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CHIMERICAL BEASTIES

THE CRACKS BETWEEN / THE CRACKS IN THE WALLS.

Considered by many to be servants of the city itself these mysterious entities are recognised by all the Gallain races. Whether they are Chimera or spirit or demon or worse, Even the Vampires can hear their whispers. You never see the source of these voices, but you hear them whisper. At most you will hear Hints and voices, sometimes a flicker of movement from the corner of your eye. 'The cracks between' are those spirits of the city that the Garou and the Mages will never admit to trafficking with. The Bone gnawers call them City fathers nasty little off spring, and the Verbena address them as the Imp of the perverse. 'The cracks between' are mischievous at best and downright vindictive at worse. They are responsible for the nightmares of children, the poems of Blake, the graffiti of the insane and the disappearances of the lonely. They are the voices that urge suicides to take up the knife and the Scholar to open the book bound in human flesh. Perhaps those seven million souls who call London home have begat something altogether separate from their fears, given the darkest zeitgeist of London a presence all their own.
For Garou and Bastet
FAVOURS: Add the dots in this background to rolls for city secrets, research (city based), area knowledge and Enigma rolls. They might teach the Dark Gifts (of Calash) or Unseelie arts.
BAN: The cracks in the walls don't ask a specific ban, however the Shifter ignores their whispers and needs to often she will inevitably find herself led to a fatal secret. They also cause a few problems when a lot of their leads seem to end up doing something for someone other than you.
Redes for Changelings
Animate - Enables chimera to move, manipulate, and levitate objects. Cannot be used on living matter. 1 CP lifts 20 lbs. of material. Increases Exponentially (ex. 4 CP s lifts 160 lbs.). Used in attack with chimera's combat dice pool (Int + Melee), + 2 dice per Glamour point spent. Can be dodged.
Chimera Point Cost: 3
Use Cost: 1 Glamour +1 to increase mass exponentially; +1 Glamour to increase duration by one round (6 points would animate 160 lbs. for 3 rounds)
Befuddle - Chimera can confuse target. Roll Glamour with diff. = 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. Effect lasts as long as the chimera remains in victim's presence.
Chimera Point Cost: 3
Use Cost: 1


THE SMOG CHIMERA
All of a sudden it is impossible to see your hand in front of your face, no lights penetrate the smog and what sounds do penetrate are muffled and spooky. Victims become separated easily and sound carries differently, the continuous darkness adds to the growing fear, the quiet is unnerving, creating claustrophobic feelings of being contained, constricted and preyed upon. The Smog infiltrates buildings and leaves a sticky film on everything and everyone it touches. It gets into hair, eyes, nostrils, makes clothing damp and surfaces slippery. Its emanations of oppression and fear are all consuming and debilitating for all those caught within it. Those who don't die from choking on their own mucus often have heart attacks while trying to desperately fight for breath. Each turn spent enveloped within the Smog Chimera's mass depletes the victims strength until they suffocate.

The Smog Chimera is a Nightmare birthed monster of fear and panic induced more by what is imagined than by what is seen. While it cannot be harmed by Physical assault, Chimerical swords and stones pass right through it, simple gusts of wind and magical light can despatch it with little difficulty. The true terror of the Smog is that frightened and disoriented victims instinctively flail and flee from the unseen dreadfulness and rarely exploit its weaknesses.
History
From the 5th to the 9th of December of 1952 London was entrenched in a thick, eerie, choking fog of death. Better known as the smog, it was caused when people took to burning greater amounts of coal to counter a cold snap. Mixing with the already caustic chemicals within the capitols air, it formed a lethal cocktail and brought London to a standstill for several days. Street crime rose dramatically due to cover of the smog, whilst vehicles crashed into each other all over the place. London was paralysed, trains, plains, busses and trolley cabs were unable to navigate in the miasma. At theatres, people sat in the circle and could not see the performers on stage. A performance of La traviata ended half way through due to the fact that the orchestra could not see the conductor. Prize winning Cattle at the Smithfield show asphyxiated, the first victims of the smog. London was not littered with corpses in the street the signs were gradual. Florist ran out of flowers and undertakers out of coffins as people began to die and Hospitals slowly began to fill with complaints of 'fog cough'. The unknown creeping death mixed with typical inner city paranoia and the claustrophobic side effects of being trapped within a muffled and blanketed city to create a unique fear and tension. This bred nightmares and from the nightmares the Smog Chimera was born.
On the 10th December 1952 the Smog in the waking world ended. Even after it cleared its effects lingered in the minds of the Londoners. Myths and conspiracy theories muddied the waters, claiming that it was not domestic chimney's that caused the smog, but Battersea PowerStation. According to official figures 4000 died, fearmongery and theories put it at 12,000. Tales of murderers and spectres using the smog as a cloak for nefarious deeds did the rounds. Even after the 1956 clean air act lessened the amount of fuel that was allowed to poison the air, the fear of smog took a generation to die.
SYSTEM - Within the Smog's embrace all perception pools are halved and victims suffer a -2 penalty to their Wits. For each turn spent within the chemical embrace the Smog Rolls 4 dice for damage [this roll must be made for each victim as the Smog billows and eddies around the area], halved if the victim has somehow covered her orifices or is holding her breathe. For an expendeture of 1 Glamour the Smog may double its attack dice in order to overwhelm stronger opponants but there after it must rest and does no damage the following round. This damage can be soaked but cannot be healed by any means until the Victim is free of the smog and can rest.


THE WILD HUNT
The usual story associated with the Wild Hunt involves someone excessively fond of the chase who makes a rash pledge or compact with a stranger (the devil) and is thus doomed to hunt forever. He is said to ride at night, especially during storms; he wears horns, rattles chains, blasts trees and cattle, and occasionally appears to mortals.
- Encyclopædia Britannica.

The earliest known tales of the Wild Hunt come from Anglo-Saxon chronicles circa AD 1127, though older legends such as the Herlethingus (or Herle's Raid) confirm that it was known about much earlier. It is also possible that the "Herlewain" (another name for the Wild Hunt) is a corruption of the Hell Wain or Hell's Wagon and thus points towards the Teign or Hell tithe often linked to the fae nations. Rural Folk knew not to venture out on the Moors at night for fear of attracting his attention.

This Nightmare Chimera is not exclusively confined to the British Isles, it roams as far a field as the Sidhe themselves. Legends of its rampages are reflected in the host of names it is given. From L'Armée Furieuseiss (meaning the Furious or Raging Host), often blamed for the abduction of unbaptized babies to la Chasse d' Artu, la Chasse de Cain and Mesnie Herlequin the Wild hunt is well documented in the rest of Europe and many believe that the American tales of the Headless Horseman might well be a colonial visitation of the same spectre. Often confused with and later welded onto the Spirit known as Hearne the Hunter, an avatar of the Horned God, the Wild Hunt is no nature spirit nor does he share Hearne's benign nature.

The True purpose of the Wild hunt is unknown to almost every Fae for its truth would rock the Changeling nations to the core. In the days before the Shattering and the Ritual of the Changeling way, the Fae were Immortal. Even death by violence was incredibly rare. But the Tuatha de Danu had signed the Teign, the pact that guaranteed a certain number of Faerie souls to Hell. These forfeit souls of the Tuatha de Danu's first born, the Sidhe, were the Tithe paid to Hell in return for undisclosed aid provided during the War with the Fomorians. The Wild Hunt was in fact the agency of this agreement made flesh, a Chimerical Huntsman and hounds whose sole purpose was to kill the requisite total of Sidhe and harvest their souls. Since the Changeling way has introduced death, even in its temporary form, to the fairies, the Wild Huntsman is no longer required to harvest what now comes unbidden across the Veil to the Black paths but the Chimera is indestructible and still haunts the waking world.

Tactics
The Wild Hunt can only enter the waking world from certain Trods such as those within haunted trees or burial mounds or those that connect to the Black Paths of Balor. For this reason the Wild Hunt is nearly always encountered in rural areas. It bursts from the Dreaming and tears across the night sky looking for Sidhe to drag to Hell. The Wild Hunt all but ignores other Kith unless attacked and its pursuit is unyielding. If the Wild Hunt has you marked as prey, nothing short of your death or its dissipation will end the chase. If a Sidhe does manage to damage the Chimera enough to cause it to dissipate he will be free of its pursuit. The Wild Hunt does not target specific Sidhe and simply searches for those unfortunates who are close to it once it enters the waking world.

Traits for the Wild Hunt
Traverse Dreaming
This Rede allows Wild Hunt to travel to the mortal world from the Dreaming, or to enter the Dreaming from the mortal world. The Nightmare Chimera can travel only through established trods and portals.
Chimera Point Cost: 5
Use Cost: 1
Flight
The Wild Hunt can fly under it's own power, flying 100 feet per turn.
Chimera Point Cost: 3
Use Cost: none

The Huntsman and his Horse Only
Strength4 Dexterity3 Stamina4
Charisma0 Manipulation2 Appearance1
Perception5 Intelligence2 Wits5

Kenning3 Brawl3 Riding5
Melee3 Athletics3 Alertness4
Glamour 7 Willpower 7
Health levelsas Human


Fear
When the Wild Huntsman blows upon his spectral Horn all Victims who hear it freeze with fear or retreat in stark terror. Fear persists for 10 turns. Victim makes a Willpower roll (diff 6) each success reduces Rede's duration by 1.
Chimera Point Cost: 2
Use Cost: 1
Riadstradh
Grants the Huntsman the ability to enter a battle-frenzy before or during combat. Wound penalties are ignored, and he gains an increase in his combat dice pool. The unfortunate side-effect is that the battle crazed Huntsman attacks any and all creatures standing (except the Hounds or his Horse which are technically part of the Chimera) until the Riadstradh runs its course or the chimera loses all its HLs. (Duration Stam + 2/ extra GP spent). The Riadstradh is always directed towards the Sidhe first.
Chimera Point Cost: 3 + 1 to combat dice pool, +1 for every +1 to pool (+3 dice pool costs 3 points)
Use Cost: 1 GP for every frenzy lasting 3 Stam rounds, +2 for every extra GP spent.
Weaponry
The Huntsman may create physical (non-ranged) weapons from its chimerical substance. These include swords, axes, and lashing whip like tentacles which can grapple his quarry.
Chimera Point Cost: The chimera can inflict +1 damage for every 2 chimera points spent
Use Cost: None.

The Hounds Only
Of which assume there is a single Hound for each Character present but a minimum of three even for single quarries.
Strength3 Dexterity3 Stamina2
Charisma0 Manipulation0 Appearance0
Perception4 Intelligence1 Wits3


Kenning4 Brawl3 Tracking4
Primal urge0 Dodge2 Alertness1
Teeth - - - Str + 2 Glamour6 Willpower3

Health Levels - OK, OK, Bruised, Mauled, Incapacitated

Breath
Affects all targets at short range with a cloud in front of Hound's mouth. Victims can dodge if they get initiative. Diff to soak: 7. Chimera Point Cost: 5
Use Cost: Damage is 3 + 1 per point of Glamour spent on action. All targets receive full damage
Enmity
The chimerical Hounds have an intense dislike for the Sidhe. They will automatically attack any Sidhe.
Chimera Point Bonus: 2
Vulnerable Spot
The chimera has a faintly detectable flaw in combat that a canny opponent can use to her advantage. In the case of the Hounds it is their single red ear. An opponent who searches for the flaw ( he must announce that he is looking for it to roll) and achieves 3 or more successes on a Perc + Melee (or Brawl) roll, Difficulty 8, detects the flaw and gains +2 dice to inflict damage and -1 difficulty to hit for the next 3 rounds. If the opponent achieved 5 or more successes (or detects the spot supernaturally), the opponent sees an opening to inflict a mortal wound. For the next round only, she gains double damage dice and -2 difficulty to hit. After that round, the opponent receives the standard bonuses for perceiving the flaw.
Chimera Point Bonus: 2

TREASURES AND TOOLS

The Legandary treasures of the Tuatha de Danu.

The Tuatha de Danu brought their sacred treasures emblazoned with their magic emblems of stored wisdom and skill; the sun, the plough and the hazel tree. They also brought the four treasures from the four great cities; From the Seelie courts came the Lia Fáil, the stone of destiny, from Falias and Cliamh Solais, the sword of light from Gorias, from the Unseelie came; Sleá Bua, The Spear of victory, from Finias and the cauldron of Dagda from Murias. Along side a host of heroes stood the War witches, the Babd, their names were Macha, Morrigan and Neman and these witches were unparralled in thier knowledge of the treasures.

All four treasures have 10 points of Willpower and an inexhaustible font of Glamour for the sake of redes. They are also assumed to have the Redes Wyrd and Enchantment, making them as potent in the waking world as they are in the Dreaming.

THE LIA FAIL - The Stone of Destiny
The Liá Fail came from the city of Failias and was kept at Tara. The stone is also known as the Tanist Stone, Jacob's Stone or the Stone of Knowledge. The belief is that when the feet of rightful kings rested on it the stone would roar for joy. Morias brought this stone of Virtue and of all the treasures of the Tuatha de Danu its role was the most vital. All leaders, from the Lords of the Tuatha de Danu, the Ard Righ of the Sidhe and finally the Kings of Ireland were chosen by this treasure. Kingship in the land of the young was undisputed for when the worthy man or woman stood upon the stone it would cry out, signifying that the Dreaming and the Goddess approved. As the Sidhe retreated from the banal world the Lia Fail was fought over by nations and used successively by Dalriadic, Scottish, English and British monarchs as an important part of their enthronement ceremonies.

The Stones history is confused and the period of Christian hijacking of Irish legend told a story that placed the Stone back in biblical times when Jacob is said to have used the Stone as a pillow and other English eccentrics tried to invent a scene where it was quarried in Scotland or even in the Middle East. However in truth the Lia fail hails from the Dreaming and was first recorded in the waking world in the ancient Irish Kingdom of Dalriada which existed from around 400 AD to, conveniently, about 850 AD. At this time it obviously passed from the hands of the Fae to their Mortal subjects. Just as with the Tuatha and the Sidhe before them, Dalriadic Kings were enthroned at sacred ceremonies in which an enthroning stone was used. The Stone embodied the Tuatha de Danu's message in that wherever the Stone lay the race of Erc should reign. Hence the Stones title - Stone of Destiny. Erc was the first King of the Antrim Dal Riata tribe of Ireland.

After many years and battles with the Picts, Britons and Saxons alongside others, Kenneth I, 36th King of Dalriada, moved his seat to Scotland. He moved it, in fact, to Scone, in Perthshire. The Stone was used at Iona, Dunadd, Dunstaffnage and Scone for enthroning Dalriadic monarchs. In 1292 John Balliol became the last King to use the Stone in Scotland as it was removed by Edward I of England in 1296, taken south and placed in Westminster Abbey. Edward believed, mistakenly, that possession of the Stone gave him sovereignty of Scotland. In 1328 though the Scots won the Stones return under the Treaty of Northampton but sadly the Stone never moved from underneath the Coronation Throne in the Abbey as the English reneged on the promise.

On Christmas day 1950 the Stone was taken from Westminster Abbey by a group of Scottish Nationalists and subsequently went 'missing.' It was 'found' about 4 months later after having been placed in Arbroath Abbey and was returned to Westminster. It is strongly rumoured that the Stone was never 'missing' - at least not from those who know - and was never truly 'found.' The Scots who took the Stone from Westminster had a replica made, which it is estimated would take about 4 months, and placed the replica in Arbroath. The replica was then 'retaken' and placed in Westminster Abbey. Therefore, it is in fact the real Stone which is now on display, as a purported replica, at Scone Palace, the Stones right and proper home. But that, of course, is only a rumour.

So, by now you are asking yourself why Danu's (or St. Patricks if you have trouble with the undiluted truth) blessing embodied in the Stone has failed? Well, it hasn't really. If you remember that wherever the Stone rests the race of Erc shall rule, we'll go on. The Scottish Kings were descended from the Irish Kings. It follows that the royal line of Scots are descendants of the first Dalriadic King - King Erc. The English royal line failed with Elizabeth I in 1603 when, thereafter, James VI of Scotland also became James I of England. Apart from a brief spell between 1649 and 1660, when the English refused to hold Charles II of Scotland as their monarch, the Scots have been the true descendants of what is now held to be the British royal family. So Elizabeth II, the present Queen, is in fact a descendent of Erc. St. Patricks blessing seems to have worked and the Stone of Destiny has fulfilled its promise. King Ercs family still reign.

From 1603, when James VI of Scotland took the throne in England, to the present day the Stone of Destiny has been used in the Westminster coronation of every single 'British' monarch. Now with the Changeling nations lost and floundering and in need of a King, David Ardrey the American Pretender having failed to heal any wounds, the importance of the Lia fail has never been so direly felt. The fae need a new Ard Righ sanctioned by the Dreaming itself and to find him, or her, the Lia fail has to be the agency of coronation.

MUNDANE SEEMING
The Stone, a block of sandstone which measures 26 inches long, 16 inches wide, 11 inches high and weighs 336 lbs or 152 kg has only one inscription, best described as a Latin cross and looks remarkably unmagical

POWERS


CLIAMH SOLAIS - The Sword of the Moon or of Light
The sword of Light, also called the Blade of the Moon, came from the shining city of Gorias and granted Heroes the edge in battle. Lords of the Tuatha de Danu would raise the Blade aloft and their forces would be inspired to great feats. More importantly, those whom it was used against had little chance of victory as its blade was sharpened by moonbeams and could cut any substance whether it be flesh, rock, steel, words, air or thoughts. Half remembered tales of Cliamh Solais led to the Myths of other Magical swords such as Excalibur and Albion.

POWERS
Steal Glamour
This Rede allows the Cliamh Solais to steal Glamour from a Changeling target or even another chimera that it successfully strikes. A Willpower roll with a difficulty equal to the target's Glamour must be made for this Rede to be used successfully. The number of successes rolled determines how many points of Glamour are stolen.
Use Cost: 1 WP
2 levels of Difficulty Reduction for all 'called shots'.
When the wielder of Cliamh Solais targets a specific area, such as an attempt to decapitate a victim or to strike a weak spot, the difficulty is reduced by two. In addition the Blade of the Moon can cut through any substance and thus no target receives its usual armour bonus or any soak rolls.
Use Cost: none
Aggravated Damage
This Rede causes real world Aggravated Wounds
Use Cost: none

The Cauldron of Life
The cauldron, a magical gateway to the dark Umbra and a receptacle for raising the dead came from the Richest Tuatha city Murias. Those who came to the Cauldron shared the cities fortunes because like the Cornucopia, the Cauldron never ran out of food. Entire armies could be fed on the battlefield from this single pot and the food was always fresh, healthy and fortifying. The basis behind later legends of the holy Grail, this magical cauldron was a great prize for any leader and wars were fought simple for its ownership.

POWERS
Healing
The cauldron can heal the wounds of all those who are placed within it, even fatal wounds. The Cauldron will bring back the dead and reconstitute bodies rent asunder but those who were dead when put into the Cauldron will return to this state at the end of the battle.
Feed the masses
Any who come to the cauldron will be fed and watered, having all Willpower and Glamour replenished.

SLEÁ BUA - The Spear of Victory
Sleá Bua, the Spear from Finias was so blood thirsty that it had to be kept drugged with poppies when not being used. Tied down and subdued it still mumbled to itself but once carried into battle it screamed to be set free so it could kill. Once released the spear tears across the field of battle screaming its blood lust and ripping through its enemies. No amount of Blood can sate its thirst and no magic can calm its fury.

POWERS
Aggravated Damage
This Rede causes real world Aggravated Wounds
Flight
The Sleá Bua can fly under it's own power once released. The chimera can fly upto 100 ft per turn per or attack a single enemy. It will look for a new target as soon as it has passed through the previous one and will appear to streak around a battle field tearing through victims. The wielder can spend a point of glamour and call the spear, having it return to his hand at any time but needing to hold onto it tightly if it still has living targets to eviserate.
Use Cost: none
Cause Riadstradh
This Rede Grants the Sleá Bua the ability to induce a battle-frenzy in others during combat. Wound penalties are ignored, and the Changeling gains an increase (+ 3) in her combat dice pool. The unfortunate side-effect is that the battle crazed Changeling attacks any and all creatures standing until the Riadstradh runs its course or the Changeling loses all its Health Levels. (Duration Stam + 2/ extra GP spent) After the Riadstradh, the Changeling suffers 1 HL every 3 turns in the frenzy (round up). This damage is fatigue and heals at he rate of one point per hour. Fatigue damage is almost never lethal, but otherwise it has the same effect as Wound Penalties.
Use Cost: 1 WP for every Victim it attempts to send into frenzy which requires an opposed Willpower Roll.


Empathic Armour (level 4 treasure)
The Empathic Armour is a work of art crafted by none other than Wayland Smith himself. Legends hint that it was worn by several Heroes of the Red Branch and it appears in more than one ballad. Taken as the spoils of war from an undone Knight of the Red Branch on London Bridge the Empathic armour has undergone some cosmetic changes since Sir Dillon first put it on. Changing from the gleaming red plate Armour of its previous owner into a suit of smokey black metal offset with baroque brass detail. The Armour even covers Sir Dillon Mac Roth's mask with this decal, as expressively as it does the family heirlooms of sword and dagger. The Chimerical nature of the treasure causes it to morph into an expression of its wearer. Often depicting such things as legacy, court and temperament in its unique look.

As the Armour feeds from its owner's nature it protects him or her in a unique way, doubling their currant stamina and adding +2, yet it has no dexterity penalties. Short blades along the forearm can do Str+2 damage but are at diff 9 to use in combat until the wielder has learnt to use them skilfully. In game terms this means that once the wielder either buys two dots in melee after donning the armour or specialises in the Blades (whichever comes first) he can wield the blades at Difficulty 7. It attunes itself over time to its owner and allows him or her to unconsciously shape its Voile. The chest plate will morph to show the Owners House crest or Kith badge and should the wearer change shape with the Metamorphosis Art or any other means, the Armour will always shift with them.


The Doineann Siúlóir Masques (3 point Chimera)
The Storm Walker masks create a subtle Glamour that makes it difficult to tell one grey watch from another, or from anyone else in a crowd. It does not change anything about the appearance of the wearer, it only clouds the viewers mind. The Grey watch are subtle, being trained by members of House Scathatch, and so long as they make no overt moves, they can trail almost anyone at a distance. Wearing the mask's also has a sympathetic effect on the owners Voile that fires off of Dillon MacRoth's Barouque and intricate Empathic Armour. Over time their Voile will change until their armour is almost identicle to that of their leader.

Situation Modifier
To be hit in combat +1
If two grey watch together, perception rolls at +1
To be remembered after the event, to give a description etc +2
If three or more Grey watch together, to hit and perception rolls at +2
To be spotted in a crowd while employing only passive actions such as watching or following the subject. +3

IE: Sir Dillon stands around watching a street brawl. While the gathered mortals see only two yobs, our Scathatch knight sees a Troll and a Redcap. Standing in the audience is the Trolls companion, a Pooka. For the Pooka to spot Dillon would require a Perception Roll with a +3 penalty (plus whichever other penalties the Storyteller sees fit to impose) making the average difficulty a 9 (6 + 3 = 9). Assuming the Pooka has a Perception + Alertness score of 7 and he rolled 3, 4, 5, 6, 7, 7, 10, he would succeed by one die, just enough to spot the Scathatch Knight.

If Sir Dillon were with a second member of the Grey Watch this penalty would rise to +4 and the Pooka would have still succeeded as he achieved one success at Difficulty 10. If however there were three or more of them watching the scene the penalty would be a prohibitive +5 and the Pooka would simply fail to notice the three silent watchers. They are not invisible to him, simply indistinquisable from the crowd. Thier Fae mein is masqued by the Glamour and any actions or features that might draw attention to themselves are similarly veiled.

Deciding that they wish to question the Redcap before the Troll turns it into a piece of pavement Art the Grey watch step in. Once they take an overt action the Glamour shielding them from view is disturbed and the Pooka notices them. The Storyteller decides that the Pooka would be unable to react in the first turn and the Knights wade into the foray. Once he gets over the initial shock the Pooka attempts to stab one of them with his concealed dagger. He is at a permanent +1 penalty to hit them as the residual Glamour makes it difficult for him to fix them in his sights.

If the Pooka or in fact any of the crowd wished to give a description to the police (or to their friends) after the event they would have needed to beat the target (and the penalties) by an extra 1. Even in the first and second examples where he actually managed to pierce the Glamour and Spot the Grey watch he would be completely unable to provide any useful information about what he saw.


Cloak of the Cait-Sith (level 3 Treasure)
Made from shadows gathered in a graveyard at midnight and woven through with the magic's of the Cait-Sith this cloak is a treasure of the Feline Kith of Britain. The Cait-Sith have long shared the Sidhe association with burial mounds and with the lands of the dead and some of that association is evident in this treasure. With the infusion of a point of Glamour, the wearer may become a shadow herself. In this form the wearer cannot interact with the waking world except to speak in whispers and the real world cannot interact with them at all. All five senses work but beyond that he or she cannot open doors, push buttons or operate machinery. Neither can the wearer be physically harmed in anyway, though mental effects work as normal. The second benefit of the Cloak is that its transfers the wearer partly into the Shadowlands of the dead and allows her to perceive and interact with Wraiths and shades of the dead. The denizens of the Shadowlands however, are equally able to interact with the Cloaks wearer and this can have its own pitfalls. (see Wraith: the Oblivion).

Each use of this cloak has a side effect not usually discernable to begin with. It increases all the owners passions like a drug, and over use may lead to a subtle addiction. Unfortunately it is unlikely that the victim of this side effect will realise this is what is happening. Storytellers should discuss this effect with the Player and if role-played subtly (or unsubtly when the passion kicks in) he may wish to award XP.


Leopard print scarf. (3 point Chimera)
This Chimera allows you to blend in with any social group like a chameleon, Nerds, rockers, vampires, Werewolves, Nobles, children etc will automatically assume you are 'one of them'. The Scarf will double the wearers social scores for this purpose alone but does not provide specific knowledges, it just creates a Glamour field that fools people into accepting the wearer as part of their social dynamic, no matter how Cliquey.


Arthur Frohicky's works of Glamour
The Silver Arm of Dillan Mac Roth. A mechanical appendage created for the Scathatch knight to replace his own limb lost to a Redcaps teeth.
The Gae Bolga
Calamity's wardrobe:
All made in top quality black leather-patent if possible, which it should be. All nice and shiny (purrrrrrr)-
Boots-knee high with enormous, chunky soles, a couple of inches thick. Buckles at 1-inch intervals from ankle to top. Goblin shoes lvl ! treasure kithbook Knocker pp 59
Short-shorts, with two buckles on each side at one at the top in front Delusion lvl 1: Innocence
Top-mid-riff crop top with two buckles above and two buckles below her breasts, and with a high neckline, with two buckles on left hand side of collar Rede - Velveteen resistance. Doubles her resistance to Dominate and Presence
Gloves-elbow length, with buckles at 1-inch intervals from wrist to top rede - weaponry. Create physical non ranged weaponry from gloves. Str +1 Dam, can be increased by +1 per two points of glamour spent. USE COST: none



Special Thanks in no special order to
Miss De Mina, guilty of the following crimes; Arthur Frohicky, Kandi and other such pervery.
Steve Pay, player of Calamity Schrodinger, Prince Cathal and for providing a perfect venue for creating imaganative Chaos along with Davros.
Andrew 'Tree' MacDonald for Crom and for the nightmare that is Sir Dillon Mac Roth and the 'all night combat fests' that he entails.
Fynn of leopard Skin, Muse of Dr Dexterity Smith and personal Physician to the Storyteller.
Gavin Whitelaw, fount of Wisdom and the truth behind Earl Sylvannus and De Carabas.
Martin 'Snoop Doggy dog's love child' Ward for Sir Uthden, Hob, Bird dog, Camoflauge and Aegis as well as countless lifts to and from the great event.

PROJECT KHAOS