Enchanter (Chimera)
Enchanter Chimera are Chimera inspired by dreams about human Mages.
Overview

In mythic times, mages used their magic with less fear of backlash. Many mundanes (or Sleepers, as the mages call them) who witnessed these magical feats were inspired by what the saw. Their dreams gave birth to the Enchanters.
Enchanters look like average humans (they never look look like fae). The tend to be either old wise-women or mysterious, grey-cloaked men, but there was an instance of an enchanter appearing as a six-year-old (probably from the nightmares of a four-year-old who was terrorized by is older sister's scary stories). As with any human, they vary widely in desires, needs, and motivations. They can be either one's worst enemy, or the harmless old midwife in the nearby Dream Realm. Interestingly, a few enchanters possess the ability to use hedge magic (mostly Divination and Cursing).
Enchanters' most potent ability is the inverted use of the Shapeshift rede. Through this ability, enchanters people the Dreaming with many strange and curious artificial hybrids. Indeed, many enchanters view this function as a sort of "higher calling" similar to faith-healing, and they can be quite artistic in their metamorphic endeavors. They might put a slug's torso on a slothful person, or they could very subtle and morph a sweet, innocent unicorn's head onto a corrupt politician's body. Interestingly, enchanters cannot shapeshift themselves or each other.
The hybrids that enchanters make do not immediately gain any new powers or rede from the shapeshifting. As the creatures' views of themselves change, though, the power of Glamour within the Dreaming gradually works to imbue them with new abilities. Enchanters encourage their hybrid charges to "let go and allow your true nature to manifest." Because civilized behavior is often the first trait to go in the mind of an artificial hybrid, one might expect hybrids to attack their sorcerous progenitors. Such assaults rarely occur, though, as enchanters have a power over hybrids, and many hybrids hope to convince (cajole, blackmail, or simply beg) the enchanter to return them to their former shape.
Note that these changes only affect chimerical and fae miens. An extra pair of ant legs shapeshifted onto a sluagh will not be noticeable to unenchanted humans. The sluagh knows they are there, though, and as their mind breaks down in the mundane world, they attempt to convince others (in the asylum) that they really are turning into an ant-animal.
Stats
Attributes: Strength 2, Dexterity 3, Stamina 2, Charisma 2, Manipulation 3, Appearance 2, Perception 2, Intelligence 3, Wits 2
Glamour: 6
Willpower: 6
Health Levels: OK, -1 (x2), -2 (x2), -5
Attack: By weapon
Talents: (Individuals vary): Alertness 3, Animal Ken 4, Cooking 2, Dodge 2, Empathy 3, Enigmas 2, Herb Lore 4, Lore (fae) 2, Medicine 3
Redes: Fear (only against hybrids), Hedge Magic (up to 4 points in various disciplines; not all enchanters have this ability), Shape Shift Others. Only enchanters possess this rede. To use this power, the enchanter must prepare an herbal concoction (Herb Lore + Intelligence, difficulty 6), and get the victim to ingest it. To add to these successes, the enchanter may roll her Glamour (difficulty 7) or spend Glamour points. The victim gets one roll from his Banality (difficulty 6) to resist. Successes on this roll deduct from the enchanter's successes; Token (herbal concoction, for shapeshifting power)
References
- CTD: Dreams and Nightmares, p. 115-116