage; this is adjusted by class.

Perks: Special advantages received as a result of character race.

Special Perks: Also known as “Sperks,” these are talents available only to members of a particular race or class. Sperks are optional: You may select some, all, or none, but your AdCost increases by +1 for each Special Perk you choose.

Sample Races

Humans are the dominant race in most campaigns. If your GM’s setting includes other races, you may be allowed to run a non-human character. Below are some common RPG races; they’re completely stereotyped but should serve as a good starting point for your own customisation.

Avian

Essentially any intelligent humanoid with wings (for extra flavour, make them feathered for goodly creatures, or bat-like for evil types). All avians can fly at a speed equal to twice their MR.

AdCost: 4
MR: 12”±1d6
WL: 1
IM: +0
Perks: Fly (x2 MR), Nimble
Special Perks

  • Eagle Eye: Improve Observe rolls by level when in flight

Cat People

Bipedal felines with lightning-fast reflexes and the ability to pounce. They are proud, cruel, and capricious. In combat, they eschew armour and missile weapons, but are excellent climbers and possess natural claw attacks (2 claws at Fight AR; IM +1, Dmg 1d6).

AdCost: 6
MR: 12”±1d8
WL: 2
IM: +1
Perks: Imp. Infravision (8”), Pounce, Quick Draw
Special Perks

  • Agile: Improve Athletics rolls involving balance/dexterity by level
  • Nine Lives: Improve Resistance vs. Killer Blows by level
  • Soft Landing: Reduce falling damage to 1d4 per 10” fallen

Dwarf

Dwarves are stocky humanoids who dwell underground. They are familiar with stonework, smithing, and mining. They espouse personal honour, but they hoard wealth and mistrust outsiders.

AdCost: 6
MR: 8”±1d4
WL: 3
IM: +0
Perks: Healthy, Imp. Infravision (8”)
Special Perks

  • Buttress: Double the DF of a single piece of armour
  • Deep Ways: Improve ARs underground by level

Elf

Elves are graceful humanoids who prefer wilderness environments. They keep ancient secrets and have an affinity for things of beauty. Their long life spans promote a passive outlook on life that most non-elves find detached.

AdCost: 4
MR: 12”±1d6
WL: 2
IM: +0
Perks: Comely, Infravision (4”)
Special Perks

  • Aloof: Improve Resistance vs. Enchantment by level
  • Fey: Roll 1d8 for mana
  • Nature Ways: Improve ARs in the wilderness by level

Halfling

Halflings are small humanoids about half the size of an adult human. They settle in open areas, far from noise and bustle, where they build close-knit communities. Halflings are congenial and love life’s comforts, and seem to have uncanny luck when the odds are stacked against them.

AdCost: 4
MR: 8”±1d4
WL: 2
IM: +1
Perks: Lucky, Nimble
Special Perks

  • Fleet: Improve Parry vs. larger foes by level (melee only)
  • Indiscernible: Improve Sneak rolls by level

Human

Humans are normal men, generally average in all aspects, but highly adaptable.

AdCost: 2
MR: 12”±1d6
WL: 2
IM: +0
Perks: none (see below)

These are base stats only. To reflect human variants, the GM should create Perks and Special Perks based on background, upbringing, environment, or social values. Some examples include:

Desert nomads
Proud and honourable people with deep reverence for their gods. Their customs are intricate and their laws strict, with much emphasis on station.

AdCost: 4
MR: 12”±1d6
WL: 2
IM: +0
Perks: Energetic, Etiquette
Special Perks

  • Persuasive: Improve Diplomacy rolls when negotiating by level

Steppe nomads
Fiercely independent horsemen who subsist on hunting and animal husbandry; they can be galvanised into bloodthirsty conquerors.

AdCost: 4
MR: 12”±1d6
WL: 2
IM: +1
Perks: Mounted Assault, Quick Draw
Special Perks

  • Horse warrior: Use Fight/Shoot for mounted attacks (instead of Animal Handling Ability)

Vikings
Sea-faring raiders prone to plunder. Viking culture is clan-based with great importance placed on personal valour.

AdCost: 4
MR: 12”±1d6
WL: 3
IM: +0
Perks: Tough
Special Perks

  • Determined: Improve Resistance vs. Enchantment by level

Creating New Races

Determine a new race’s basic stats according to its size, then apply Perks, Flaws, and Adaptations to reflect inherent characteristics. Calculate the race’s AdCost as follows:

  • +1 per Perk or Adaptation
  • +2 per Improved Perk/Adaptation
  • -1 per Flaw
  • +1 per WL adjustment

Special Perks require some thought (and GM approval). Try to come up with advantages logical for the race, but not necessarily required or shared by every member of the race. When determining a Sperk’s benefit, remember that most are tied to the character’s level (e.g., usable once per level each day, providing a die roll bonus equal to level, etc.). Don’t be afraid to be creative—a Sperk’s power is balanced by the fact that they’re available only to a specific race or class, and not even all members at that.