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CHANGELING GEAR

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A Treasure is a mundane item imbued with Glamour. Like changelings, Treasures exist simultaneously in the Autumn Realm and the chimerical world. They are capable of specific magical abilities based on the Glamour fused within them. Usually, this is an Art bound into the Treasure, but occasionally a Treasure will form due to the overwhelming emotions connected with the object. A changeling cannot forget herself due to Banality as long as she is holding a Treasure. Likewise, mortals become enchanted when touched by a Treasure. 

â—‰           Common, rank one of an Art.
◉◉        Uncommon, rank two of an Art.
◉◉◉      Rare, rank three of an Art.
◉◉◉◉   Unique, rank four of an Art.
◉◉◉◉◉ Legendary, rank five of an Art.

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Items are marked with a number of dots (â—‰), this is the items level which is used mainly for comparative reasons.

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CHANGELING GEAR NOTES:

Changeling gear is always chimerical and therefore cannot cause physical damage on unenchanted characters nor do they protect changelings from mundane attacks (chimerical armor won't even stop a punch)

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There are 3 ways of dealing with this problem.

1 Enchant your target. (See enchantment)

2 invoke the wyrd. (see invoking the wyrd)

3 spend a point of dross to wyrd the individual object. (This can be rather costly if you wish to wyrd all your objects for a scene)

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Note: Chimerical effects that affect perception or mental /emotional states. Do not need to be wyrded.

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VOILE

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Voile is one of the most commonly crafted chimerical items and, as a result, enjoys a broad spectrum of form and composition. All Kithain create some form of voile during their Chrysalis, the Dream Dance shaping their appearance in accord with their innermost nature in a wild expression of creativity and Glamour. This is often the first indicator of a new-born changeling’s future destiny (or deeds from previous lives): nobles both Autumn and Arcadian sport house colours or distinctive sigils; warriors are clad in leather and steel; sorcerers find ideogrammatic languages of old hidden within the stitching of their robes; crafters manifest sturdy clothes – and lots of pockets! While voile can be — and most often is — purely ornamental and capable of only aesthetic flourishes, with no accompanying game mechanics or advantages, players can elect to invest in their character’s raiment's via the Chimera Background. The more useful pieces typically come in one of three categories.

Accessories, Outfits ,Armor, Weapons, Tools and Food.


ACCESSORIES

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Smaller pieces like jewelry, shoes, belts, or hair fixtures, accessories tie together a changeling’s ensemble. These subtle, bespoke touches appear most often upon the personage of craftsmen and nobility, and range from the practical effects of a nocker’s beloved apron to the silken lace fan hiding a sluagh’s thin smile.

 

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DRAGONSCALE BROOCH (15 xp)
â—‰ 
Glimmering faintly, this brooch — functional or decorative — comes in any color of the rainbow, and a number of metallic shades as well. Warm to the touch and often decorated with exquisitely detailed carvings, it adds a regal touch to any outfit.
SYSTEM:

The character wearing the brooch may add +1 to all dragon's ire cantrips. Additionally no dross is required to wyrd dragons ire cantrips or expand its area of effect.

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BROOCH OF THE TRUE SUITOR (15 xp)

â—‰

These are simple metal brooches that draw no attention to themselves save for the simplicity and quality of their craftsmanship. To those who know of their powers, however, they’re invaluable aids in the pursuit of true love.

SYSTEM:

Should a true suitor wear one while confronting the object of her affection, the difficulty of all Social rolls will be reduced by -2, and she’ll seem more relaxed and at ease than she might otherwise. This is a temporary effect, however, for true love is anathema to deception. The duration is for one scene, and will only continue to work so long as the beloved has even the faintest glimmerings of interest in the suitor. Should the suitor be false, however, the object of her attentions will find the wearer repugnant and seek to leave her company as quickly as possible.

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GOBLIN SHOES  (15 xp)

Nockers made goblin shoes from the skin of a white subterranean worm chimera.

SYSTEM:

These shoes can stretch over almost any size foot, and rend the user’s footsteps almost completely inaudible.

The difficulties of Stealth rolls which involve sound are reduced by 2

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FIREDRAKE HIDE APRON (30 xp)
◉◉
Glowing faintly about the edges as if smouldering gently, the firedrake apron is one of the most useful items in a crafter’s workshop. Even the most disorganized and chaotic of individuals can maintain their most important tools with the help of this apron. Any broken tool or unsharpened blade placed within its pockets returns to perfect condition, and anything lost or dropped around the craftsperson’s workplace can be found in it later.
SYSTEM:

any tool or weapon the owner has can be attuned to the apron. Should the item go missing or be broken or stolen, it can be found again in perfect working order in the apron’s pocket in 3 days. 

NOTE: This only applies to  TOOLS & WEAPONS

Tools are defined as objects used to craft or shape physical materials, screwdrivers, hammers, pliers ,wrenches, scissors, sewing needles and the like. 

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CAT BOOTS (30 xp)

◉◉

Many lifetimes ago, or so the story goes, a shoemaker in London saved the life of a cat after it had run afoul of a large dog. The shoemaker nursed the cat back to health and in exchange, the cat, who was a pooka, helped the shoemaker. For a year and a day, every set of boots that the shoemaker created had the special quality that they made other people ignore the wearer's presence. Changelings came from around the world to purchase the boots and the shoemaker prospered, retired rich and happy, and eventually the pooka went on his way. The boots, called Cat Boots, resemble thigh-high pirate boots. They fit loosely to the legs and turn down at the upper edge. Hard-soled and sturdy, the boots never wear out.

SYSTEM:

A changeling wearing the boots doesn't become invisible; others merely write him out of their consciousness. If, however, a person is looking directly at the changeling when he puts on the boots, that person will continue to see him until she looks away. When she looks back, the changeling will have apparently left the room. The boots do not affect mortals, only other changelings. Naturally, few sidhe care to be “ignored” in this fashion, but the commoner kith find them quite useful.

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DURABLE SANDALS (30 xp) (Eshu only)

◉◉

Sometimes it’s not grand things that make the most difference. These sandals seem a neat but not spectacular Treasure. To a wandering race such as the Elegbara, however, they’re a much sought-after blessing. They never wear out or require repair. They’re comfortable and keep the wearer’s feet warm and dry regardless of the climate. Although still most often found in traditional sandal form, variations have been seen in different regions and at different times: Boots, sneakers, slippers, and even toe rings. Most adept to match the voile of their wearer after a little while, until they blend in anonymously with the rest of the wearer’s appearance.

SYSTEM:

All Athletics or related rolls ate made at a -1 difficulty

Any Hopscotch or Quicksilver cantrips cast on the character while the character  is wearing them receive an additional success (provided that at least one success was gained normally).

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SEAFOAM SHAWL (45 xp) (Selkie Only)
◉◉◉
A frothy sheet of soft white bubbles, the shawl gives off the scent of ocean air and, occasionally, the roar of the waves breaking against the shore. A favourite of water-loving kiths, particularly selkies, it keeps its wearer comfortably cool and adds the perfect beach wave to their hair.

SYSTEM :

While wearing the shawl, the difficulty of any cantrip that invokes water is reduced by 1.

In addition, by spending a point of dross the wearer can amplify the sound of the crashing waves enough to drown out any other nearby sound.

This effect lasts one turn per point of Dross spent.

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HALCYON HALTER (45 xp)

◉◉◉

The halcyon was a bird, identified with the kingfisher, that had the ability to sooth the winds and waves when it nested upon the sea during the winter solstice. The bird’s legend originated in Greece, where sailors threw sweet biscuits into the Mediterranean to draw it, and then in the calmer seas, near their ports. Halcyon have been extinct in Arcadia since before the Shattering. They died with their legend. The last few halcyon to die in the faerie realm were used to make Halcyon Halters so that their memory was preserved. Decorated with the bird’s feathers, this halter makes an “X” across the chest of its wearer. The crossing of the “X” sits right over the heart where the brightest feathers stand out.

SYSTEM:

The Halcyon halter soothes the wearer’s pain. It wipes the memory of sorrow temporarily from the wearer’s mind and heart, allowing her relief for however long she wears the halter. As soon as she removes the Halter, however, her emotions return, along with the remembrance of why she mourns.

Costs one point of Dross  to use, though anyone can trigger it, not just the wearer.

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DOG TAGS (45 xp) (Pooka only)

◉◉◉

Back in the 1970s, a new fad developed among dog pooka. No one knows who came up with the idea, but before long, many of these changelings had jumped on the dog tag bandwagon. Using the silver identification tags placed on their collars by their families, they created treasures with which they could keep track of those they loved. Though many of the pooka who made the treasures have long since passed beyond the Mists, their tags have survived.

SYSTEM:

Each tag has the name and address of the original creator upon it, perhaps explaining why they have endured for so long. These treasures serve as scrying devices through which a changeling can view anything within the immediate vicinity of the dog tag.

Simply put this allows a changeling to see and hear anything within the vicinity of this bug. Dog tags may be worn by another character , and animal, or just left in a particular place. Those sensitive to magic are able to roll Perception + Occult difficulty 16+ to detect the spying device (though they won't know that is what it is, but they will feel uncomfortable around it.) Those that automatically detect magic succeed automatically in finding the oddity. 


WHISPERSILK FAN (60 xp)
◉◉◉◉
While there is an entire language dictated by the grip and position of a lady’s fan, it’s far easier to be understood by speaking plainly. Whispersilk conveys a message to another within eyesight, as clearly as if it were spoken directly into their ear. No matter the level of noise in the area, the message is heard only by whom it’s intended for, and cannot be intercepted.
SYSTEM:

Messages can be conveyed one of two ways: to address a single person, the changeling must hold the fan open in front of their face and make a composure + Resolve roll ,difficulty 14+

If addressing a group, the changeling instead spends a point of dross and hold the fan, closed, to their mouth.

If someone suspects the use of magic, a successful Intelligence + Occult  roll (Difficulty 16+)  will point out the sender and recipients of the message, the contents of its message cannot be determined this way though.

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STARSHINE TIARA (75 xp)
◉◉◉◉◉
A twinkling collection of lights often arranged in a constellation, the Starshine Tiara is a breath-taking piece that adds a little extra wonder to even the most extravagant courtly attire. Common designs include zodiac constellations and house emblems, but any pattern is possible; most often, it will change its arrangement two or three times in a single event.
SYSTEM :

Anyone wearing the Starshine Tiara can spend a point of Willpower to learn another changeling’s Legacies, and thus, their associated Quests and Bans. While she can’t discern which of her target’s Legacies is dominant, she can often figure out which Court her target favors by their behavior or associations.

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 CLEOPATRA'S WINGS  (75 xp)

◉◉◉◉◉

This handsome, one-of-a-kind choker has a butterfly pendant hanging from a wide gold band that fits around the neck. Made of amber, the butterfly's wings blush scarlet near the golden body and lighten to a warm orange near the tips. The changeling that wears the necklace gains the ability to fly.  A pair of shimmery, intangible wings appear at the faerie's back.

SYSTEM:

The wings themselves have no substance and can't be damaged. They disappear as soon as the changeling removes the choker.  the flight of Cleopatra's Wings has only one limit on duration: As long as the changeling doesn't remove the choker, he can fly – until the next sunrise or sunset (whichever comes first) after he dons the choker. Once used, the wings must lie dormant for 12 hours before they can be used again.

  • If another person successfully grapples the wearer of the choker, the wearer must first break the grapple before taking flight.

  • The character must be unhindered in order to fly.

  • Furthermore, Cleopatra's Wings don't fly on their own and thus will not leave the wearer unless physically removed by the changeling or by someone else.

 

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OUTFITS

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While bits and pieces that tie an outfit together hold some magic, voile can also be woven out of whole cloth, as it were. Roguish types often have larger pieces or entire outfits tailor-made to enhance their skills, while socialites also tend to favor stunning ensembles that inspire any who lay eyes on them. A sidhe’s courtly attire often has some magical enhancement, as do a piskie’s traveling clothes.

NOTE: Only 1 outfit can be worn at a time.

 

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ASHCLOTH SHIRT (15 xp)

â—‰

Warm to the touch and impossibly fine, the ashcloth shirt is made from the remains of a blacksmith’s fire. Much like a mark a crafter uses to sign his work, the shirt can mark its owner’s possessions and ensure they are never far from his grasp.

SYSTEM:

The wearer of an Ashcloth Shirt can mark an item. (it does not have to be their own item)

With a successful INTELLIGENCE + OCCULT  roll (difficulty 12+ ), the wearer can locate any lost item that has been marked by the ash of the shirt. By spending a point of dross, she can also determine how it was lost. If the item was stolen, an additional point of dross tells her by whom.

NOTE: Ashcloth shirt cannot mark an infinite amount of items, the amount that can be marked is equal to the characters glamour rank.

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GOBLIN CLOAK  (30 xp)◉◉

Black crystals are woven into goblin cloaks, and bend light around the wearer.

SYSTEM:

The difficulty for anyone to see a nocker wearing one of these cloaks in bright light is 14+ . This increases to 18+ in the dark.

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MOONBEAM GOWN (30 xp)
◉◉
Woven from the light of the full moon, this gown clings to its wearer and flows effortlessly with their every movement. A swirling confection of dappled light, anyone wearing such a piece is sure to command the attention of everyone who lays eyes upon them, inspiring both their awe and their deepest desires.
SYSTEM:

The wearer of this garment may spend 1 dross to turn a botch on a Social roll into a regular failure.

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SHADOW WOOL OVERCOAT (45 xp)
◉◉◉
A traveler’s overcoat, this slowly shifting piece doesn’t end so much as it seems to fade out into its surroundings. Its color ebbs and flows through murky shades of blue, brown, or black, to better meld seamlessly into dark surroundings. While bulky, it’s comfortable to wear in any weather, with a high collar that can conceal the lower half of the face.
SYSTEM:

The wearer gains a +3 bonus to all Stealth rolls made at night or in shadowy areas. If the collar is fastened up, the wearer can also spend a point of dross to prevent anyone from recognizing him or remembering his face.

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SNOW OWL MANTLE (45 xp)
◉◉◉
A layered, hooded cloak made of crystalline feathers of ice, the mantle acts as a shield against any magical or natural forms of fire, and it boosts magic drawing on water or ice. While its ability to shield against fire is formidable, it offers no protection from weapon strikes or other forms of magic.
SYSTEM:

Reduce the damage from chimerical or real fire by 1 point to a minimum of 1 point.

When casting a cantrip using ice or water, the wearer of the cloak can reduce the difficulty by one.

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THUNDERWOVEN SUIT (60 xp)

◉◉◉◉

A handsome and expertly tailored three-piece suit, this piece works well for those who don’t mind wearing their hearts on their sleeves. Soft as a cloud, it also carries the volatile potential of a storm. It reacts to the emotions and intentions of the wearer, enhancing their presence and furthering their impact on a group or a room. It might glow with the soft colors of sunrise or rumble with lightning, depending on its wearer’s emotional state or focus of attention.

SYSTEM:

As the suit reacts to its wearer’s intentions, it adds +1 to any Intimidation, Empathy, or Performance rolls.

By spending a Glamour dross, the wearer may add 1 automatic success instead. (meaning resisted rolls need to score more successes)

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HEARTSPUN SUNDRESS (75 xp)

◉◉◉◉◉

One of the rarer materials, even for dreamed voile, a heart spun garment radiates the warmth and bliss of true love. While it can come in any color, it’s often pastel, and it carries a sweet, pleasant fragrance, slightly different to each person who catches a whiff of it. Whomever wears it is the epitome of composure and peace. The unspoken promise of the garment calls to anyone who sees it, lulling them into a calm, suggestible state.

SYSTEM:

While wearing the sundress, the changeling gains +2 to Manipulation rolls.

Additionally, the wearer cannot be goaded or tricked into losing their temper.

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ARMOR

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Sometimes a changeling’s life necessitates a wardrobe made of stronger stuff. Whether traditional attire for a longstanding House affiliation or simply a reflection of a rough-and-tumble lifestyle, having a piece or suit of armor that’s reinforced with a little something extra gives anyone an ace up their sleeve to rely on in a fight. Trolls carefully imbue their impressive armor with extra defenses, and redcaps carry coats or vests designed to give them the upper hand, even with underhanded tactics.

NOTE:

  • The maximum Brace armor bonus permitted is +6.

  • Full suits can take no other armor entry.

  • The armours listed here cannot be used with armor from the regular gear pages available to everyone.

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METEORGLOW BREASTPLATE (15xp)
â—‰
The wearer of this breastplate is a beacon on the battlefield, offering themselves as a target to either enable ambushes, protect non-combatants, or draw enemies away from less capable fighters. When empowered with Glamour, the breastplate glows a brilliant white, demanding the attention of any foe.

+3 to brace

SYSTEM:

SPEND DROSS (1 per turn)

Enemies are drawn to the wearer. To do anything other than move towards or attack the wearer of the armor they must make a willpower roll. 

ROLL: Composure + Resolve 

DIFFICULTY: 14+

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MANDRAKE LEATHER JACKET (30 xp)
◉◉
Made of well-oiled, old leather, this jacket gives off a pleasant, floral fragrance and has a slight purple sheen, as well as a faint grain pattern that looks similar to veining or marbling.

+2 to brace
SYSTEM: When mounting a desperate defense, the wearer may spend one of his actions to empower his armor. By spending one point of dross he can cause it to emit an ear-splitting shriek. For the next action turn, all other participants in the fight— friend and foe alike, must roll composure + resolve :Difficulty 14+ to act during the turn this effect is used. Note: this effect can only be used -successfully- on each target once per scene. Those who fail their roll, do not need to roll next time it used, they will have, "gotten over it"


WIDOW'S HELM OF LAMENT (45 xp)
◉◉◉
Tempered in the tears shed for a lost love, this helmet aids its wearer and ensures they never enter a battle feeling alone. Imbued with the yearning to save or protect another, it heightens the wearer’s senses in the field, especially in an unfair fight. Wearing the helm offers an advantage in a battle stacked against its owner, making it easier to adapt and improvise

+1 to brace

SYSTEM: When facing multiple opponents, there is no additional difficulty for each additional opponent.

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BERSERKER ARMOR (45 xp) (Full suit, no other armor permitted)

◉◉◉

This ornate armor shields those who wear it from all attacks with weapons and allows them to fight beyond their regular capacity. The greatest house secret is that the armor is vulnerable to magical attacks or attacks made with the bare hand. Though powerful, the armor exacts a price: once those wearing berserker armor are unleashed, they’re impossible to stop until they’re dead or their side has won the battle. Further, wearing the armor poisons the mind, and the warriors who do so become insane over time.

SYSTEM:

This is a full suit of armor, no other can be worn with it.

The armor wearer cannot be made to flee a scene or halt an attack, once unleashed the wearer must attack enemies until none remain or the wearer is incapacitated.

  • The armor grants +5 health to the wearer.

  • The armor ignores non magical weapons & firearms.

  • The armor provides no defense against brawl attacks or magical attacks.

  • The armor does not provide a bonus to brace

  • Each time the armor is worn the wearer must test his sanity.

ROLL: WITS + COMPOSURE 

DIFFICULTY: 14+

FAILURE: Lose 1 point of wits permanently.

When Wits drops to 1, the warrior becomes permanently insane and disappears into the Dreaming.

Only one such victim has ever been retrieved and restored to his right mind, and he never again picked up a sword.

At a glance berserker armor can seem op, but is easily defeated with brawl attacks and the user is only a few failed rolls from character oblivion.

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BALTHAZAR'S BRACELETS (60 xp) (pooka only)

◉◉◉◉

If nothing else, these matching bracelets have a delicate beauty that makes them a special addition to the stash of any pooka who likes pretty, shiny things. However, they also have a very unique benefit when worn. When placed on the wrists, they tighten of their own accord to fit smoothly over the changeling's forearms, swirling up from wrist to elbow. If the faerie knocks once on the bracelets, they meld to the skin and become ebony tattoos that will shape-shift with the pooka when he changes to his animal mien. In that form, the tattoos simply resemble markings on the animal's skin. Another knock and the bracelets return to their original form.

The bracelets grant the wearer + 1 health.

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COPPER CROW PAULDRONS (60 xp)
◉◉◉◉
Made of feathers donated by a friendly flock of animate clockwork corvids, these burnished copper pieces shift in the breeze as if they were natural feathers. Hammered pieces sit together in an accompanying gorget. Despite being made of metal, the armor is as light and flexible as soft leather.

The clockwork accuracy of the feather’s original owners is passed on to the wearer allowing the armor to offer both Brace and Dodge defence. (But only one at a time)
+1 to brace


SPIDERSTEEL CORSET (75 xp)
◉◉◉◉◉
Woven from the webs of spiders who produce silk stronger than metal, this corset fits close to the wearer and is highly resistant to rips, tears, and punctures. While it restricts motion, it provides extra support to the wearer, and temporarily masks the severity of damage taken.

+3 to brace

SYSTEM:

Reduces chimerical damage by 1 to a minimum of 1

When wyrded it reduces lethal damage to bashing damage. 

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CHIMERICAL EXOSKELETON (15xp - 75xp) (Full suit, no other armor permitted)

◉ - ◉◉◉◉◉

This is a forged item and thus resistant to Banality (difficulty is reduced by two on all rolls to resist Banality). Chimerical exoskeletons are large suits of automated metal armor that provide a wearer with protection, and impose fewer Dexterity penalties than conventional armor does. An advanced or large suit can also increase its wearer’s Strength. Chimerical exoskeletons are typically powered by FUBARs and steam-driven hydraulics, as well as by ingenious systems of gears, pulleys, and counterweights. An exoskeleton is custom made for the client, who may specify the armor’s general appearance A suit must be activated with one point of dross to function for a scene, no matter how many features are built into it. The sizes of different kith determine the ratings and penalties of their exoskeleton armor. 

NOCKER ARMOR:â—‰  (15xp)

+1 to brace  

- 0 to dodge defence.

POOKA  ARMOR:◉◉ (30 xp)

+2 to brace

- 0 to dodge defence. (shifts with pooka's animal form)

SATYR  ARMOR: ◉◉◉ (45 xp)

+3 to brace 

- 0 to dodge defence.

REDCAP  ARMOR:◉◉ (60 xp)

+4 to brace 

- 1 to dodge defence.

+1 Strength.

TROLL  ARMOR: ◉◉◉ (75 xp)

+5 to brace 

-1 to dodge defence.

+2 Strength.

NOTE II: The kith listed in the armor name means the armor is restricted to that kith.

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SHIELD OF VIRTUE  (75 xp) (troll only)

◉◉◉◉◉

These large, round shields are  Said to have been the shields of the twin brothers Torvald and Bohr, each has the power to strengthen the will of an honorable troll and offer extraordinary protection in battle.

SYSTEM:

So long as the troll is true to his oaths and given word, the shield will be weightless in battle and offer +3 to Block/Parry rolls

In addition, so long as it’s in the possession of the troll, it add + 1 to willpower rolls regards to the fulfilling or keeping of oaths.

Should the possessor be dishonourable, she’ll find herself in possession of a large, unwieldy shield that only offers one additional +1 Block/Parry rolls, and reduces her Dexterity by one.

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 WEAPONS 

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REDCAP GAUNTLETS  (15 xp) (Redcap only)

â—‰

There's little that most redcaps detest more than a clean, fair fight. That doesn't mean that they go in for long-drawn out affairs, or pummelling their opponents into submission. Rather, they like fights to be quick and dirty, and to end up with various meaty chunks of the other guy scattered all over the floor. To that end, many redcaps will make for themselves a pair of gauntlets, and then put them to devastating use. Gauntlets are, on the simplest level, a pair of gloves. If that were all they were, however, redcaps wouldn't be quite so fond of them. However, each redcap who makes himself a pair of gauntlets makes sure to stud them with fishhooks, razor blades, broken glass, rusty nails, and splinters. No two pairs of gauntlets are alike, and most redcaps swear they can't wear any but their own. Gauntlets cover the redcap's fists and arms nearly to the elbow in jagged bands of rusty metal. Springing from them in every direction are blades, spikes, and protrusions of all sorts, most of them serrated or barbed. When a redcap wearing gauntlets makes a fist, it sounds like bones cracking; that sound is enough to send wise changelings running. Most of the effect of wearing gauntlets is theatrical, or if one prefers, psychological. Seeing an advancing redcap is bad enough; seeing one wearing dozens of jagged, hideous weapons on each of his fists is that much worse. However, they do add to a redcap's efficiency in combat.

SYSTEM:

  • Gauntlets cause lethal damage

  • Gauntlets are a brawl weapon, so attacks made with them use Strength + Brawl.

  • If five or more  successes are scored then the barbs, hooks, spines catch in the defenders tender flesh and add 1 more success to the damage inflicted.

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RAZOR CLAWS  (15 xp)

â—‰

A perennial bestseller among Redcaps, but not limited to them.  these are small cruelly curved blades that extend beyond the knuckles of a special glove. The wearer may extend and retract the blades by pressing a stud hidden in the palm of the glove.

SYSTEM:

As with gauntlets, razor claws are brawl weapons that use Strength + Brawl  

+2 attack

Lethal Damage.

Concealability: Pocket (Inside glove).

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LIGHT GOBLIN REPEATER CROSSBOW  (15 xp)

â—‰

This is a multi shot crossbow that carries six bolts in a metal clip. The bow advances the clip with each shot, allowing the user to fire multiple shots before needing to reload.

Attack Bonus: +4 Damage: Lethal Range: 20M Ammo: 6 Conceal: Trenchcoat  Modes: SINGLE SHOT

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HEAVY GOBLIN REPEATER CROSSBOW  (30 xp)

◉◉

This is the same design as the repeater crossbow above, with more wallop

Attack Bonus: +5 Damage: Lethal Range: 20M Ammo: 6 Conceal: Trenchcoat  Modes: SINGLE SHOT

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MERRY TIME, BIG FUN, CRACKER SET: (30 xp ) (Pooka Only)

◉◉

Originally created as practical jokes, and a favourite among Pooka, these miniatures explosive devices now have a use on the battlefield. They come in four varieties named for the elements they mimic, they resemble cigarette sized sticks of dynamite, complete with fuse. To activate the cracker, the user must light the fuse and throw the cracker toward the intended foe.

  • The Crackers come as a set of four (One for each element)  

  • Each cracker may be used once per day. (as with all limited items it is assumed the character purchases a new set the next day.)

  • The crackers only need to score 1 success in order for the Cracker to unleash its damage. Thankfully this is relatively small.

SYSTEM:

ROLL: STRENGTH + ATHLETICS vs Opponents defense.

RANGE: STRENGTH + ATHLETICS + 10 Meters

SUCCESS: Depends upon upon the cracker used.

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  • FIRECRACKER:

This red coloured cracker explodes in a burst of flame and does A maximum and minimum of 2 points of Lethal damage

This is fire damage undead suffer a maximum and minimum of  1 aggravated damage instead vampires must test for Rötschreck  even if the firecracker misses them, the large gout of flame is enough to trigger their beast.  

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  • AIRCRACKER:

This white coloured cracker detonates on contact and does a maximum and minimum of  1 point of Bashing of damage from a sudden burst of compressed air. The target if hit is also knocked down and must spend a turn to stand.

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  • WATERCRACKER:

This blue coloured cracker acts as a super powerful water balloon. On contact, it bursts, showering its target with a cascade of water with the force of a fire hose. The cracker causes a maximum and minimum of  1 point of Bashing damage in addition to knocking its target down. Water Crackers can also extinguish 2 meters of flame (roughly a human sized target) Useful for combating fire elementals, or small fires.

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  • EARTHCRACKER:

This green coloured cracker shatters upon contact, much like a fragmentation grenade. The cracker causes a minimum and maximum of 2 points of lethal damage to its victim. If the cracker misses its target, it hits the ground instead of an individual, anyone within a 2 meter  radius of the target (including the target) Must  make a Dexterity + Athletics roll : Difficulty 12+  to remain on their feet. However nobody is injured

TOOLS

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BAKER'S STONES  (15 xp)

â—‰

Bakers’ stones can come in any shape, color, and size, though most are round and made from brown clay. When any kind of organic material is placed on the stone (yes, any kind of matter), it magically transforms into plain but edible cakes. In the Dreaming or near other places rich in Glamour, the cakes become richer and fancier, with icing, currant, and fruit toppings. Most stones produce three to five cakes a day, depending on the size of the stone; each cake will sustain one changeling for the entire day. Boggans especially love bakers’ stones, but they’re also popular with eshu, piskies, and other traveling fae.

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BASILISK STONE  (15 xp)

â—‰

Sadly, most people don’t appreciate nocker speech habits. Nockers may rail against such harsh judgment, but even they understand that there are times when they need to shut up, and that can be difficult to do. A Basilisk Stone is therefore invaluable while at court or when trying to hold down a job in the mundane world. although Blister tongue Jill shattered the first and greatest of these stones, the shards of the original still contain some of Byzamedas’ old magic.

SYSTEM:

A nocker can curse into a stone

ROLL: Composure + Resolve 

DIFFICULTY: 10+   

SUCCESS: The knocker then feels no desire to curse for one hour for each success rolled, but may not use the stone again until it digest the obscenities uttered (which takes the same number of hours as the nocker may go without cursing again).

FAILURE: The character fails to produce or reach his stone in time before a curse blurts out of his mouth.

Normally a Nocker without basilisk stones needs to roll at difficulty 12+ to stop cursing for such a long time.

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SOUP STONES  (15 xp)

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In times of trouble and famine, these smooth, unadorned stones make their way into pots and kettles of all kinds. Each Soup Stone carries a simple glome enchantment: The transformation of water into a delicious and fully nourishing soup or stew. Working the magic is as simple as placing the Soup Stone into boiling water and wishing for your supper; single stones have been known to provide dozens of changelings or mortals with a hearty meal, and awestruck boggans gossip about the time when several Soup Stones were cooked together to feed an entire crowd of hungry refugees.

Court chefs like the keep a Soup Stone on hand for unexpected guests and childlings familiar with the folktale “Stone Soup”; those redcaps foolish enough to try to eat one in an attempt to curb their endless hunger have reported that the meal, while tasty enough, tends not to stay down. Soup Stone flavors vary based on the locale from which an individual stone was taken: For example, Louisiana stones cook up a spicy gumbo while Boston stones produce hearty chowders.

SYSTEM:

All known Soup Stones have this limit in common: They’re only good for three square meals per day. anyone who tries to squeeze in an extra snack or two ends up with nothing more than some lovely rock-flavoured water. 

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HAVEN'S COMPASS  (15 xp)

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This treasure usually comes in the form of an antique compass. Rather than pointing northward, it homes in on the closest active freehold or glade. Useful for explorers and wanderers in need of “any port in a storm,” the compass doesn’t distinguish between the hold of a Seelie motley and that of an Unseelie commoner-hating lord. Since some holders keep their homes hidden, they may not look too kindly on the owner of this treasure.

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GOBLIN PARCHMENT  (15 xp)

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Goblin parchment is the favourite medium of nobles and nockers for sending secret messages, especially threats. Writing on goblin parchment is only visible to the intended recipient, and the paper burns up immediately after it’s read. The parchment resists all attempts to copy the information on it, even by other nockers or sluagh Word spiders.

The sidhe nobility has recently instated laws limiting the sale of the parchment to other kith, so the material is now a valuable black-market commodity. Goblin parchment is usually acquired in 10-sheet bundles.

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GOBLIN LANTERN  (15 xp)

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This kind of lantern is common in most Nocker mines, and casts two types of light. The first is visible to all Kithain, but a knocker can make the light visible to only other knockers with the turn of a knob. Goblin lanterns can project beams up to 60 meters or can cast light over a 6 meter radius.

Note: The light is chimerical and only those with fae sight can see it. ONLY Nockers can see the second light setting. This can be useful for navigating the dark without alerting anyone else.

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RORY'S BAG  (30 xp)

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These are large bags of sturdy construction, though individual models may vary in color and construction. Nevertheless, each is large enough to contain enough food and drink to sustain one adult troll for one day. if a changeling spends on point of dross a full meal of travel rations will appear.

Note that these are real rations, not chimerical, and will offer sustenance. No more than one meal a day may be created with this treasure.

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TRAIL DUST (30 xp) (Eshu Only)

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This handy Treasure always comes in a small, weathered-looking leather pouch adorned with an ancient symbol meaning “trail.” Inside is a small quantity of what appears to be ordinary dirt or sand, of whatever kind is appropriate to the region the character is currently traveling through.

ACTIVATION:

Once per day the eshu may activate trail dust

SPEND: 1 Dross and sprinkle  across one’s bare feet

EFFECT:  The character immediately gains a detailed geographic and directional knowledge of the surrounding area, roughly the same as a native of twice the character’s age would know. Thus, if used in a city, the eshu would know the names and numbers of all the surrounding buildings, where the nearest police station or Chinese restaurant is, what streets take you where and what the best routes to avoid traffic might be. If used in the countryside, the eshu would know rocks and trees, not to mention any old paths, overgrown trails, hidden pools, and so on. The dust heightens the Elegbara’s natural direction sense for a short time, allowing them to pinpoint specific routes and locations rather than rely on the more vague sense of direction they have normally.

Note:  that all the information gained must be essentially locational or directional in nature. A character using trail dust may learn all the house numbers on a street, for example, but not who lives in them, and a search for restaurants would turn up how to get to all of them within range but reveal nothing about which one had the best cuisine. 

DURATION: 4 Scenes

RADIUS:  roughly a five-mile radius centered on the character.

LIMITATION: After seven uses, the bag is emptied and the character must recharge it by spending at least 1 hour gathering a fresh handful of dust and speaking prayers to the orishas, then sleeping with it under his pillow for one full week. Trail dust has no effect in the Dreaming, though there are rumors that pouches of silver dust exist that mimic this Treasure’s effects away from Earth. 

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AETHER RADIO (30 xp)

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This special radio broadcasts only to those who can detect the Dreaming, and to those who have another aether radio.

SYSTEM:

Rather like analog walky talkies, the radios cannot text, nor can private voice transmissions between individuals be eves dropped by those without the ability to perceive the dreaming.

BANALITY:

Aether Radios suffer a degree of interference depending on the banality of the area the sender or user are in. Expect barely audible and fuzzy transmissions from banality 8 + areas and crackly transmissions from Banality 6+ areas, Areas with Banality less than 6 give crystal clear transmissions. 

RANGE:

Aether sub-band radios have an effective range of anywhere from one to 50 miles.

SETS:

This treasure consists of a set of two radios.

Players of any kith may buy additional radios at the cost of 15 xp each.

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DRY DUST  (30 xp) (Redcaps only)

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Dry dust is a yellowish-white powder that redcaps carry in leather pouches. As soon as dry dust is put into any other sort of container, whether it be a silk pouch or a piece of Tupperware, it loses all efficacy. No one quite knows why this is, and frankly, few redcaps care. They just want to make sure the stuff works. The whys and wherefores don't concern them.

Dry dust has a variety of uses, ranging from assisting in poisonings to crude practical jokes. Only redcaps seem to know the secret of its manufacture, and the few who have been questioned about it hint darkly at having ground up human bone to make the stuff. They may be telling the truth, or they may just be trying to make their interviews uncomfortable. Either way, it speaks volumes.

SYSTEM:

Dry Dust must be sprinkled on food or into a subjects drink, It cannot be prepared in advance , only "Live" spiking of food or drink will work, this could be a condition the dreaming insists upon or it may be something else.

ROLL : DEXTERITY + LARCENY vs subjects WITS + PERCEPTION 

If the victim does not notice the spiking they must consume their food or drink within the confines of the scene, just one bite or sip of the contaminated food stuff is enough to trigger the effect. 

EFFECT

  •  It makes whoever ingests it (though it always must be ingested in conjunction with food or drink, never by itself) ravenously hungry and unquenchably thirsty for a period of a scene

  • During that time, the victim will attempt to eat anything – and in some cases anyone – he can get his hands on.

  • A successful Composure + Resolve roll at difficulty 14+ is required to resist the urge to eat a particular item (or pet, or loved one or, well, you get the idea).

  • At the end of the scene, the effect ends instantly.

  • This works on any creature capable of consuming regular food and drink.

  • Vampires who use "Blush Of Life" to consume contaminated drink, automatically gain 6 Hunger points.

 

HORN OF HERMES  (30 xp)

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Made of brass, this tarnished treasure looks like a helicon, or a large tuba. Its surface has pock-marks and the insignia of winged boots, Hermes’ sigil. Hermes served as the messenger of the Unseelie fae of Olympus and was known among the mortals as the patron of travellers. He and Dionysus developed a friendship when the satyr was still young. After Hera’s second attempt on Dionysus’ life, Hermes gave him the horn. The Horn of Hermes is carried with one arm through the circle and rests on the shoulder.

SYSTEM

  • When blown, it lets the bearer travel with the incredible speed of 60 meters per turn. (420 mph, Speed of sound is roughly  761 mph)

  • Anyone who sees this action notices only a blur and a flash of bronze, though he does hear the resounding “ooompah-pah” of the tuba receding into the distance.

  • The bearer doesn’t need to know how to make beautiful music on the Horn of Hermes, but she must be able to blow hard enough to make a sound. It doesn’t work otherwise.

  • Its size and shape make it somewhat cumbersome so it can not add any bonuses to combat rolls.

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WHATCHAMAGOOTCHIT  (30 xp)

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This nifty little device is a nocker’s dreamtoy. The whatchamagootchit is an all-purpose chimera-making tool. Each whatchamagootchit is quite unique; some look like Swiss army knives, while others appear to be eyeglass repair kits.

SYSTEM:

when crafting chimerical items each roll gains +2 successes (if a minimum of 1 success is rolled)  

Nockers receive + 3 successes (If a minimum of 1 success is rolled)

Only 1 Whatchamagootchit can be used in a crafting endevor.

 

MAGIC MIRROR BOX  (30 xp)

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A chimerical camera is one of the most difficult items to create in the Dreaming, and is a useful but correspondingly expensive item. Film is particularly difficult to duplicate because it functions through chemical reaction.

A Still Camera can take 23 photographs while a Movie camera can film up to two hours of chimerical reality.

Note: The film is chimerical and can only be viewed by those with Fae sight or those capable of perceiving chimerical reality. The camera is not capable of filming mundane reality, only things that exist in the dreaming.

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GLAM-OMETER  (45 xp)

◉◉◉

This highly useful device looks and sounds like a Geiger counter. It measures the ambient level of Glamour or Banality in an object, reporting the object’s rating on a one-to-10 scale (essentially corresponding to the subject’s rating in game terms)

SYSTEM: 

SPEND 1 Dross per Scene.

Tada the Glam-ometer measures the subjects banality (balance) or Glamour rank (If they have 1, essence isn't a particularly good measure of Glamour rank) 

Objects of course do have Glamour and Banality, generally this item is used to quickly determine if an object might be more than it appears to be...There is a lot of chimerical junk in the dreaming, sometimes a stinky old boot is just a stinky old , albeit chimerical, boot. This device generally allows changelings to decide which objects in a scene are particularly desirable (high glamour) or need to be kept away (banality), with just a quick scan.

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REAL VIRTUALITY GOGGLES  (45 xp)

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This useful treasure is a large and bulky pair of goggles with smoke-glass lenses and a red light inside. The wearer can “peek” from the Near Dreaming into the adjoining area of the mundane world.

SYSTEM:

SPEND: 1 Point Of Dross to empower the goggles for the scene. 

From the near dreaming the wearer of the goggles can view the corresponding location in the real world.

This "Peek" cannot determine sound however. Conversations remain muted.

Warded areas cannot be spied on, as the wards extend to the near dreaming as well. The dream realm reflexively warps around the area of a ward.

When using Real Virtuality Goggles update your titler to denote you are hidden in the near dreaming visible only to those able to perceive chimerical reality.

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FOOD STUFF

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Chimerical reality has its own flora and fauna and so one would expect that this means that it also has its own supply of cooking ingredients too.

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THE GRAPES OF WRATH  (15 xp)

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Dirty tricks appeal to satyrs rarely, except when someone has earned their vengeance. The Grapes of Wrath grow from a special vine located in the Dreaming. Finding them requires patience, determination, and excellent combat skills. Chimera attracted to the sweet Grapes guard them well. The Grapes of Wrath are perfect and a deep, rich purple. They gleam invitingly and flicker with Glamour to any who look closely enough. Satyrs call this Treasure the Grapes of Wrath because they use them regularly to loosen up their enemies, either with the intent of coaxing information from them, or more likely, to get them to make fools of themselves. Goats love nothing more than seeing a stuffy sidhe get wild and crazy in the middle of court.

SYSTEM:

Characters who consume a grape must roll.

ROLL: Composure + Stamina

DIFFICULTY: 14+

FAILURE: feels slightly intoxicated and begins to lose their inhibitions. The more a changeling eats, the less inhibited he becomes. The Grapes contain no actual alcohol, however, so motor skills aren’t impaired. As noted, even sidhe can be made to look foolish when these grapes are used, regardless of their Birthright.

Characters cannot be compelled to endanger themselves or harm themselves.. "Kill your self" won't work.. "Walk off a cliff won't work", however -harmless dares-, such as "See how many French fries you can shove up your nose" are likely to work..

Obviously, as per consent rules, lewd or sexual behaviour is able to be ignored depending on the limits of the player.

NOTE: The source of the suggestions can come from any character who encounters the -drunk- individual... conflicting commands will trigger another composure + resolve roll. If the roll is passed the character may choose which suggestion it would rather follow. The grapes effect lasts for 1 scene.

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MAGICAL CRUMBS  (15 xp) (Pooka only)

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A common treasure among pooka, Magical Crumbs reportedly come from the Black Forest in Germany. Gathered up off the ground along a special path, they have the ability to lead a pooka back home if he should stray. Most pooka own two of them: One to leave at the point of departure and one carried with the pooka to serve as the scent.

SYSTEM: So long as the pooka remembers to leave one at home and doesn't lose the one he's carrying, he can eventually sniff his way back. Obviously, they could also be shared between friends so the pooka could find the other person in case they were separated.

The Magical Crumbs resemble inch-square croutons. Hard and tough, they don't break easily, but they are far from indestructible. The smell of baking bread touches the sense of the pooka, leading him back the way he came.

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TRUTH WATER   (30 xp)

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Scattered here and there across the mountains of the world are lakes and ponds so crystal clear that passers-by who stop to look therein can see straight through to the Dreaming itself. Ondine loremasters have learned how to bottle the waters of such pools without destroying their Glamour, thereby producing the notorious Truthwater elixir. A deep draught of this sweet-tasting water gives the drinker the ability to detect falsehoods, and pierce illusions or disguises at a glance.

With Truthwater’s aid, bold knights have escaped from the labyrinthine strongholds of the Shadow Court, and loyal chamberlains have prevented the substitution of simulacra for reigning monarchs. The use of Truthwater, voluntary or otherwise, isn’t without its drawbacks.

SYSTEM:

The character who drinks Truth Water gains +1 success to any Empathy, Perception, Occult rolls they are required to make during a scene.

Note: This success is in ADDITION to any successes rolled, if no successes are rolled this +1 success is lost.

SIDE EFFECT

Those who drink the elixir must make a roll to tell lies.

ROLL: COMPOSURE + RESOLVE 

DIFFICULTY 16+ (20+ POOKA)

Savvy lordlings take advantage of this property to perform subtle interrogations under the guise of hospitality. Truthwater saves its worst side effects for pooka: Any pooka who consumes some is overwhelmed by the need to tell the truth, the whole truth, and nothing but the truth. 

Needless to say, anyone using Truthwater on a pooka is asking for a vengeful prank or even an enemy in return.

Note: Changelings afraid of getting slipped a Truthwater mickey need not worry. The truth hides nothing, and the same goes for Truthwater. Its mystic power turns anything containing it – bottles, mugs, even other liquids – as transparent as glass or clear plastic. Suspicious Kithain in the know therefore avoid hosts’ offers of bottled water and hard liquor.

A character has enough truth water to be used for ONE scene, ONCE per night.

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