These rules outline how to create chimerical companions. The rules for creating chimerical items are coming soon.

Meanwhile, if you want to play a chimera as a character, check out the Character Creation for Changelings section.

All chimerical creatures are designed with chimera points. No Attribute or Ability possessed by a chimera can go higher than their Glamour rating. Health Levels are limited to five times Stamina.

Chimera Background: Chimerical Companion
O - Basic: 10 chimera points.
OO - Minor: 15 chimera points.
OOO - Useful: 20 chimera points.
OOOO - Significant: 30 chimera points.
OOOOO - Incredible: 50 chimera points.

Costs Chart
Attributes - three dots per chimera point
Abilities - three dots per chimera point
Glamour - one dot per chimera point
Willpower - one Willpower dot per three chimera points
Health Levels - two Health Levels per chimera point (max. 5 x Stamina)
Redes - variable

Attributes
Chimera can go above the human maximum of 5 in any Attribute, though one can never have an Attribute higher than its own Glamour rating. If an attacker disperses a chimera, but does not destroy it, the chimera's Physical Attributes return at the rate of one point for each Attribute per week.
Physical Attributes: Chimera with physical forms have all three Physical Attributes.
Mental Attributes: All sentient chimera have the three Mental Attributes. Nonsentient chimera do not have Mental Attributes, though some may appear intelligent.
Social Attributes: All sentient chimera have the three Social Attributes. (Appearance can have a rating of zero — monstrously ugly.) Nonsentient chimera are not required to have Social Attributes, but may possess them.

Abilities
Chimera can take almost any Ability available, at ST's discretion.

Attack
Base attack for all physical chimera is Strength + 1 chimerical damage (unless they use a Rede or a weapon). Attacks from teeth and claws are lethal, while most other brawling attacks inflict bashing damage. This damage is always chimerical unless the chimera uses the Wyrd Rede.

Sample Redes
Aggravated Damage: Must be used with Wyrd Rede to cause real damage. Chimera Point Cost: 3 / Use Cost: None
Armor: Chimera Point Cost: 1 (per point of armor) / Use Cost: None
Befuddle: Roll Glamour (difficulty equal to target's Willpower). The target loses one die from all
dice pools for every success that the chimera achieves in excess of the victim. The effect lasts as long as the chimera remains in the victim's presence. Chimera Point Cost: 3 / Use Cost: 1
Dreamform: Kithain must use Arts or treasures if they wish to affect it. A chimera with this Rede does not need to possess Physical Attributes, but must still have Health Levels. (The Stamina limit on Health Levels is ignored.) Chimera Point Cost: 5 / Use Cost: None
Enchantment: The chimera would need the Wyrd Rede to affect the physical world. Chimera Point Cost: 3 / Use Cost: One Glamour per turn to use, or one per hour in a freehold or the Dreaming.
Ensnare: An appropriate attack roll is made, or the Ensnare is set in advance. Ensnare has Strength 2 and two points of armor for every three points of permanent Glamour possessed by the chimera. Chimera with less than three points of permanent Glamour have an Ensnare with Strength 1 and one point of armor. Chimera Point Cost: 2 / Use Cost: 1 to capture one human-sized object
Fear: Cause a subject to freeze or retreat. The victim may make a Willpower roll (difficulty 6); each success reduces the Rede's duration by one turn. Chimera Point Cost: 2 / Use Cost: 1
Fester: Causes a victim to manifest the symptoms of a particular disease that progresses at an accelerated rate. A victim may cure the effects of this Rede by making an opposed Willpower roll and gaining more successes than the chimera does, although the victim must be aware of the chimera's presence to resist. Heather Balm may heal damage inflicted by this Rede, but will not cure the disease. Chimera Point Cost: 5 / Use Cost: 1 per Health Level of damage inflicted by the disease.
Flight: The chimera can fly 25 feet per turn per point of Dexterity that it has. Chimera Point Cost: 3 / Use Cost: 1 per hour
Gulp: If a chimera gains five or more successes on an attack roll, it swallows the victim whole. Damage
is automatic each turn thereafter, if the chimera chooses to inflict it. Chimera Point Cost: 3 / Use Cost: 2
Glamour Pact: The difficulty of any attempt to craft, forge or trap the chimera in a treasure against its will by changeling artisans is increased by two. Chimera in Glamour Pact items may still use any Redes that are not based on Physical Attributes. Chimera with Glamour Pact that are trapped in items retain their Glamour and
Willpower scores. Chimera Point Cost: 5 / Use Cost: 1 permanent Glamour
Healing: The chimera must have the Wyrd Rede to heal real injuries. Chimera Point Cost: 5 / Use Cost: 1 point of Glamour per Health Level.
Hide: A Perception + Kenning (Awareness) roll (difficulty 8) must be made for a changeling trying to determine the location of a chimera that is using this Rede, and at least two successes must be achieved. (One success indicates the general location of the chimera.) This effect lasts for a scene. Hiding a changeling from the unenchanted, or hiding a unenchanted item or person requires that the chimera possess the Wyrd Rede. Chimera Point Cost: 5 (for hiding self only); 7 (to affect others) / Use Cost: 1 (and 1 per person or item affected)
Possession: The chimera must touch the target. An opposed roll is made of the chimera's Glamour and the target's Willpower (difficulties are the opponents' scores). If the chimera rolls more successes, it possesses the victim for one turn per success in excess of the opponent's roll. If the target has a higher permanent Banality score than the chimera has permanent Glamour, the chimera loses a point of Glamour for each point of the difference. This Rede works only on Kithain unless the chimera has the Rede Enchantment. Chimera Point Cost: 7 / Use Cost: 2 Willpower
Scuttle: Chimera Point Cost: 3 / Use Cost: A chimera may take one extra movement action per Glamour point spent.
Sense Banality: Chimera Point Cost: 2 / Use Cost: 1 Willpower
Shapeshift: The chimera gains no additional abilities from this Rede. This power affects all five senses, but cannot be used to cause damage with illusionary weapons. Chimera Point Cost: 5 / Use Cost: 1 per shape change
Steal Glamour: Roll Willpower (difficulty equal to the target's Glamour). Each success steals a point of temporary Glamour from the target. Chimera Point Cost: 3 / Use Cost: 1 Willpower
Traverse Dreaming: Chimera can travel only through established trods and portals, though some travel chimerical trods known only to their kind. Chimera Point Cost: 5 / Use Cost: 1
Venom: Roll to hit as usual. The victim may suffer damage, and a successful Stamina roll (difficulty 8) must be made, or the victim may be paralyzed for one minute per Glamour point invested by the chimera. Chimera Point Cost: 3 / Use Cost: None. Glamour may be spent to increase the damage by one Health Level per point spent.
Weaponry: The chimera may create physical melee weapons from its chimerical substance. Chimera Point Cost: +1 damage for every two chimera points spent. / Use Cost: None
Wyrd: This is one of the rarest chimerical powers. Chimera Point Cost: 5 / Use Cost: 1 Willpower per scene

Chimera and Banality

Any chimera revealed as supernatural to an unenchanted mortal (e.g., if a changeling goes flying on an invisible dragon and gets spotted by a human) may suffer the effects of a mortal's Banality. Sentient chimerae roll Willpower (difficulty of the witness' Banality) to resist this, and two successes are required. If the roll fails, the chimera and any changelings in contact with it are shunted into the Dreaming.

Chimerae suffer one level of bashing damage for every turn they are within touching distance of an unenchanted person who's Banality rating is at least two dots higher than the chimera's Glamour rating.

Killing Chimera

Upon losing all Health Levels, roll current Willpower (difficulty 7). Failure results in death. If the roll succeeds, the chimera becomes incorporeal (as though in Dreamform), and its wounds heal at the rate of one Health Level per week, unless it has the Rede Healing. When a chimera is incorporeal, it may retreat from its pursuers but is still visible. It is still vulnerable to Arts but not chimerical weapons.

A chimera is destroyed if it loses all of its Health Levels, and its Willpower roll fails.

If destroyed in the mundane world, but the Banality of everyone present is lower than the chimera's permanent Glamour, the decomposition takes place slowly and changelings may 'harvest' the chimera's Glamour as dross or as physical parts for crafts. If the Banality of those present is higher than the chimera's Glamour, it dissolves instantly.

Any chimera that dies in the Dreaming is not dissolved by Banality, but is reabsorbed by the Dreaming.