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        <title>The Chimera RPG</title>
        <description></description>
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        <title>The Chimera RPG</title>
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        <title>abilities</title>
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        <description>The first thing you’ll notice about Chimera characters is that they don’t have attributes—no ability scores like you might be used to in other roleplaying games (e.g., Strength, Dexterity, Intelligence, et al.). 

Instead, everything your character can do is covered by an, which is a broad category of related skills and talents. For example, the Animal Handling Ability covers animal care, training animals, and handling a mount—basically anything that has to do with an animal.</description>
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        <title>abjuration</title>
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        <description>*  Counter (Abj, TN 12, Rng 1”/lvl; Dur 1 rd/lvl; RS n/a) Negate all operating powers within a medium blast template (permanent duration on Critical Success); the Wield roll is penalised by the level of the countered power’s wielder.
	*  Paralyse (Abj, TN 16, Rng 2”/lvl, Dur 1 tn/lvl; RS Athletics) Freeze a single target in place; target is aware of surroundings while paralysed.
	*  Remove Curse (Abj, TN 8, Rng Touch, Dur Instant; RS n/a) Negates a curse; Wield rolls are penalised by the level o…</description>
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        <description>Classes that wield powers do so via a certain Sperk (e.g., Essence, Miracles, Spells, et al.). A separate “instance” of the Sperk must be acquired for each school accessed.

Each time this Sperk is acquired, the character chooses the school it represents. He automatically gains one randomly chosen power from the school selected, and may acquire other powers from that school as part of character advancement.</description>
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        <title>action-rolls</title>
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        <description>Every action your character attempts is resolved with an Action Roll (AR), made with a twenty-sided die (1d20). If the Action Roll result is equal to or greater than the required Target Number (TN), the attempt succeeds and you get the desired outcome. A result less than the Target Number means that the attempt failed.</description>
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        <title>adaptations</title>
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        <description>Adaptations are Perks available only to non-humans. Adaptations marked with a dagger (†) operate only when a monster’s attack roll results in a Critical Success. The numbers are provided to allow random determination by the GM when desired. 

Adaptation Descriptions

Perks are listed below; the numbers are provided to allow random determination by the GM when desired.</description>
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        <title>adventure-hooks</title>
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        <description>Adventure hooks are plot seeds designed to motivate the PCs to action. Using your high-level conflicts, NPCs to promote them, and random encounters to give them flavour, devise some adventure ideas that appeal to your PCs’ interests and style of play.</description>
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        <description>The Adventure Template contains a 20×20 square grid you can use to draw the layout of the adventure site. In most cases, this is the interior of some structure: a temple, a dungeon level, a cave complex, a starship deck, etc. Use a separate template for each level, floor, or locale of a multi-part adventure site.</description>
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        <dc:date>2011-11-13T07:35:09-06:00</dc:date>
        <title>adventuring-hazards</title>
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        <description>Adventuring is rife with special hazards. Often, these hazards confront a character without warning, though he can weather the effects with a Resistance Roll. When Resisting a hazard, add your AR modifier in the appropriate Ability to the Resistance Roll.</description>
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        <title>adventuring</title>
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        <description>Adventures are where the action is, what the characters do in the setting, and why players play the game. The guidelines here handle all the action of adventuring.

	*  Adventuring Hazards
	*  Breaking Objects
	*  Combat
	*  Fighting Manoeuvres
	*  Movement
	*  Healing
	*  Weather Conditions</description>
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        <title>alignment</title>
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        <description>Alignment (AL) is a convenient label to describe a character’s loyalties to those around him. There are three Alignments:

	*  Lawful: Primary loyalty is to others; capable of self-serving acts, but not at the expense of other people (especially those in need).
	*  Neutral: Primary loyalty is to close or personal groups (e.g., family, friends, faction, religion, racial type); capable of self-serving acts, but not at the expense of personal groups.
	*  Chaotic: Primary loyalty is to self; capable…</description>
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        <dc:date>2011-11-12T20:23:47-06:00</dc:date>
        <title>alteration</title>
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        <description>*  Control Unliving (Alt, TN 16, Rng 2”/lvl, Dur 1 rd/lvl; RS Mettle) Compel a single undead or constructed target to do your bidding; 1 order/level.
	*  Create Unliving (Alt, TN 20, Rng Touch, Dur Permanent; RS n/a) Transform bodily remains into undead (e.g., skeleton or zombie) or a manufactured construct; Wield rolls are penalised by the level of the undead or construct created.
	*  Permanency (Alt, TN var., Rng Touch, Dur Permanent; RS n/a) Give a currently operating power unlimited duration…</description>
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        <dc:date>2012-01-03T17:53:04-06:00</dc:date>
        <title>ape</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/ape?rev=1325638384&amp;do=diff</link>
        <description>Ape

Class &amp; Level: Lvl 3

Movement Rate: 13”±1d8 (0)]

Wound Limit: 5 (L)

Defence: 3 (+1)

Abilities: Athletics +2

Attacks: 1 bite +2 (IM -1, Dmg 1d8); 2 fists +2 (IM -1, Dmg 1d6)

Special: Charge, Infravision

Resistance: +3

Surprised: 11

Morale: 12

Alignment: n/a

Frequency: Common (1d4/3d4)</description>
    </item>
    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/armour?rev=1321194469&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-11-13T07:27:49-06:00</dc:date>
        <title>armour</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/armour?rev=1321194469&amp;do=diff</link>
        <description>Any protective device worn to deflect or absorb damage from physical attacks. 
 Armour  TL  Bulk  DF Bonus  Enc  Cost  Notes  Brigandine  3  Light  +1  –  $200    Ballistic vest  8  Medium  +2  1  $400    Ballistic vest  9  Medium  +2  –  $800    Ceramic armour  9  Heavy  +4  1  $3,200    Combat fatigues  7  Light  +1  –  $200    Cover, heavy  –  –  (+4)  –  –  Provides a Cover bonus  Cover, light  –  –  (+1)  –  –  Provides a Cover bonus  Cover, medium  –  –  (+2)  –  –  Provides a Cover bonus …</description>
    </item>
    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/base-stats?rev=1325290295&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-12-30T17:11:35-06:00</dc:date>
        <title>base-stats</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/base-stats?rev=1325290295&amp;do=diff</link>
        <description>Monster Stats

A monster's base stats are suggested by its size, as shown below:
 Monster Size  Length/Size  Movement Rate*  Wound Limit  Initiative Modifier  Damage  Rangeº  Target Number†  Enc‡  Diminutive (D)  &lt;1'  4”+0  0  +4  1  0”  2  –  Tiny (T)  1'  4”+1d2  1  +2  1d2  1”  4  –  Small (S)  3'  8”+1d4  2  +1  1d4  2”  8  –  Medium (M)  6'  12”+1d6  3  +0  1d6  4”  12  –  Large (L)  12'  12”1d8  4  -1  1d8  8”  16  +1  Giant (G)  24'  16”+1d6  5  -2  1d10  12”  20  +2  Huge (H)  48'  16”+1…</description>
    </item>
    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/being-the-game-master?rev=1321237162&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-11-13T19:19:22-06:00</dc:date>
        <title>being-the-game-master</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/being-the-game-master?rev=1321237162&amp;do=diff</link>
        <description>There are a lot of tips and best practices when it comes to campaign development (and, to that end, I selfishly invite you to check www.welshpiper.com as a starting point). The guidelines in these Basic Rules handle much of what PCs will do, but there are elements to game mastering that take some experience. Here are some tips to consider:</description>
    </item>
    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/breaking-objects?rev=1321195116&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-11-13T07:38:36-06:00</dc:date>
        <title>breaking-objects</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/breaking-objects?rev=1321195116&amp;do=diff</link>
        <description>Breaking an object with brute force (e.g., kicking in a door, bashing open a strongbox, a snapping a lock) requires an Athletics roll against a Target Number based on the object’s Material Strength. If you’re using a weapon to aid the effort, roll for damage and add the result to your Athletics roll.</description>
    </item>
    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/campaign-creation?rev=1321241382&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-11-13T20:29:42-06:00</dc:date>
        <title>campaign-creation</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/campaign-creation?rev=1321241382&amp;do=diff</link>
        <description>The game campaign consists of everything surrounding (and including) the PC—the setting, its history, the people who live there, important places, and, of course, adventures.

That’s a lot of material to create, but it’s possible to devise a campaign quickly by concentrating on the most important details, laying a solid foundation, and building it over time. It doesn’t have to take weeks and months—if you concentrate on the basic structure, you can create a complete (and expandable) campaign fro…</description>
    </item>
    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/campaign-hook?rev=1321238009&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-11-13T19:33:29-06:00</dc:date>
        <title>campaign-hook</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/campaign-hook?rev=1321238009&amp;do=diff</link>
        <description>The campaign hook is a generalization of the underlying conflict within the setting. Put another way, what is the conflict that permeates the characters’ goals and motivations? 

As such, the hook describes a condition that the PCs must address, either to preserve something they have, or to acquire something they want. For example, the struggle of the rebellion against the empire, the search for lost technology, the exploration of new frontiers, the subjugation of barbarian hordes, the defeat of…</description>
    </item>
    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/character-advancement?rev=1321137357&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-11-12T15:35:57-06:00</dc:date>
        <title>character-advancement</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/character-advancement?rev=1321137357&amp;do=diff</link>
        <description>At the end of every adventure, your character can make an Advancement Roll to see if he improves: roll 1d20 and subtract your current experience level from the result.

If the Advancement Roll is equal to or greater than your character’s Advancement Cost (AdCost), you receive a number of Improvement Points (IP) equal to your current level (e.g., a 3rd-level character gets 3 IP). Otherwise, you must complete another adventure before you can try again.</description>
    </item>
    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/character-class?rev=1321136331&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-11-12T15:18:51-06:00</dc:date>
        <title>character-class</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/character-class?rev=1321136331&amp;do=diff</link>
        <description>Classes are “bundles” of Abilities that represent professions. You can use classes singly or in combination to create your character’s vocation in the campaign. Character classes are defined by a common set of characteristics:

AdCost: The Advancement Cost of the class; add this value to your racial AdCost.</description>
    </item>
    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/character-race?rev=1321132327&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-11-12T14:12:07-06:00</dc:date>
        <title>character-race</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/character-race?rev=1321132327&amp;do=diff</link>
        <description>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.</description>
    </item>
    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/character-vision?rev=1321130684&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-11-12T13:44:44-06:00</dc:date>
        <title>character-vision</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/character-vision?rev=1321130684&amp;do=diff</link>
        <description>Consider the kind of character you want to play—a war-hardened soldier, an adventurous archaeologist, a brutish thug, a cunning sorcerer, or whatever’s appropriate for the GM’s setting. For flavour, start on your character’s background with his Social Station.</description>
    </item>
    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/characters?rev=1321136456&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-11-12T15:20:56-06:00</dc:date>
        <title>characters</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/characters?rev=1321136456&amp;do=diff</link>
        <description>Creating a Player Character in Chimera is a breeze—just copy a character sheet and follow the steps below. Additional character information is indexed at the end of this section.

	*  Creating a Character
		*  Envision your Character
		*  Select Character Race
		*  Select Character Class
		*  Complete your Character</description>
    </item>
    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/choose-hook?rev=1325240251&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-12-30T03:17:31-06:00</dc:date>
        <title>choose-hook</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/choose-hook?rev=1325240251&amp;do=diff</link>
        <description>Select one of the hooks you devised in the previous section. You can turn it into an adventure by fleshing it out with the Adventure Template as a guide.

When choosing the hook, first consider how it affects the characters: The PCs need to feel that getting involved in the story is worth more than ignoring it (or, more practically, the players showed up to play, so give them something entertaining). Don’t be afraid to use a range of motivations to get the PCs involved: wealth, power, influence,…</description>
    </item>
    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/class-and-advancement?rev=1321124269&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-11-12T11:57:49-06:00</dc:date>
        <title>class-and-advancement</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/class-and-advancement?rev=1321124269&amp;do=diff</link>
        <description>Your character’s profession in the campaign is represented by his class. In turn, each class is defined by a set of core Abilities and special talents. As you’ll see in the next section, classes may be combined to create “customised” professions.</description>
    </item>
    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/classed-npcs?rev=1321197361&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-11-13T08:16:01-06:00</dc:date>
        <title>classed-npcs</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/classed-npcs?rev=1321197361&amp;do=diff</link>
        <description>Creating NPCs is an art, not a science. If there’s one rule to creating NPCs, it’s that you should not use the same guidelines used for creating player characters. Ultimately, you can equip NPCs with whatever capabilities they need to do their job in the campaign, but if you like structure, follow these guidelines to create classed NPCs:</description>
    </item>
    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/combat?rev=1321196450&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-11-13T08:00:50-06:00</dc:date>
        <title>combat</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/combat?rev=1321196450&amp;do=diff</link>
        <description>Chimera combat can be short and deadly—those who rush unto the breach may not live long enough to regret it. That said, when your PC gets in a fight, here’s how to handle it.

Surprise

You may surprise a foe with a Sneak roll against his Surprise TN. If successful, you may either execute a full combat action before your foe can respond (see Combat Actions, below), or you may apply a bonus of AR +2 to whatever action you perform on the first round of the fight (at the GM’s discretion, you may ap…</description>
    </item>
    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/complete-character?rev=1321146952&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-11-12T18:15:52-06:00</dc:date>
        <title>complete-character</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/complete-character?rev=1321146952&amp;do=diff</link>
        <description>Complete Your Character

Once your character's race and class are determined, go through the following steps to complete your PC.

Update Abilities

You get 4 Improvement Points (IP) to spend on Abilities, Perks, Powers, and Mana, using the guidelines provided for Character Advancement.</description>
    </item>
    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/conjuration?rev=1321154736&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-11-12T20:25:36-06:00</dc:date>
        <title>conjuration</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/conjuration?rev=1321154736&amp;do=diff</link>
        <description>*  Control Weather (Con, TN 12, Rng 4”/lvl, Dur 1 tn/lvl; RS n/a) Change weather within a large blast template; Moderate or Severe weather may be created at TN 16 or TN 20, respectively. Weather changes inconsistent with the local environment halve the power’s duration (e.g., snow in a tropical desert).
	*  Produce (Con, TN 12, Rng 1”/lvl, Dur Special; RS n/a) Create an inanimate object no bigger than Enc 1/level; lasts 1 minute/level (if rare or valuable), 1 hour/level (if inorganic), or 1 day/…</description>
    </item>
    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/constrictor?rev=1325639131&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2012-01-03T18:05:31-06:00</dc:date>
        <title>constrictor</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/constrictor?rev=1325639131&amp;do=diff</link>
        <description>Snake, constrictor

Class &amp; Level: Lvl 3

Movement Rate: 10”±1d4 (0)

Wound Limit: 4 (M)

Defence: 2 (+0)

Abilities: Athletics +2, Observe +1, Sneak +2

Attacks: 1 bite +2 (IM -2, Dmg 1d6) 

Special: Gimp, Grip†, Slow

Resistance: +3

Surprised: 12

Morale: 13

Alignment: n/a

Frequency: Uncommon (1/1d2)</description>
    </item>
    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/core-concepts?rev=1321125614&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-11-12T12:20:14-06:00</dc:date>
        <title>core-concepts</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/core-concepts?rev=1321125614&amp;do=diff</link>
        <description>Chimera is a multi-genre roleplaying game, meaning that you can use these guidelines to create and run a campaign in any setting you want: sci-fi, fantasy, apocalypse, modern, even historical. To achieve this, Chimera relies on a few core concepts:

	*  Abilities
	*  Dice and Die Rolls
	*  Action Rolls
	*  Alignment
	*  Class and Advancement
	*  Technology Levels
	*  Time, Scale and Distance
	*  Commonly Used Terms</description>
    </item>
    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/cosmology?rev=1321154873&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-11-12T20:27:53-06:00</dc:date>
        <title>cosmology</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/cosmology?rev=1321154873&amp;do=diff</link>
        <description>*  Free Action (Cos, TN 16, Rng Touch, Dur 1 tn/lvl; RS Athletics) Enable a target to survive and move/act without penalty in hostile or restrictive environments (e.g., underwater, gas-filled chamber, vacuum, etc.); duration may be divided evenly amongst multiple targets. 
	*  Slow (Cos, TN 12, Rng 1”/lvl, Dur 1 rd/lvl; RS Athletics) Halve a target’s base Movement Rate and number of full actions per round, and impose an Initiative penalty equal to the wielder’s level.
	*  Speed (Cos, Tn 12, Rng …</description>
    </item>
    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/create-encounters?rev=1325645349&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2012-01-03T19:49:09-06:00</dc:date>
        <title>create-encounters</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/create-encounters?rev=1325645349&amp;do=diff</link>
        <description>An encounter is any challenge the PCs must overcome to complete the adventure. Encounters can be monsters, obstacles and traps, or special challenges. As a rule of thumb, every adventure should have between 1–2 encounters per PC (e.g., a party of 4 PCs should have about six encounters per adventure), and about a third of those should be with the antagonist or his special foes. The remaining two-thirds if the encounters can be determined randomly:</description>
    </item>
    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/create-npcs?rev=1321241985&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-11-13T20:39:45-06:00</dc:date>
        <title>create-npcs</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/create-npcs?rev=1321241985&amp;do=diff</link>
        <description>Broadly speaking, non-player characters (NPCs) are anyone in the campaign setting who isn’t a player character. At this stage, though, all you need to worry about are the non-player characters who create, perpetuate, or support your campaign’s conflicts, either as enemies or allies of the PCs, or as important witnesses to their struggles.</description>
    </item>
    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/creating-adventures?rev=1327851449&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2012-01-29T08:37:29-06:00</dc:date>
        <title>creating-adventures</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/creating-adventures?rev=1327851449&amp;do=diff</link>
        <description>Having adventures is why your players play Chimera. It’s where the action is and how the players experience the GM’s setting. 

Creating adventures is easy, because an adventure is really little more than a set of connected encounters. Provided you’re familiar with your setting, you do not need to write pages of descriptive material, detailed maps, or extensive background.</description>
    </item>
    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/cultures?rev=1321238340&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-11-13T19:39:00-06:00</dc:date>
        <title>cultures</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/cultures?rev=1321238340&amp;do=diff</link>
        <description>To keep things interesting, we suggest you populate your campaign with 3–8 (1d6+2) different cultures. Based on genre and setting, each “culture” is an intelligent species or character race, a national or ethnic group, or separate social units within the same society.</description>
    </item>
    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/custom-professions?rev=1321137155&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-11-12T15:32:35-06:00</dc:date>
        <title>custom-professions</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/custom-professions?rev=1321137155&amp;do=diff</link>
        <description>Chimera classes can be used as stand-alone professions or combined to create new professions particular to a given campaign.

When combining classes, add the Advancement Cost and Wound Limit adjustments of each. Abilities of each class are considered class Abilities for purposes of advancement; if an Ability is common to two or more combined classes, it gains AR +1. The character has access to Special Perks from all combined classes.</description>
    </item>
    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/defence-robot?rev=1325638749&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2012-01-03T17:59:09-06:00</dc:date>
        <title>defence-robot</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/defence-robot?rev=1325638749&amp;do=diff</link>
        <description>Defence Robot

Class &amp; Level: Lvl 2

Movement Rate: 12”±1d6 (0)

Wound Limit: 4 (M)

Defence: 4 (+2)

Abilities: Athletics +1, Fight +1, Observe +2, Shoot +2

Attacks: 2 blasters +2 (IM +0, Dmg 1d6, Rng 4”, RoF 1‡); 1 vibroblade +1 (IM +0, Dmg 1d6)

Special: Construct, Insulation, Resistance (edged, piercing), Stout, Tough

Resistance: +2

Surprised: 12

Morale: 16

Alignment: n/a

Frequency: Rare (1/1d4)</description>
    </item>
    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/define-end-goal?rev=1325240941&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-12-30T03:29:01-06:00</dc:date>
        <title>define-end-goal</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/define-end-goal?rev=1325240941&amp;do=diff</link>
        <description>The end goal defines the successful conclusion, or “victory conditions,” of the adventure. From a storytelling perspective, this clarifies when the PCs have completed their mission. 

End goals should be simple and specific: “Bring Countess Samon to justice,” or “Retrieve the Great Artefact of the Ancients.” Goals can also be multi-part, like “Protect the village from attack, then eliminate the raiders where they sleep.”</description>
    </item>
    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/define-rewards?rev=1325241003&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-12-30T03:30:03-06:00</dc:date>
        <title>define-rewards</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/define-rewards?rev=1325241003&amp;do=diff</link>
        <description>Adventuring garners two types of rewards for characters: 

Wealth: Any material gain (e.g., money, land, gear, rare items, etc.). The quantity of wealth available and the form it takes really depends on the setting—in the fantasy genre, wealth might be gold coins, gems, and magic weapons, though in an apocalypse setting, wealth could simply be untainted food supplies, ammunition, and working technology. Wealth can come from goods carried by foes overcome, caches pilfered in the antagonist’s lair…</description>
    </item>
    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/dice?rev=1321124000&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-11-12T11:53:20-06:00</dc:date>
        <title>dice</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/dice?rev=1321124000&amp;do=diff</link>
        <description>Chimera uses the six “standard” polyhedral dice. A “d4” refers to a 4-sided die, a “d6” refers to a 6-sided die, and so on. 
A number before the die type shows how many dice to toss; the result is the sum of each die. For example, 3d6 means roll three 6-sided dice and add them together (for a result of 3–18).</description>
    </item>
    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/divination?rev=1321155077&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-11-12T20:31:17-06:00</dc:date>
        <title>divination</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/divination?rev=1321155077&amp;do=diff</link>
        <description>*  Commune (Div, TN 20, Rng Self Dur Special; RS n/a) Ask one “yes” or “no” question per level and get a correct answer from a supernatural authority known to the wielder (deity, spirit, demon, etc.). If the Wield roll is a Critical Success, one open-ended question may be asked.
	*  Detect (Div, TN var., Rng 1”/lvl, Dur Instant; RS Street Smarts) Check for a particular characteristic of persons or things within a small blast template: affected by a power (TN 12), determine alignment  (TN 16), di…</description>
    </item>
    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/enchantment?rev=1321155231&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-11-12T20:33:51-06:00</dc:date>
        <title>enchantment</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/enchantment?rev=1321155231&amp;do=diff</link>
        <description>*  Bonus (Enc, TN 12, Rng Touch, Dur 1 rd/lvl; RS n/a) Improve one Ability’s AR bonus by target’s level.
	*  Control (Enc, TN 12, Rng 1”/lvl, Dur 1 rd/lvl; RS Mettle) Compel a single target to do your bidding; 1 order/level, though the target ignores self-destructive orders.
	*  Curse (Enc, TN 12, Rng 1”/lvl, Dur Permanent; RS Wield) Inflict a random Flaw upon a single target; wielder may choose the Flaw at TN 16.
	*  Enhance (Enc, TN 12, Rng Touch, Dur 1 rd/lvl; RS n/a) Double the effect of an …</description>
    </item>
    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/encumbrance?rev=1321191888&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-11-13T06:44:48-06:00</dc:date>
        <title>encumbrance</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/encumbrance?rev=1321191888&amp;do=diff</link>
        <description>Encumbrance (Enc) represents the bulk and weight of your character’s gear, which affects his actual Movement Rate.

Subtract the Encumbrance of all equipment from your character’s base MR; the difference is his adjusted MR.
 Example A character with MR 12”±1d6  wearing hide armour (Enc 2) and carrying a broad sword (Enc 1) has a total Encumbrance of 3 for an adjusted MR of 9”±1d6.
Container Capacity

Determine the Encumbrance of many small items (coins, gems, hairpins, grains of wheat) by the si…</description>
    </item>
    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/equipment-damage?rev=1321191979&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-11-13T06:46:19-06:00</dc:date>
        <title>equipment-damage</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/equipment-damage?rev=1321191979&amp;do=diff</link>
        <description>If a character’s equipment is depleted or lost, certain Abilities may be harder to execute, penalising related Action Rolls by a minimum of –4.

However, if the character’s player can come up with a clever way to use the limited supplies available on-hand (though jury-rigging or by using improvised tools, for example), the AR adjustment may be as low as –2 or –1 (or perhaps negated completely).</description>
    </item>
    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/equipment-quality?rev=1321191949&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-11-13T06:45:49-06:00</dc:date>
        <title>equipment-quality</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/equipment-quality?rev=1321191949&amp;do=diff</link>
        <description>Equipment quality affects its performance and results from superior craftsmanship or the use of high-tech materials and manufacturing. You can designate an item of quality with a number of points, each of which can impart one of the following improvements:</description>
    </item>
    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/equipment?rev=1321191516&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-11-13T06:38:36-06:00</dc:date>
        <title>equipment</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/equipment?rev=1321191516&amp;do=diff</link>
        <description>These are the basic tools of adventure:

	*  Weapons
	*  Armour
	*  Gear

Equipment also poses some game mechanics considerations:

	*  Encumbrance
	*  Equipment Quality
	*  Equipment Damage and Loss

Cash

Prices are noted in dollars, though the “$” symbol merely represents the dominant currency in the GM’s setting (where it should be referred by its proper name: pound, gold piece, silver penny, imperial credit, ducat, etc.).</description>
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    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/evocation?rev=1321155391&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-11-12T20:36:31-06:00</dc:date>
        <title>evocation</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/evocation?rev=1321155391&amp;do=diff</link>
        <description>*  Blast (Evo, TN 16, Rng 2”/lvl, Dur Instant; RS Athletics) Hit all targets within a small blast template for 1d6 damage (normal DF applies).
	*  Entangle (Evo, TN 12, Rng 1”/lvl, Dur 1 rd/lvl; RS Athletics) Create a snare covering a medium blast template; those within suffer a penalty to MR and physical Action Rolls equal to the wielder’s level (Athletics roll vs. TN 12 required to break free).
	*  Light (Evo, TN 8, Rng 1”, Dur 1 tn/lvl; RS n/a) Illuminate a small blast template around the tar…</description>
    </item>
    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/example-adventure?rev=1325648393&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2012-01-03T20:39:53-06:00</dc:date>
        <title>example-adventure</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/example-adventure?rev=1325648393&amp;do=diff</link>
        <description>Example Adventure

The format below follows that shown on the Adventure Template.

Hook

Mutant ants are stealing livestock, and Purity's food supply is threatened.

Background &amp; End-goal

The colony of giant, mutated ants is depleting local food supplies. All they do is burrow, eat, and make little baby ants. Lord Drift (Lord of Purity) posts a reward to be rid of them. The PCs must exterminate the entire colony—ants, eggs, and queen.</description>
    </item>
    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/example-campaign?rev=1321243585&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-11-13T21:06:25-06:00</dc:date>
        <title>example-campaign</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/example-campaign?rev=1321243585&amp;do=diff</link>
        <description>Based on the campaign creation guidelines, here is a random setting that was created in a little over an hour.

Select Genre &amp; Setting

I want to create a Fantasy Apocalypse campaign—basically a chaotic, dystopian medieval environment whose inhabitants struggle in a world devastated by the malfunction of an ancient doomsday device.</description>
    </item>
    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/fighting-manoeuvres?rev=1321196625&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-11-13T08:03:45-06:00</dc:date>
        <title>fighting-manoeuvres</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/fighting-manoeuvres?rev=1321196625&amp;do=diff</link>
        <description>Use the following options to make combat more realistic in specific situations:

Automatic Fire: Firearms with a Rate of Fire (RoF) 2 or more can fire multiple shots as a single action. To launch an auto-fire attack, select a number of targets up to the weapon’s RoF, and make a separate Shoot roll for each target. For each target hit, roll Damage dice equal to the weapon’s RoF divided by the total number of targets (add any remainder to the damage roll result). Recoil degrades accuracy: apply AR…</description>
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    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/flaws?rev=1321145646&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-11-12T17:54:06-06:00</dc:date>
        <title>flaws</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/flaws?rev=1321145646&amp;do=diff</link>
        <description>Flaws are physical and mental maladies, bad habits, and other foibles. Every time your character takes a Flaw (willingly or not), he receives a one-time bonus of +1 to his next Advancement Roll.

As with Perks, feel free to create custom Flaws for your setting. The only word of advice is to manifest the Flaw, wherever possible, through some mechanical effect. In other words, it’s easier to enforce a Flaw via a die roll modifier than to rely on a player’s ability (or consistent willingness) to ro…</description>
    </item>
    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/gear?rev=1321194282&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-11-13T07:24:42-06:00</dc:date>
        <title>gear</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/gear?rev=1321194282&amp;do=diff</link>
        <description>Gear is a general term for tools and supplies designed to perform a specific task. In Chimera, gear is bundled into gear packs, collections of related (but unspecified) tools. For example, Burglars’ tools include any gear related or useful to burglary: wire snips, lock picks, cord, glass cutter, and whatever else makes sense to include in the setting.</description>
    </item>
    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/genre-and-setting?rev=1321237421&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-11-13T19:23:41-06:00</dc:date>
        <title>genre-and-setting</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/genre-and-setting?rev=1321237421&amp;do=diff</link>
        <description>Start with a genre that interests your playing group: fantasy, science-fiction, old west, etc. This sounds elementary, but it’s crucial—players who want to run WWII infantry squads won’t have fun in a fantasy world. 

The good news is that a genres can be very broad, and Chimera’s flexibility makes it easy to create any setting or style you like, even those based on your favourite books, movies, and television shows. Don’t feel like you have to stick with the traditional RPG genres if you and yo…</description>
    </item>
    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/ghoul?rev=1325638831&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2012-01-03T18:00:31-06:00</dc:date>
        <title>ghoul</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/ghoul?rev=1325638831&amp;do=diff</link>
        <description>Ghoul

Class &amp; Level: Lvl 2

Movement Rate: 10”±1d6 (0)

Wound Limit: 2 (M)

Defence: 2 (+1)

Abilities: Athletics +1, Sneak +1

Attacks: 2 claws +1 (IM +0, Dmg 1d6)

Special: Paralysis†, Undead

Resistance: +2

Surprised: 10

Morale: n/a

Alignment: n/a

Frequency: Uncommon (1d6/2d8)</description>
    </item>
    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/giant-ant?rev=1325638560&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2012-01-03T17:56:00-06:00</dc:date>
        <title>giant-ant</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/giant-ant?rev=1325638560&amp;do=diff</link>
        <description>Ant, Giant

Class &amp; Level: Lvl 1

Movement Rate: 4”±1d2 (0)

Wound Limit: 1 (T)

Defence: 2 (+2)

Abilities: Athletics +1, Sneak +2

Attacks: 1 bite +1 (IM +2, Dmg 1d2)

Special: Bug, Grip†

Resistance: +1

Surprised: 9

Morale: 15

Alignment: n/a

Frequency: Uncommon (1d4/4d4)</description>
    </item>
    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/giant-beetle?rev=1325638356&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2012-01-03T17:52:36-06:00</dc:date>
        <title>giant-beetle</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/giant-beetle?rev=1325638356&amp;do=diff</link>
        <description>Beetle, giant

Class &amp; Level: Lvl 2

Movement Rate: 8”±1d4 (0)

Wound Limit: 3 (S)

Defence: 2 (+1)

Abilities: Athletics +1, Sneak +2

Attacks: 1 bite +1 (IM +1, Dmg 1d4) 

Special: Bug, Photosensitive

Resistance: +2

Surprised: 10

Morale: 14

Alignment: n/a

Frequency: Uncommon (1d4/2d6)</description>
    </item>
    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/giant-centipede?rev=1325638601&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2012-01-03T17:56:41-06:00</dc:date>
        <title>giant-centipede</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/giant-centipede?rev=1325638601&amp;do=diff</link>
        <description>Centipede, giant

Class &amp; Level: Lvl 1

Movement Rate: 4”±1d2 (0)

Wound Limit: 1 (T)

Defence: 1 (+2)

Abilities: Athletics +1, Sneak +1

Attacks: 1 bite +1 (IM +2, Dmg 1d2)

Special: Bug, Paralysis†

Resistance: +1

Surprised: 9

Morale: 15

Alignment: n/a

Frequency: Uncommon (1d4/1d6)</description>
    </item>
    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/giant-crab?rev=1325638677&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2012-01-03T17:57:57-06:00</dc:date>
        <title>giant-crab</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/giant-crab?rev=1325638677&amp;do=diff</link>
        <description>Crab, giant

Class &amp; Level: Lvl 1

Movement Rate: 8”±1d4 (0)

Wound Limit: 2 (S)

Defence: 3 (+1)

Abilities: Athletics +1, Sneak +1

Attacks: 2 claws +1 (IM +1, Dmg 1d4)

Special: Bug, Grip†

Resistance: +1

Surprised: 9

Morale: 15

Alignment: n/a

Frequency: Rare (1d4/2d6)</description>
    </item>
    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/glossary?rev=1321125550&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-11-12T12:19:10-06:00</dc:date>
        <title>glossary</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/glossary?rev=1321125550&amp;do=diff</link>
        <description>What roleplaying game isn’t rife with acronyms? Here’s a list of terms and abbreviations used throughout the rules:

Action Roll (AR): A 20-sided die roll to determine the success or failure of an attempted action; an Action Roll succeeds if the result equals or exceeds the required Target Number.</description>
    </item>
    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/goblin?rev=1325638906&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2012-01-03T18:01:46-06:00</dc:date>
        <title>goblin</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/goblin?rev=1325638906&amp;do=diff</link>
        <description>Goblin

Class &amp; Level: Lvl 1

Movement Rate: 7”±1d4 (-1)

Wound Limit: 2 (S)

Defence: 1 (+1)

Abilities: Fight +1, Shoot +2, Sneak +2

Attacks: 1 weapon (IM +2, Dmg bw) 

Special: Infravision (5”), Photosensitive

Resistance: +1

Surprised: 9

Morale: 15

Alignment: Chaotic

Frequency: Uncommon (2d6/6d8)</description>
    </item>
    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/healing?rev=1321196705&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-11-13T08:05:05-06:00</dc:date>
        <title>healing</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/healing?rev=1321196705&amp;do=diff</link>
        <description>Healing ministrations are applied to a wound’s severity. When a wound’s severity is reduced to zero, it is completely healed, and its corresponding Wound Penalty goes away. 

The First Aid Ability does not heal wounds, but temporarily reduces a character’s Wound Penalty. True healing requires a medic, certain powers (i.e., heal), or advanced technology.</description>
    </item>
    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/high-level-conflicts?rev=1321241899&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-11-13T20:38:19-06:00</dc:date>
        <title>high-level-conflicts</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/high-level-conflicts?rev=1321241899&amp;do=diff</link>
        <description>Conflict makes the campaign go round—it is the basis for every story, the motivation behind every NPC, and the whole reason characters go adventuring. Consider the tensions in the setting—who’s upset with whom and why? What does it mean for the campaign, the setting, and (most importantly) the player characters?</description>
    </item>
    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/hunting-spider?rev=1325639199&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2012-01-03T18:06:39-06:00</dc:date>
        <title>hunting-spider</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/hunting-spider?rev=1325639199&amp;do=diff</link>
        <description>Spider, hunting

Class &amp; Level: Lvl 2

Movement Rate: 8”±1d4 (0)

Wound Limit: 2 (S)

Defence: 2 (+1)

Abilities: Athletics +1, Observe +4, Sneak +2

Attacks: 1 bite +1 (IM +1, Dmg 1d4)  

Special: Bug, Pounce, Venom†

Resistance: +2

Surprised: 14

Morale: 14

Alignment: n/a

Frequency: Uncommon (1d4/2d4)</description>
    </item>
    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/illusion?rev=1321155475&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-11-12T20:37:55-06:00</dc:date>
        <title>illusion</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/illusion?rev=1321155475&amp;do=diff</link>
        <description>*  Charm (Ill, TN 12, Rng Touch, Dur 1 tn/lvl; RS Mettle) Convince a single target that you are its trusted friend.
	*  Illusion (Ill, TN 12, Rng 2”/level, Dur 1 tn/lvl; RS Observe) Create a phantasm of a person, terrain feature, creature, or thing; add sound, smell, animation, or “programmed” interaction (1 condition/level) at TN 16.
	*  Invisibility (Ill, TN 12, Rng Touch, Dur 1 rd/lvl; RS Observe) Hide 1 target from sight; mask sound or smell at TN 16; invisibility grants an AR bonus to Sneak…</description>
    </item>
    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/introduction?rev=1321120380&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-11-12T10:53:00-06:00</dc:date>
        <title>introduction</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/introduction?rev=1321120380&amp;do=diff</link>
        <description>Welcome to The Chimera Roleplaying Game!

This is Chimera Basic, designed to show the game’s simple mechanics and modular guidelines. Chimera is a flexible, rules-lite engine that promotes your creativity over game rules. From fantasy to sci-fi, and everything in between, Chimera provides an easy-to-learn framework for all your roleplaying adventures.</description>
    </item>
    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/invent-background?rev=1325240506&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-12-30T03:21:46-06:00</dc:date>
        <title>invent-background</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/invent-background?rev=1325240506&amp;do=diff</link>
        <description>While a hook hints at what’s happening, the background reveals what’s really going on—the antagonist, his motivation, and what he hopes to achieve. The background should identify:

Antagonist &amp; Special Foes: In simple terms, the initiator of the conflict that the PCs have become part of. This could be a recurring villain, a powerful monster, or an entire population (e.g., a tribe of sub-men). This is also the time to identify the antagonist’s allies, who become special foes for the PCs (e.g., th…</description>
    </item>
    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/monster-descriptions?rev=1325239660&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-12-30T03:07:40-06:00</dc:date>
        <title>monster-descriptions</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/monster-descriptions?rev=1325239660&amp;do=diff</link>
        <description>The monsters that populate your campaign can be described in terms of their stats, much like characters. What follows is a broad sample of beasties, using the following descriptors:

Name: The monster’s name, title, or creature type

Class and Lvl: The monster’s class(es) and level; “Lvl” indicates a non-classed Monster or NPC</description>
    </item>
    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/monster-list?rev=1325638951&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2012-01-03T18:02:31-06:00</dc:date>
        <title>monster-list</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/monster-list?rev=1325638951&amp;do=diff</link>
        <description>This is simply a master list of monsters created for Chimera Basic. Stats are provided in “short form” for easy cut-and-paste into your own encounter descriptions.

Ant, giant (1d4) (Lvl 1; MR 4”±1d2; WL 1 (T); DF 2 (+2); AB Athletics +1, Sneak +2; AT 1 bite +1 (IM +2, Dmg 1d2+grip†); SP Bug; RS +1: SR 9; ML 15; AL n/a)</description>
    </item>
    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/monsters?rev=1325290216&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-12-30T17:10:16-06:00</dc:date>
        <title>monsters</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/monsters?rev=1325290216&amp;do=diff</link>
        <description>Monsters are creatures in the setting (animals, predators, fantastic beasts, etc.). While intelligent or “social” monsters may have classes, most don’t, and are represented by base stats and Adaptations.

Creating Monsters

Monsters are varied, so don’t constrain yourself to creating them with the same guidelines used for player characters or NPCs. Instead, follow these simple steps when creating monsters:</description>
    </item>
    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/movement?rev=1321196653&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-11-13T08:04:13-06:00</dc:date>
        <title>movement</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/movement?rev=1321196653&amp;do=diff</link>
        <description>A character can walk up to his Movement Rate (MR) each round as a free action. For each round spent running or creeping, roll your Movement Die and add or subtract the result, respectively, from your MR. Running and creeping are considered full actions (MRs less than 1” are possible, so you may need to reduce Encumbrance before creeping).</description>
    </item>
    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/non-classed-npcs?rev=1321197481&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-11-13T08:18:01-06:00</dc:date>
        <title>non-classed-npcs</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/non-classed-npcs?rev=1321197481&amp;do=diff</link>
        <description>The guidelines at right are intended for creating classed NPCs—relatively important heroes, villains, allies, and connections for the campaign’s PCs.

Creating non-classed NPCs requires less detail:

	*  Start with racial type to determine initial stats, Perks, and Sperks.
	*  Roll 1d4 to determine initial Improvement Point allowance (–1 IP per racial Sperk chosen, +1 IP per Flaw)
	*  Spend Improvement Points on Abilities and Perks using the guidelines for Character Advancement; All Abilities st…</description>
    </item>
    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/non-player-characters?rev=1321223582&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-11-13T15:33:02-06:00</dc:date>
        <title>non-player-characters</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/non-player-characters?rev=1321223582&amp;do=diff</link>
        <description>During his adventures, your character will meet other people in the setting. These other people—heroes, allies, villains, and everyday folks—are Non-player Characters (NPCs). 

Character Types

It takes all kinds of people to populate a campaign setting, but not everyone has what it takes to be an adventurous hero (or diabolical villain)—the world needs average schleps, too. To reflect the difference between heroes and zeroes, there are two character types in Chimera, classed and non-classed:…</description>
    </item>
    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/ogre?rev=1325639002&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2012-01-03T18:03:22-06:00</dc:date>
        <title>ogre</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/ogre?rev=1325639002&amp;do=diff</link>
        <description>Ogre

Class &amp; Level: Lvl 4

Movement Rate: 10”±1d8 (-2)

Wound Limit: 5 (L)

Defence: 3 (+1)

Abilities: Athletics +2, Fight +3, Mettle +2

Attacks: 1 weapon (IM -1, Dmg bw+1) 

Special: Batter, Stout

Resistance: +4

Surprised: 10

Morale: 10

Alignment: Chaotic

Frequency: Rare (1d4/2d4)</description>
    </item>
    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/perks?rev=1325239686&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-12-30T03:08:06-06:00</dc:date>
        <title>perks</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/perks?rev=1325239686&amp;do=diff</link>
        <description>Perks are special talents available to anyone, regardless of race or class. Most operate automatically by adjusting die rolls or game mechanics in specific situations. You must have the Perk for at least one experience level before you acquire the “Improved” version.</description>
    </item>
    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/points-of-interest?rev=1321240864&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-11-13T20:21:04-06:00</dc:date>
        <title>points-of-interest</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/points-of-interest?rev=1321240864&amp;do=diff</link>
        <description>Your campaign map also needs to show points of interest—places to explore, natural features, monster lairs, and  (of course) adventure sites.

Excluding settlements, there are 4d4 points of interest on your map. Use the table below to identify each one. The roster contains idea-starters you can customize for your genre and setting. This is the time to be creative: Exploit any opportunity to make connections between individual points of interest and the cultures and concepts you’ve already create…</description>
    </item>
    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/power-descriptions?rev=1321148396&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-11-12T18:39:56-06:00</dc:date>
        <title>power-descriptions</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/power-descriptions?rev=1321148396&amp;do=diff</link>
        <description>What follows are capsule descriptions for common powers, by school:

	*  Abjuration powers
	*  Alteration powers
	*  Conjuration powers
	*  Cosmology powers
	*  Divination powers
	*  Enchantment powers
	*  Evocation powers
	*  Illusion powers
	*  Summoning powers</description>
    </item>
    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/power-schools?rev=1321147967&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-11-12T18:32:47-06:00</dc:date>
        <title>power-schools</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/power-schools?rev=1321147967&amp;do=diff</link>
        <description>Each power belongs to a school, or discipline, of related effects:

	*  Abjuration (Abj): Powers that create protective barriers (Abjuration powers)
	*  Alteration (Alt): Powers that affect the characteristics of inanimate objects (Alteration powers)
	*  Conjuration (Con): Powers that bring forth inanimate objects (Conjuration powers)
	*  Cosmology (Cos): Powers that manipulate time, space, and physical environments (Cosmology powers)
	*  Divination (Div): Powers that impart knowledge (Divinatio…</description>
    </item>
    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/powers?rev=1321147715&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-11-12T18:28:35-06:00</dc:date>
        <title>powers</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/powers?rev=1321147715&amp;do=diff</link>
        <description>Powers represent supernatural or pseudoscientific forces—spells, miracles, voodoo, psionics, etc. Chimera powers are defined loosely, which allows you to separate cause from effect and gives the GM freedom to include powers in any campaign, using whatever logic is most appropriate for that setting.</description>
    </item>
    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/random-encounters?rev=1321242058&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-11-13T20:40:58-06:00</dc:date>
        <title>random-encounters</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/random-encounters?rev=1321242058&amp;do=diff</link>
        <description>Unlike your Points of Interest, which have fixed locations, random encounters can occur anywhere on the campaign map. Random encounters are usually with potential opponents, but they can consist of anything that helps to give flavour to your setting—unusual weather, hazardous terrain, or visual contact with something scary or threatening (as opposed to a physical confrontation). As a rule of thumb, a random encounter occurs 1 chance in 6 for every regional (i.e., 5-mile) hex the characters enter…</description>
    </item>
    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/resisting-powers?rev=1321148066&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-11-12T18:34:26-06:00</dc:date>
        <title>resisting-powers</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/resisting-powers?rev=1321148066&amp;do=diff</link>
        <description>An unwilling target of any power may attempt a Resistance Roll against the power’s Target Number. Each power’s description notes which Ability (if any) may be used to “stack” onto the Resistance Roll. A successful Resistance Roll reduces the power’s effects by half; a Critical Success on the Resistance Roll negates the power’s effects completely.</description>
    </item>
    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/setting-map?rev=1321240035&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-11-13T20:07:15-06:00</dc:date>
        <title>setting-map</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/setting-map?rev=1321240035&amp;do=diff</link>
        <description>If you’re running an historical or modern campaign, you’ll want to use a real-world map of the setting. However, if you’re making up a new setting, these simple guidelines can help you generate an initial campaign map in short order.

Start off small to save time and avoid unnecessary work. The sub-hex map template provides plenty of real estate for your initial setting. You’ll note two hex sizes on the template: small, 5-mile regional hexes and large, 25-mile atlas hexes.</description>
    </item>
    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/skeleton?rev=1325639065&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2012-01-03T18:04:25-06:00</dc:date>
        <title>skeleton</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/skeleton?rev=1325639065&amp;do=diff</link>
        <description>Skeleton

Class &amp; Level: Lvl 1

Movement Rate: 10”±1d4 (0)

Wound Limit: 2 (M)

Defence: 1 (+0)

Abilities: Fight +0, Sneak +1

Attacks: 1 weapon (IM -2, Dmg bw) 

Special: Gimp, Resistance (edged, piercing), Slow, Undead

Resistance: +1

Surprised: 9

Morale: n/a

Alignment: n/a

Frequency: Uncommon (1d6/3d6)</description>
    </item>
    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/start?rev=1325471660&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2012-01-01T19:34:20-06:00</dc:date>
        <title>start</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/start?rev=1325471660&amp;do=diff</link>
        <description>Simple Rules. Unlimited Options.™

Copyright © 2006–2011 The Welsh Piper. All rights reserved. 

The Chimera Roleplaying Game and The Chimera RPG logo are trademarks owned by The Welsh Piper. 

No part of this website may be reproduced or transmitted in any form or by any means without permission in writing from the publisher, The Welsh Piper.</description>
    </item>
    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/summoning?rev=1321159904&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-11-12T21:51:44-06:00</dc:date>
        <title>summoning</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/summoning?rev=1321159904&amp;do=diff</link>
        <description>*  Banish (Sum, TN 12, Rng 1”/lvl, Dur Instant; RS Mettle) Force summoned creatures to return to their place of origin. The wielder can banish up to his level in summoned creatures; any remaining levels penalise the Wield roll.
	*  Familiar (Sum, TN 16, Rng Self, Dur Permanent; RS n/a) Summon an animal companion from local environment; the familiar’s level equals the wielder’s, but it does not advance. Familiars establish a telepathic bond with the wielder (Rng 10”/level) and follow directives t…</description>
    </item>
    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/tech-levels?rev=1321124491&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-11-12T12:01:31-06:00</dc:date>
        <title>tech-levels</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/tech-levels?rev=1321124491&amp;do=diff</link>
        <description>Chimera’s multi-genre framework supports ten Technology Levels (TL) to describe the relative technologies that exist in various campaign settings. 

Tech Levels can be loosely described via their Earth analogues, as shown below:
 Tech Level   Age/Era      Earth Time Frame (AD)        TL 1         Primitive    Prehistoric                  TL 2         Ancient      Pre-4th century              TL 3         Medieval     4th - 13th century           TL 4         Exploration  14th - 17th century     …</description>
    </item>
    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/technology-and-powers?rev=1321237480&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-11-13T19:24:40-06:00</dc:date>
        <title>technology-and-powers</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/technology-and-powers?rev=1321237480&amp;do=diff</link>
        <description>Based on your genre, you should have an easy time assigning a Technology Level, which is a broad label for describing the overall extent of tools and science used by people in the setting: gear (armour, weapons, equipment, and vehicles), food production, transportation, architecture, et al. You don’t need to identify every piece of kit, but you should note particular technical accomplishments and trappings that promote the genre.</description>
    </item>
    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/templates?rev=1327851285&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2012-01-29T08:34:45-06:00</dc:date>
        <title>templates</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/templates?rev=1327851285&amp;do=diff</link>
        <description>The following templates are provided in PDF format. Permission to print and copy granted for personal use only.

	*  Chimera Character Sheet
	*  Adventure Template (square &amp; hex grids)
	*  Hex Maps (Atlas, Regional, and Local)
	*  Blast Templates (Small, Medium, and Large + Cones)</description>
    </item>
    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/time-scale?rev=1321124552&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-11-12T12:02:32-06:00</dc:date>
        <title>time-scale</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/time-scale?rev=1321124552&amp;do=diff</link>
        <description>Game time refers to durations relative to the characters. It is measured in seconds, minutes, hours, etc. Two additional periods are useful during play:

	*  Round: 10 seconds
	*  Turn:  10 minutes (60 rounds)

A real-time measurement useful for tracking the duration of game play is called a session:</description>
    </item>
    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/troll?rev=1325639272&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2012-01-03T18:07:52-06:00</dc:date>
        <title>troll</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/troll?rev=1325639272&amp;do=diff</link>
        <description>Troll

Class &amp; Level: Lvl 6

Movement Rate: 12”±1d8 (0)

Wound Limit: 7 (L)

Defence: 4 (+2)

Abilities: Athletics +4, Sneak +2, Survival +2

Attacks: 2 claws +4 (IM -1, Dmg 1d8+1)  

Special: Batter, Regeneration (1d4 points/round)

Resistance: +6

Surprised: 14

Morale: 10 (see below)

Alignment: Neutral

Frequency: Rare (1/1d3)</description>
    </item>
    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/using-powers?rev=1321147110&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-11-12T18:18:30-06:00</dc:date>
        <title>using-powers</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/using-powers?rev=1321147110&amp;do=diff</link>
        <description>Each power has its own Target Number, which represents how difficult it is to use. To use a power, make Wield roll against the power’s TN, with these suggested results:

	*  Critical Failure: Power fizzles; wielder must Resist Fatigue against power’s TN
	*  Normal Failure: Power succeeds; target gets normal Resistance Roll vs. Powers but wielder must Resist Fatigue against power’s TN
	*  Normal Success: Power succeeds; target gets normal Resistance Roll 
	*  Critical Success: Power succeeds; tar…</description>
    </item>
    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/weapons?rev=1321193708&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-11-13T07:15:08-06:00</dc:date>
        <title>weapons</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/weapons?rev=1321193708&amp;do=diff</link>
        <description>The table below contains generic weapon stats. 
 Weapon  TL  Ability  Size  Parry  Damage*  Rangeº  Rate of Fire  Enc  Cost  Axe, battle  2  Fight  Medium  –  1d6  1”  –  1  $10  Axe, hand  2  Fight  Small  –  1d4  (2”)  –  –  $10  Bow, composite  2  Shoot  Medium  –  1d6  8”  1  –  $120  Bow, long  3  Shoot  Medium  –  1d6  16”  1  1  $80  Bow, short  1  Shoot  Medium  –  1d4  4”  1  –  $40  Club  1  Fight  Small  –  1d4  1”  –  –  $5  Crossbow  3  Shoot  Large  –  1d8  4”  ½  1  $600  Dagger  …</description>
    </item>
    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/weather?rev=1321196728&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-11-13T08:05:28-06:00</dc:date>
        <title>weather</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/weather?rev=1321196728&amp;do=diff</link>
        <description>Weather conditions (storms, winds, and precipitation) can complicate actions.

For simplicity, describe weather as Mild, Moderate, or Severe and adjust appropriate Action Rolls (e.g., Athletics, Shoot, Survival, etc.) as suggested below:

	*  Mild: AR +0
	*  Moderate: AR  –2
	*  Severe: AR  –4</description>
    </item>
    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/write-epilogue?rev=1325241093&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-12-30T03:31:33-06:00</dc:date>
        <title>write-epilogue</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/write-epilogue?rev=1325241093&amp;do=diff</link>
        <description>The epilogue is the ripple effect that occurs when characters complete the adventure. Most outcomes will be obvious (e.g., the Countess is brought up on trial, the Great Artefact is recovered, or the village is saved). 

However, you might consider a few loose ends to use as a “sequel,” just to keep the campaign exciting and the players engaged. For example, the Countess’ minions might continue what she started or attempt to rescue her, or the Great Artefact could be stolen by a rival. This is h…</description>
    </item>
    <item rdf:about="http://chimerarpg.tridrpg.org/doku.php/zombie?rev=1325639332&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2012-01-03T18:08:52-06:00</dc:date>
        <title>zombie</title>
        <link>http://chimerarpg.tridrpg.org/doku.php/zombie?rev=1325639332&amp;do=diff</link>
        <description>Zombie

Class &amp; Level: Lvl 2

Movement Rate: 10”±1d4 (0)

Wound Limit: 2 (M)

Defence: 2 (+0)

Abilities: Athletics +1, Sneak +2

Attacks: 1 fist +1 (IM -2, Dmg 1d6)

Special: Gimp, Resistance (bludgeoning), Slow, Undead

Resistance: +2

Surprised: 10

Morale: n/a

Alignment: n/a

Frequency: Uncommon (1d4/3d4)</description>
    </item>
</rdf:RDF>

