Note – these rules are incomplete and subject to change as the ST tweeks.

Chimera Forging Rules

The Short of It

Forging Chimerical Items takes 5 steps.

Step 1: Planning/Design
Step 2: Harvesting/Gathering of Materials or Dreamstuff
Step 3: Forging/Crafting
Step 4: Imbuing/Saining (Optional)
Step 5: Tempering (Optional)

Any character may create or forge chimerical and mundane objects with the Crafts skill. If a character possesses the craft skill, she must choose a specialization of a particular sort of product. At four dots, she may choose a secondary specialization (and a third specialization at 5 dots, etc). The specialization is the type of product the character usually creates and is done at normal difficulty. Any other type adds a +1 difficulty.

Simple mundane objects will generally not require any major crafting rolls. Most likely a simple Int + Crafts (difficulty dependent on the object) will suffice.

More complex mundane objects, such as non chimerical/non-magical vehicles will require extended rolls and resources gathered or spent.

Note – All roll difficulties can possibly be lowered by different abilities and merits. However, no difficulties can be lowered beyond a 4 regardless of specialties, merits, extra points spent, etc.

Chimerical Crafting

The level of the object is equivalent to the corresponding Chimerical Item Background.

Step 1 : Design

Any project can be made easier if planned out. The crafter can roll Intelligence + Crafts difficulty of 7. If the item created is not a specialty of the crafter, the difficulty is + 1). Merits and aptitudes do not apply here.

Successes earned can be up to half of the total successes needed for the finished project. Once the plans are created, they can be used for recreations of the same items in the future.

Plans and blueprints can also be purchased or borrowed from others if available.

Step 2: Harvesting Materials

Materials may be harvested in the Dreaming, purchased with dross from a goblin market, or from a character stockpile. (Note – Not all items can automatically be bought with dross. The rarer the item, the more difficult finding it will be whether harvested or purchased. Also, character stockpiles must be itemized and recognized by the ST.)

Harvested material must be Dreamstuff, not Incidental Chimera. This means that it must be found within the Dreaming and most likely will have guardians protecting it. For basic chimerical items, harvest the appropriate base material (wood, metal, hide).

*Information about amount needed to be inserted here*

The cost of items purchased from a Goblin Market will depend on quantity, quality, and rarity and will be determined by the storyteller.

Step 3: Forging

The following rules are for non-chimerical or non-magical chimerical items.

The third step in item creation is the actual process of forging the item.

  • Roll Dexterity + Crafts difficulty of 7.
  • If the item created is not a specialty of the crafter, the difficulty is +1.
  • Merits and aptitudes can lower the difficulty to no lower than 4.
  • Successes are cumulative.
  • Failure means no advancement on the item and no further rolls for one week.
  • A botch will remove all accumulated successes, all materials are lost and the project must start over (excluding design phase.)
  • A second botch on the same project will lose all accumulated successes, all materials and all successes in the design phase. (There is a flaw in the design. Therefore the plans must be revised to continue.)

Successes beyond the minimum simply add to the quality of the work. The minimum successes required depends on the level of the chimera. A Nocker must also note the flaw in her work.

Successes Required for mundane or non-magical chimera.

Background level 1 requires 6 successes
Background level 2 requires 9 successes
Background level 3 requires 14 successes
Background level 4 requires 21 successes
Background level 5 requires 28 successes

The following rules are for crafting treasures (either with redes or Arts) and Nocker created complex machinery.

There are several different ways to make Treasures, such as special Nocker knowledges like Gematria and Chimerical Alchemy, the process for infusing chimera with Arts, the process for crafting Dreamstuff into chimera with their own Redes, and the process of Dreaming a Treasure. For game purposes, a Treasure is any item with its own magical abilities.

  • Each Rede added to an item requires one specialized complimentary material. Multiple Redes can be added to one item.
  • Arts added to an item requires two specialized complimentary materials. Only one Art can be added to an item.
  • Nocker created complex machinery, such as vehicles, must be created as Treasures because of their rarity and potential power.

To create Treasures, a crafter must first gather the materials in the Dreaming. The Harvesting rules above apply. Each success in the Dexterity + Kenning rolls represents 1 chimerical creation point. These points are spent on the chimera character sheet. Most chimera have between 8 to 36 chimera points. More information can be found on pages 146 and 220 in the core rulebook.

Point costs

Physical Attributes – 1 point for 3 dots
Mental Attributes – 1 point for 3 dots (non-sentient chimera do not have mental attributes)
Social Attributes – 1 point for 3 dots (non-sentient chimera are not required to have social attributes but may have them (consider appearance))
Abilities – 1 point for 3 dots
Glamour – 1 point for 1 dot (non-sentient chimera may not need Glamour beyond Rede costs)
Willpower – 3 points for 1 dot (non-sentient chimera do not need willpower)
Health Levels – 1 point for 2 health levels (limited to 5 times chimera’s Stamina)
Redes – Chimera Point Cost listed in the Rede description. (See pages 221-223 in the core rulebook and pages 122-124 in Dreams and Nightmares.)
Banes – Bane Points listed in Bane description. (See page 124-125 in Dreams and Nightmares) (Note, no more than 12 Bane points may be taken.)

The Rolls

  • Roll once per week.
  • Intelligence + Gematria for devices involving energy or complex mechanical parts.
  • Intelligence + Chimerical Alchemy for potions or chemical compounds.
  • For devices requiring both mechanical and chemical complexity, the crafter must possess both Chimerical Alchemy and Gematria but must only roll the most appropriate.
  • Dexterity + Gunsmithing for all guns.
  • Dexterity + Crafts for most other creations (determined by ST).
  • Glamour Expenditures

    For Treasures with Redes:

    • Temporary Glamour (or raw dross) must be imbued into the item equal to twice the chimera point cost of the Redes added. Multiple Redes do increase the cost.


    Level 1(1-10 points) – 6 successes
    Level 2(11-15 points) -12 successes
    Level 3 (16-20 points) – 18 successes
    Level 4 (21-30 points) – 24 successes
    Level 5 (31-50 points) – 28 successes

    For Treasures with Arts:

    • One permanent point of Glamour must be spent (may be purchased with experience).
    • Temporary Glamour (or raw dross) must be imbued into the item equal to twice the background level of the item. Half of this Glamour goes into the Treasures Glamour pool, and the other half is absorbed by the process.
    • Failures and Botches will cause all Glamour spent to be lost.

    Boggan specific crafting rules

    • The difficulty for crafting rolls at the design and forging stages are at -1.
    • If unobserved by any other than other Boggans, they can roll up to 3 times the specified units (ex. 3 times a day).
    • Nocker specific crafting rules

      • The difficulty for crafting rolls at the design and forging stages are at -1.
      • In the harvesting phase, Nockers can forge raw incidental chimera, provided they have at least Infusion 1.
      • Nockers, with the appropriate knowledge can turn just about any raw material into what they need, provided they have the knowledge to do so and a Balefire to aid in the transformation.
      • In the forging phase, if a Nocker botches, they may spend a temporary willpower point to not lose the project completely. If done, the next extended roll is at +1 difficulty. If the roll is a failure or botch, all successes are lost. If any successes are accumulated, the project continues. However, one week must still pass before the project continues as with a failure.


Wildwood - A Changeling: the Dreaming campaign Takissis