Chimera Rules and Character Creation

First off many have a problem with Chimerical objects or pets. Let's start off with what is the normal for a changeling and how much each item costs.

Companions are the living Chimera either born of a changeling’s unconscious nature or purposely created through the sculpting of Glamour. Players should consult their Storytellers as to the type of Companion they have. Players should also be aware that higher level Companions have minds and personalities of their own, which may come into conflict with the character’s goals. The number of dots a character has in Chimerical Companion determines how many points he has to create a companion based on the rules for Chimera creation

*Important Note – Dragons (full-sized), Unicorns, Griffons, and other large “Legendary” creatures may ONLY be taken with the 4th, 5th or 6th Levels of this Background. *

1) Basic: You have a simple chimerical creature as a companion (15 points). Examples: A small patch of mould that bubbles obscenely on your shoulder, a small speck of light that flitters around your head, or a sock puppet named Bob that curls up to sleep in your pocket

2) Minor: you have a semi-intelligent chimerical companion with language capabilities ad its own personality (20 points). Examples: A small jeweled dragon with a smoking problem, a giant teddy bear with a Brooklyn accent or a talking moon cat

3) Useful: You have a chimerical companion that can speak and communicate quite well, and that has a mind of its own, often being more of a nuisance than a help (30 points). Examples: A speed demon that looks like a chimerical sports car, a talking chimerical ferret that hoards shiny objects, or a small green alien that sniffs at everything it sees

4) Significant: You have a highly intelligent chimerical companion that can be of great help to you (40 points). Examples: An ancient Djinn that can affect both the Dreaming and the real world, or a dragon with a broad variety of Redes at its disposal.

5) Legendary: You have an immensely powerful, extremely intelligent chimerical Companion that can work magicks far beyond the ken of most Kithain sorcerers. (50 points). Examples: Any named creature of myth, i.e. Cerebus, Medusa, etc.

Building Chimerical Creatures

Traits
Chimerical creatures are created with these rules for use with the Companion Background, and for ST-controlled Chimerical Creatures. All sentient chimerical creatures have seven fundamental types of Traits: Physical, Social and Mental, Attributes, Abilities, Glamour, Willpower and Health Levels. Non sentient chimerical creatures have Physical Attributes, Glamour, Willpower and Health Levels. Creatures of the Dreaming may also possess chimerical powers called Redes. Sentient Chimera NPCs should be portrayed as though they were PCs with the same statistics – that is a Chimerical Bird with 12 Mental Traits would actually be smarter than most PCs, even if it is still “just a bird.”

Attribute Cost
All chimerical creatures are designed with Chimera points, which can be allocated among the Chimera’s Attributes in almost any manner. Most Chimera from the Near Dreaming may have anywhere from 8 to 36 Chimera points. Some, however, are far more powerful. Chimera have the same trait maximum as the controlling player character has except for level 4 Companions who can exceed this cap by 3 Traits in each category, and Level 5 companions who may exceed it by 5 Traits per category.

Physical Attributes:
Most Chimera have quasi-physical bodies because of their rather crude Glamour construction. (Chimera with the Dreamform Rede are the exception). Chimera with physical forms have three Physical traits. If an attacker disperses a Chimera, but does not destroy it, the Chimera’s Attributes return at the rate of one point for each Attribute per week.
Cost: Each Chimera point buys 3 points to allocate among a Chimera’s Physical traits.

Mental Attributes:
All sentient Chimera have Mental traits. Non-sentient Chimera do not have Mental traits, though some may appear intelligent. Such Chimera have limited behavioral patterns and cannot grow in knowledge or make independent decisions outside of their “original programming”.
Cost: One Chimera point buys 3 points to allocate among the 3 Mental attributes.

Social Attributes:
Chimera are dream-creatures and are often socially active. All sentient Chimera have Social traits. Non-sentient Chimera are not required to have social traits but may possess them. A Non-sentient Chimera may still have appearance related traits. It may even be charismatic or a convincing speaker even if it is really nothing more than an automaton.
Cost: Each Chimera point buys 3 traits to allocate among the Chimera’s Social traits.

Abilities:
Chimera may have any ability that can be possessed by a changeling or other creatures in the World of Darkness. If a person can dream of someone doing something, then a Chimera can do it too. For example, a sentient Chimera may be a great original artist. Chimerical Abilities do not usually exceed the human maximum of 5, but potent Chimera from the Dreaming may surpass the most talented humans in skill.
Cost: One Chimera point buys 3 Ability points.

Glamour
All Chimera have some Glamour, or they would cease to exist. Most have only a few points, while legendary creatures from the Far and Deep Dreaming may have almost limitless dream power. Chimera cannot regain Glamour when in the mundane world unless they visit a freehold, are given it by a changeling or have the Steal Glamour Rede. Chimera regain One Temporary point of Glamour/hour in the Dreaming.
Cost: One Chimera point buys one point of Glamour.

Willpower
Willpower suffuses a sentient Chimera’s Glamour, giving it independent purpose and direction. Sentient Chimera need Willpower to fuel certain Redes. Chimera regain Willpower at the rate of one point per day.
Cost: Three Chimera points buys one point of Willpower.

Health Levels
Chimera have a very real substance to those in, and of, the Dreaming. Kithain can destroy Chimera through “physical” chimerical means. A chimerical sword draws blood, and a chimerical fire burns Chimera and changeling alike. This damage may force changelings into their mortal Seemings, but it destroys Chimera. The penalties applied for taking damage is exactly the same as for changelings until the Chimera exceeds seven Health Levels. Once past this point the Storyteller may decide the “type” of additional Health Levels.
Cost: One Chimera point buys two Health levels. The limit to Health Levels is five times the Chimera’s Physical Traits.

Combat
All physical Chimera can inflict one level of damage unless they use weapons or Redes.

Redes, Arts, Realms

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