This versatile kit contains an assortment of makeup, prosthetics, wigs, costumes, and other tools required for the creature to assume different disguises. With skillful application and use of the kit’s contents, the creature can transform their appearance, adopting different personas to deceive others. This tool is invaluable for infiltration missions, undercover operations, or simply evading detection.
Availability: Uncommon / Level Requirement: (Tier 1)
Skills:
Disguise: Proficiency with disguise tools, allowing the creature to assume different disguises and convincingly alter their appearance.
Stats:
| Simple passive: (Always on if worn) |
| Disguise Bonus: +2 |
Cost: 50 gold
Tags: Disguise, Infiltration, Undercover, Deception, Identity Concealment, Cosplay, Performance, Espionage, Subterfuge, Role-Playing, Illusion Crafting, Social Engineering
In the world of Saṃsāra, the sale of items like the Disguise Kit would be facilitated through various types of shops, each catering to different segments of society and offering unique shopping experiences:
- The Arcane Artisan’s Boutique – Located in the bustling metropolises or the magical quarters of cities, these boutiques are known for their high-quality magical gear. Here, a Disguise Kit would be sold as part of a larger collection of magical tools and artifacts. The cost in such a high-end establishment might be around 70-80 gold, reflecting the craftsmanship and the magical enhancements of the items. These shops often have a reputation for exclusivity, with items sometimes requiring special permissions or introductions to purchase.
- How: Customers might need to make an appointment or be referred by another mage or adventurer. The sale might involve a demonstration of the kit’s capabilities.
- The Adventurer’s Emporium – Found in trading hubs or near ports where adventurers frequently gather, this type of shop would cater to those needing practical gear for their quests. Here, the Disguise Kit would be more functional than fancy, priced around 50-60 gold.
- How: These shops are open to the public, often with a bustling atmosphere where adventurers can trade stories and tips. The sale might include advice on how to use the kit effectively for different scenarios.
- The Black Market Alley – In the darker, less regulated parts of cities or in floating cities where the law is less stringent, black markets thrive. Here, a Disguise Kit might be sold for 40-50 gold, but the quality could be variable, and there’s always a risk of buying counterfeit or cursed items.
- How: Transactions here are discreet, often requiring a password or a sign to enter. Buyers need to be cautious, as there’s no guarantee of quality or legality.
- The Traveling Tinker’s Wagon – These are mobile shops, moving from town to town, selling a mix of new and second-hand magical items. A Disguise Kit might be found here for 30-45 gold, depending on its condition and the tinker’s mood.
- How: Purchases are made on the spot, often with haggling expected. The tinker might throw in some tips or a minor enchantment for free if they like the buyer.
- The Enchanter’s Emporium in the Sky – Located in the floating cities or high in the airships, these shops cater to the elite or those with a penchant for the aerial life. Here, the Disguise Kit might come with aerial-themed disguises or be enchanted for use in high-altitude environments, costing around 85-95 gold.
- How: Access might require airship travel or teleportation, with the sale often involving a demonstration of the kit’s unique features tailored for aerial or diplomatic missions.
- The Underwater Bazaar – In the underwater cities, shops might sell water-resistant or aquatic-themed disguise kits, priced at 60-70 gold due to the specialized materials and enchantments needed for underwater use.
- How: Buyers would typically need to be equipped with underwater breathing gear or be aquatic themselves. The sale process might include testing the kit in a controlled underwater environment.
Each of these settings reflects the diversity of Saṃsāra’s economy, where magic, trade, and adventure intersect, providing various avenues for acquiring specialized gear like the Disguise Kit.
Roleplay in Different Environments:
- Urban Environments (Cities, Towns, Megacities):
- Defense: In urban settings, a Disguise Kit can be used for blending into crowds or assuming the identity of a local to avoid capture or surveillance. For instance, a character might disguise themselves as a street performer, merchant, or even a city guard to escape pursuit. This allows them to navigate through checkpoints or avoid areas where they’re wanted.
- Offense: Offensively, the kit can be used for infiltration. Characters might disguise themselves as nobility or officials to gain access to restricted areas like government buildings or private estates. This could be to gather information, sabotage, or even to assassinate a key figure while maintaining anonymity.
- Rural or Wilderness Areas:
- Defense: Here, the kit could be used to mimic the appearance of local wildlife or indigenous people to avoid detection by predators or hostile tribes. A character might disguise themselves as a tree, a rock, or even a harmless creature to hide from monsters or to set up an ambush.
- Offense: For offense, one might disguise themselves as a member of a rival tribe or a known monster to sow discord or to get close to an enemy camp. This could involve creating a diversion or gaining trust to launch an attack from within.
- Underwater Cities or Oceanic Environments:
- Defense: In underwater settings, disguises might involve mimicking aquatic life or using bioluminescent patterns to blend in with the ocean’s natural light. This could help in escaping from aquatic predators or avoiding detection by underwater guards.
- Offense: For offensive purposes, a character could disguise themselves as a sea creature or a member of an underwater faction to infiltrate enemy lines. This could be crucial for espionage, sabotage of underwater installations, or to gain access to underwater treasuries.
- Floating Cities or Airships:
- Defense: Disguising as a sky pirate, a merchant, or even part of the airship’s crew could help in evading capture or blending into the aerial society. This might involve changing one’s appearance to match the current fashion or uniform of the airship’s personnel.
- Offense: On the offensive, disguises could be used to board enemy airships under false pretenses, allowing for surprise attacks or the theft of valuable goods. A character might also disguise themselves as a dignitary to gain access to high-level meetings or to manipulate political situations.
- Magical or Enchanted Realms:
- Defense: In realms where magic is prevalent, disguises could involve magical illusions or enchantments to appear as mythical creatures or legendary figures, making one seem too powerful or too revered to be attacked.
- Offense: Offensively, one might use the kit to impersonate a mage or a deity to command respect or fear from others. This could be used to manipulate magical creatures, gain control over magical artifacts, or to disrupt magical ceremonies.
- Ruins and Forgotten Civilizations:
- Defense: In ancient ruins, disguising as part of the environment or as a ghost or spirit of the past could deter treasure hunters or monsters from approaching. This might involve using the kit to create an aura of ancient power or decay.
- Offense: For offense, one could disguise as a figure from the civilization’s lore to gain access to sealed areas or to convince others that they are a rightful heir or guardian of the ruins, thus gaining allies or resources.
In each environment, the Disguise Kit not only serves as a tool for concealment but also as a means to manipulate perceptions, create tactical advantages, and execute complex strategies, making it a versatile asset in both defensive and offensive roleplay scenarios.

Perception of Activation:
- Sight:
- Perceived: A soft, almost imperceptible glow envelops the Disguise Kit, signaling its readiness. The glow is subtle, often mistaken for a trick of the light.
- Description: The glow is a gentle, pulsating light that seems to emanate from within the kit, giving it an ethereal quality.
- Positives: This visual cue confirms the kit’s magical properties are active, providing reassurance to the user.
- Negatives: In very dark environments, this glow could potentially give away the user’s position if not careful.
- Sound:
- Perceived: A faint, almost inaudible hum, like the distant buzz of a bee, begins when the kit is activated.
- Description: The hum is so low that it’s more felt than heard, creating a sense of ambient magic.
- Positives: It can serve as an auditory cue for the user, indicating the kit’s activation without needing to look at it.
- Negatives: In quiet environments, this hum might be detectable to those with keen hearing, potentially alerting others to the user’s presence.
- Smell:
- Perceived: A slight, pleasant scent, reminiscent of fresh parchment or old books, wafts from the kit.
- Description: This scent is subtle, evoking memories of ancient libraries or arcane workshops.
- Positives: The scent can be comforting or invigorating, enhancing the user’s focus.
- Negatives: It might be detectable by creatures with heightened olfactory senses, like hounds or certain magical beasts.
- Touch:
- Perceived: The kit feels slightly warmer to the touch, as if it’s been sitting in the sun.
- Description: The warmth is comforting, almost like a gentle reassurance from the magic within.
- Positives: This warmth can be a tactile reminder that the kit is active, useful in environments where visual or auditory cues might be obscured.
- Negatives: In extreme cold, this warmth could be a giveaway if not concealed.
- Taste:
- Perceived: Not applicable, as the kit does not emit anything to taste.
- Extra-Sensory Perceptions:
- Magical Awareness:
- Perceived: A tingling sensation or a slight pressure in the air around the kit, felt by those attuned to magic.
- Description: This sensation is like a whisper of energy, informing those sensitive to magic of its presence.
- Positives: Provides an additional layer of confirmation that the kit is active, useful for mages or those with magical training.
- Negatives: This can be felt by other magic users nearby, potentially revealing the user’s intentions or location.
- Aura Sight:
- Perceived: For those with the ability to see auras, the kit’s aura would change, becoming more vibrant and complex, with colors shifting to indicate its magical state.
- Description: The aura might show swirls of blue and gold, symbolizing transformation and illusion.
- Positives: This visual confirmation can be invaluable for those who rely on aura reading for information.
- Negatives: In environments where aura sight is common, this could make the user stand out.
- Telepathic Resonance:
- Perceived: A faint, non-verbal impression in the mind, like a soft echo of the kit’s purpose, felt by those with telepathic abilities.
- Description: This impression feels like a subtle nudge towards disguise or deception.
- Positives: Can provide an intuitive understanding of how to use the kit effectively.
- Negatives: This mental echo might be picked up by other telepaths, potentially compromising secrecy.
- Empathic Perception:
- Perceived: A slight shift in the emotional atmosphere around the user, a feeling of mystery or intrigue.
- Description: The air might feel charged with potential, as if secrets are about to unfold.
- Positives: This can enhance the user’s own sense of confidence in their disguise.
- Negatives: Empaths nearby might feel this shift, possibly alerting them to something amiss.
- Magical Awareness:
Each of these perceptions offers both tactical advantages and potential risks, depending on the user’s environment and the presence of others with heightened senses or magical abilities.
Crafting Recipe: Arcane Disguise Kit
- Materials Needed:
- Silk Cloth: 5 yards for the base of the disguise items (wigs, costumes).
- Herbal Dyes: Various colors, enough to dye the silk.
- Mimicry Clay: A magical clay that can change its shape and texture, 10 pounds.
- Enchanted Makeup: A set of magical cosmetics that can alter skin tone and features, 5 vials.
- Chameleon Scales: Scales from a chameleon-like creature, 20 pieces, for adaptive color changes.
- Essence of Illusion: A vial of concentrated magical essence, used for enchantments.
- Small Mechanical Gears: For creating moving parts in the disguise kit, 20 pieces.
- Mystic Thread: Thread imbued with magic to hold enchantments, 100 meters.
- Lesser Soulstone: To store and channel magical energy, 1 piece.
- Tools Required:
- Sewing Kit: For tailoring the costumes and wigs.
- Potter’s Wheel and Tools: For shaping the mimicry clay.
- Alchemist’s Kit: For mixing dyes and magical essences.
- Enchanter’s Tools: For imbuing the kit with magical properties.
- Fine-Tipped Brushes: For applying enchanted makeup.
- Jeweler’s Tools: For setting the chameleon scales and soulstone.
- Skill Requirements:
- Tailoring: Proficient to create the garments and wigs.
- Alchemy: Basic knowledge to mix dyes and magical essences.
- Enchantment: Advanced skill to enchant the items for disguise capabilities.
- Crafting: General crafting skills for assembling the kit.
- Crafting Steps:
- Preparation of Materials:
- Silk Cloth: Cut the silk into shapes suitable for various disguises (cloaks, hats, masks).
- Dyeing: Use herbal dyes to color the silk, ensuring a range of hues for different disguises.
- Mimicry Clay Work:
- Use the potter’s wheel to shape the mimicry clay into basic forms like masks, noses, or ears. Allow to set but not harden fully.
- Enchanted Makeup Preparation:
- Mix the enchanted makeup with essence of illusion to enhance its transformative properties. Store in vials.
- Integration of Chameleon Scales:
- Embed chameleon scales into the mimicry clay masks or sew them into the silk garments for adaptive color changes. Use mystic thread for durability and enchantment.
- Mechanical Components:
- Attach small gears to parts of the disguise that require movement, like mechanical eyes or moving parts of masks, ensuring they function smoothly.
- Enchantment Process:
- Base Enchantment: Use the enchanter’s tools to imbue the entire kit with a basic disguise enchantment. This makes the items more effective at altering appearance.
- Specific Enchantments:
- For the mimicry clay, enchant for shape-shifting.
- For the makeup, enchant for skin tone and feature alteration.
- For the garments, enchant for texture and pattern change.
- Assembly:
- Disguise Kit Box: Create or procure a box or case to hold all components. Line it with mystic thread to maintain the enchantments.
- Organization: Arrange the items inside the box in an organized manner, ensuring easy access to each component.
- Final Touches:
- Soulstone Integration: Place the lesser soulstone in the center of the box, connecting it with mystic thread to all components. This stone will store and channel the magical energy needed for the kit’s functions.
- Testing: Apply a small amount of essence of illusion to the soulstone to activate the kit. Test each component to ensure they work as intended.
- Sealing the Enchantment:
- Seal the enchantments with a final layer of essence of illusion, ensuring the kit’s magical properties are stable and long-lasting.
- Preparation of Materials:
This crafting recipe ensures that the Arcane Disguise Kit is not only functional but also imbued with the necessary magical properties to make disguises convincing and effective in the world of Saṃsāra.
Tale of the Mask of Many Faces
In times long past, in the land where the sun did not dare to gaze, there was a craftsman, or so the tale whispers, who was not of man nor beast but of the shadows themselves. This craftsman, known only as the Weaver of Whispers, had a heart that yearned for the unknown, for the secrets that lay beneath the skin of the world.
One day, under the cloak of night, the Weaver found a stone, not of this earth, but of the stars, cold and silent. This stone, they say, was the heart of a fallen comet, a celestial wanderer that had lost its way among the stars. The Weaver, with hands that moved like the winds of fate, crafted from this stone a mask, a mask that could wear the face of any creature, any being, any soul that ever was or would be.
The mask, they say, was given life by the Weaver’s own breath, a whisper of magic that could alter reality itself. It was said that the mask could make one invisible to the eyes of men, or turn one into the most fearsome of beasts, or even into the gentlest of creatures. But with such power came a warning, whispered in the winds, that the mask would take from the wearer a piece of their true self each time it was donned.
The first to wear the mask was a thief, a man with a heart as dark as the night he stole from. With the mask, he became the wind, the shadow, the very air, and he took from the rich and the poor alike, for he could not see the difference. But with each theft, his own face, his own identity, began to fade, until one day, he looked into the mirror and saw only the mask, his true face lost forever to the shadows.
Then came a king, a ruler of a great land, who sought the mask to lead his people in disguise, to understand their plight. But the mask, it took from him his compassion, his empathy, until he ruled not with wisdom but with the cold logic of a machine, his heart as empty as the mask’s eyes.
Finally, a young maiden, pure of heart, found the mask. She sought not power nor wealth but to find her lost love, believed to be taken by the spirits of the forest. With the mask, she became every creature of the wood, searching for her beloved. And when she found him, the mask took from her the memory of love, leaving her to wander, forever searching for a love she could no longer remember.
The mask, now lost to time, is said to still wander the world, seeking new faces, new souls to claim. And so, the moral of this ancient tale, as it has been passed down through the ages, is thus:
Beware the masks we wear, for they may become our true faces, and in the end, we might lose ourselves to the very illusions we seek to create.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Disguise Kit (Arcane)
- Description: A mystical kit that allows for the alteration of one’s appearance through magical means.
- Cost: $500 (or equivalent in local currency)
- Sanity Cost: 0/1D6 (Using it might unsettle the user due to its unnatural properties)
- Stats:
- Use: Once per session, the kit can be used to gain a +20% bonus on Disguise rolls.
- Magic: Once per day, the user can invoke a minor illusion to change their appearance for up to 1 hour. This requires a successful POW roll; failure might result in a temporary loss of 1D4 Sanity due to the disorienting nature of the magic.
Blades in the Dark
Disguise Kit (Arcane)
- Tier: 3
- Effect: When used, the kit provides a +1d to any action roll related to disguise or deception.
- Special: Once per score, the user can perform a “Disguise Ritual” which automatically grants a +2 effect level to any disguise or deception action but requires a downtime action to prepare.
- Stress Cost: 2 stress to activate the magical properties.
Dungeons & Dragons (5th Edition)
Disguise Kit, Arcane
- Wondrous Item, Rare (requires attunement by a creature with the ability to cast at least one spell)
- Description: This kit contains magical items that allow for the alteration of one’s appearance.
- Properties:
- Disguise Self: You can use an action to cast Disguise Self (spell save DC 15) from the kit without expending a spell slot. This feature can be used once per day.
- Enhanced Disguise: While using the kit, you have advantage on Charisma (Deception) checks to pass as someone else.
- Cost: 500 gold pieces
Knave
Arcane Disguise Kit
- Description: A set of magical tools for altering one’s appearance.
- Stats:
- Use: Once per day, you can use the kit to change your appearance for up to 1 hour. This includes changing your size, race, or even gender, but not your class or abilities.
- Disguise: When using the kit, add +2 to your Disguise rolls.
- Magic: The kit can be used to cast an illusion spell (similar to Disguise Self) once per day, which requires a successful WIS check to maintain the illusion for the full duration.
Fate Core
Disguise Kit (Arcane)
- Aspect: “Mystical Disguise”
- Stunts:
- Mystical Disguise: Spend a Fate Point to invoke this aspect for a +2 on any Deceive or Stealth roll related to disguising your appearance. Additionally, once per session, you can use this aspect to create an advantage for free, representing a magical disguise that can fool even the most discerning eyes.
- Cost: 5 Refresh
Numenera & Cypher System
Arcane Disguise Kit
- Level: 4
- Descriptor: A set of magical tools for altering one’s appearance.
- Usages:
- Alteration: As an action, you can change your appearance to look like someone else or something else. This lasts for one hour or until you choose to end it. This ability can be used twice per day.
- Deceptive Edge: While using the kit, you gain an asset on Intellect tasks related to deception or disguise.
- Depletion: 1 in 1d20 (after each use, roll to see if the kit loses its magical properties)
Pathfinder (2nd Edition)
Disguise Kit, Arcane
- Wondrous Item, Uncommon (requires attunement)
- Description: This kit allows for magical alterations of one’s appearance.
- Properties:
- Disguise Self: You can cast Disguise Self once per day without expending a spell slot. The save DC is 15.
- Enhanced Disguise: Gain a +2 item bonus to Deception checks made to impersonate someone else.
- Price: 500 gp
Savage Worlds
Arcane Disguise Kit
- Gear:
- Type: Magical
- Weight: 1
- Cost: $1000
- Special Abilities:
- Disguise: Once per session, the user can activate the kit to gain a +2 bonus to their Disguise roll. This can be used to impersonate someone or something else.
- Magic Disguise: Once per day, the user can use the kit to create a magical disguise that lasts for one hour. This disguise is so convincing it grants a +4 bonus to Disguise rolls but requires a Spirit roll at -2 to activate due to the magical complexity.
Shadowrun (6th Edition)
Arcane Disguise Kit
- Availability: 12R
- Cost: ¥5,000
- Properties:
- Disguise: Provides a +2 dice pool bonus to Disguise tests.
- Magical Disguise: Once per run, the user can cast an illusion spell (similar to the spell “Invisibility” or “Change Appearance”) without using a spell slot. This requires a Magic + Charisma (3) Test. On a success, the disguise lasts for 1 hour or until dismissed. On a critical glitch, the disguise fails spectacularly, potentially revealing the user’s true identity or worse.
Starfinder
Disguise Kit, Arcane
- Level: 4
- Price: 1,000 credits
- Bulk: L
- Description: A set of tools and magical components for altering one’s appearance.
- Properties:
- Disguise Self: You can cast Disguise Self once per day without expending a spell slot. The save DC is 15.
- Enhanced Disguise: Gain a +2 item bonus to Bluff checks made to impersonate someone else or to disguise your identity.
Traveller (Mongoose 2nd Edition)
Arcane Disguise Kit
- Cost: Cr 5,000
- Weight: 0.5 kg
- Description: A high-tech disguise kit with magical enhancements.
- Usage:
- Disguise: Adds +2 to Disguise checks.
- Magic Disguise: Once per session, the user can activate a magical disguise that lasts for 1 hour. This requires a successful INT check (DM’s discretion on difficulty) to activate. Failure might result in a temporary loss of social standing due to the disguise malfunctioning.
Warhammer Fantasy Roleplay (4th Edition)
Arcane Disguise Kit
- Rarity: Very Rare
- Value: 1,000 gold crowns
- Description: A collection of magical items for altering one’s appearance.
- Properties:
- Disguise: Adds +20 to Disguise Tests.
- Magical Disguise: Once per session, the user can cast an illusion spell that changes their appearance for up to one hour. This requires a successful Willpower Test. On a failure, the spell might backfire, causing the user to appear as a grotesque version of themselves or something entirely unintended.
