Chameleon Cloak

From: Whimsy Wunderkammer

Lore: The Chameleon Cloak is a fascinating and enchanting creation within the Whimsy Wunderkammer. This magical cloak is made of shimmering fabric that constantly changes colors and patterns, mimicking the surrounding environment like a chameleon. It is a masterful piece of enchantment, designed primarily for camouflage and concealment.

The purpose of the Chameleon Cloak is to provide the wearer with the ability to blend seamlessly into their surroundings, making them virtually invisible to the naked eye. It is a favored tool for adventurers who need to move discreetly and avoid detection while exploring dangerous territories or stealthily infiltrating enemy strongholds.

However, true to the whimsical nature of the Whimsy Wunderkammer, the Chameleon Cloak has an unintended side effect. When worn, the cloak not only alters the wearer’s appearance but also changes their voice to mimic nearby sounds and accents. This unexpected twist often leads to amusing and sometimes comical situations, as the wearer may unintentionally impersonate others or produce amusing conversations with their constantly changing voice.

While the Chameleon Cloak is a valuable tool for stealth and surprise, the humorous results of its unintended side effect make it a beloved and cherished item within the workshop, contributing to the overall charm and whimsy of the Professor’s creations.

Specific Tier One Stats:

  • Camouflage: The Chameleon Cloak grants the wearer advantage on Stealth checks for hiding and remaining undetected.
  • Voice Mimicry: The wearer’s voice changes to mimic nearby sounds and accents, adding +2 to Deception checks to impersonate others.

Skills gained:

  • Stealth: +4 (for remaining hidden while wearing the cloak)
  • Deception: +2 (for using the cloak’s voice mimicry feature)

Cost: The Chameleon Cloak is considered a valuable and unique magical item due to its dual functionality of camouflage and voice mimicry. Its cost reflects its practical usefulness and entertaining twist. It can be sold at a moderate to high price, depending on the demand and rarity of magical items in the sales area of the world.

Size: The Chameleon Cloak is a one-size-fits-all garment that adjusts to the wearer’s dimensions.

Requirements: The Chameleon Cloak requires attunement to the wearer to activate its magical properties fully. Once attuned, the wearer can effortlessly harness its camouflage and voice mimicry abilities.

Tags: Camouflage and Concealment, Voice Mimicry, Enchanted Shapeshifting Garment, Stealthy Hijinks, Adaptive Camouflage, Color-Shifting, Auditory Mimicry, Attunement Required, Adjustable Size, Whimsical Magic, Unintended Effect, Stealth Enhancement, Impersonation Aid (Voice)

Selling and Usage: The Chameleon Cloak is highly sought-after by adventurers, spies, and rogues for its incredible camouflage properties, making it a valuable tool for those who thrive in stealth and subterfuge. It can be found in specialized magic item shops, renowned black markets, and prestigious magical academies where unique and innovative items are sold.

Collectors and magical enthusiasts also find the Chameleon Cloak intriguing and might seek to acquire it as a prized item for their collections. Due to its practicality and entertaining side effect, it is often sold at higher prices than more conventional magical cloaks.

The results of using the Chameleon Cloak vary depending on the wearer’s intentions and the situations they encounter. In a serious and perilous environment, the cloak’s camouflage ability provides a significant advantage, allowing the wearer to move undetected and gain the element of surprise.

In more light-hearted and social situations, the cloak’s voice mimicry can lead to entertaining and comical interactions. Accidental impersonations and conversations that cause confusion or hilarity are common occurrences. This unintended feature adds an element of amusement and charm to the wearer’s interactions with others, making the Chameleon Cloak not only a practical tool but also a source of joy and laughter within the Whimsy Wunderkammer.

Chronicle of the Colour-Shifting Mantle

It is told, though the words falter across the ages like echoes in a deep cave, of a certain artisan, a Maker of peculiar things. His place of working was not as other places. Not a smoky forge smelling of hot metal, nor a dusty room piled high with scrolls of stern knowledge. No, this place was called, in the old tongues, something like the Chamber of Whimsical Wonders, or perhaps the Curiosity-Cabinet Filled with Surprises. For this Maker, it is said his heart leaned not towards works of grim necessity or perfect, predictable function. He found more worth in the turning askew of expectation, in the cleverly hidden jest, in the sudden smile brought forth by an object behaving not quite as it should. His creations, therefore, were often strange, yet sometimes wonderful.

Now, in this Chamber of Wonders, the Maker worked one time upon a garment, a mantle or cloak meant to cover the shoulders and back. The cloth itself was a marvel, or perhaps he found it washed upon a shore after a magic storm. It shimmered always, never holding one colour true. Like oil upon water it flowed, from red to green, from the blue of deep sky to the yellow of desert sun, and other colours between that eyes cannot easily hold. It seemed alive with light.

The Maker observed this shifting cloth and a thought came to him, as thoughts do. “This fabric,” he spoke, or perhaps only thought loudly, “it desires not to be seen plainly. It wishes to hide. I shall aid it.” And so, with needle and thread – thread perhaps spun from spider silk and enchantments – he fashioned a wide mantle, simple in cut but wondrous in substance. He laid spells upon it, spells of seeing and un-seeing. The intent was thus: whosoever wore this mantle, the cloth would gaze upon the place around it – be it rough stone wall, or deep forest green, or the bright banners of a feast hall – and it would take that appearance onto itself. The wearer, standing still, would seem to vanish, becoming as the wall, or the tree, or the tapestry behind them. A powerful aid, he thought, for those who must move like shadows, for the scout, the spy, the person wishing fervently not to be noticed.

He worked his spells, his threads, his curious arts. The mantle was finished. He cast it upon his own shoulders to test the work. He stood before a wall of aged bricks, and indeed, the mantle shimmered, shifted, and became as the wall, pattern for pattern, colour for colour. He moved to stand before a great green plant in a pot, and the mantle flowed into shades of green, mimicking the very shape of the leaves upon its surface. The hiding-magic was strong. The Maker was pleased.

But the ways of magic are twisting streams, and sometimes a current flows where the digger did not intend. Or perhaps, the Maker, in his whimsical way, added a stitch of mischief deliberately. For the Colour-Shifting Mantle did indeed grant the boon of near-invisibility to the eye. Yet, it also worked a change upon the wearer’s voice. As the cloth copied the sights around, so too did it copy the sounds!

The Maker, testing still, opened his mouth to speak, perhaps to praise his own cleverness. But what came out was not his voice, but the exact sound of the bubbling pipe that rested nearby upon his workbench! He stepped closer to a cage where a small bird chirped. He spoke again, and his words came out as birdsong! He walked near a window overlooking the street, where a fishmonger loudly hawked his wares. The Maker tried to hum a tune, and the fishmonger’s cry, accent and all, boomed from his throat!

This discovery, this sound-copying magic, was not, the histories suggest, part of the first design. It was an error, a magical misstep. Yet, the Maker, seeing this, did not despair. He did not unravel the threads. Instead, it is told, he began to laugh. A deep, rolling laugh that shook the Wonder-Cabinet. The mantle that hid the body now made the voice a thing of open trickery! This unexpected flaw, this comical twist, delighted the Maker more, perhaps, than the intended magic. “It is complete!” he is said to have cried, though it sounded like the squeak of a rusty hinge near his door.

And so the Colour-Shifting Mantle journeyed into the world. Many sought it. Spies and rogues desired its power to blend with shadows. Adventurers exploring dangerous ruins wished to pass unseen by ancient guardians. Truly, the mantle served them well in this. Tales tell of guards looking straight at a wearer and seeing nothing but the wall behind. Of invisible intrusions into forbidden places.

Yet, always, there was the voice. The tales also tell of the troubles and comedies it caused. The skilled assassin, hidden perfectly in darkness, attempting to whisper a final threat, only to mimic the snoring of a nearby guard dog. The diplomat, needing to deliver a subtle warning, finding his voice has copied the boisterous singing of a drunkard in the next room. The scout, trying to signal his companions silently, instead lets out a perfect imitation of a croaking frog from the nearby pond.

Confusion, embarrassment, diplomatic incidents, ruined ambushes, but also moments of unexpected, hilarious levity in grim situations – these followed the Mantle as surely as its shifting colours. It became known not just as the Cloak of Hiding, but as the Cloak of Borrowed Sounds, the Jester’s Mantle. Its value was twofold: high price for its potent camouflage, and perhaps higher still for the strange, unpredictable humour woven into its very threads by the whimsical Maker of the Wonder-Cabinet. He made a tool for stealth, yet perhaps his truest intention was to remind the sneaky and the serious that the world, and magic, often contain laughter in unexpected places.

Moral of the story: Seek only to hide yourself, and you may find your voice reveals more than you intended, perhaps even the world’s sense of humor.

Suggested conversions to other systems:

Call of Cthulhu (7th Edition)

  • High-Level Overview: The Chameleon Cloak in a Call of Cthulhu setting is a highly unusual artifact, likely of non-human origin or imbued with potent, potentially unstable magic. Its camouflage ability is powerful for infiltration or evasion, but the uncontrolled voice mimicry introduces significant risk and social awkwardness, potentially even mimicking unsettling or Mythos-related sounds. Prolonged use could affect the wearer’s mental state.
  • Game Mechanics:
    • Item: Cloak of Shifting Hues and Voices
    • Description: A flowing cloak made of an unidentifiable, subtly iridescent fabric that seems to writhe with captured light. It feels disturbingly light. Requires conscious effort (a successful POW roll first time worn) to attune and activate its properties.
    • Visual Concealment: When activated, the cloak attempts to blend the wearer with their surroundings. Attempts by others to spot the wearer visually suffer two Penalty Dice, provided the wearer is moving slowly or is stationary in an environment with varied texture/light (e.g., woods, cluttered room, fog). This offers no benefit in brightly lit, uniform environments or during rapid movement. Grants one Bonus Die on Stealth skill rolls related to hiding visually.
    • Uncontrolled Vocal Mimicry: While the cloak is active, the wearer’s voice uncontrollably adopts the tone, accent, and sometimes the sounds of the immediate environment whenever they speak. This effect grants one Bonus Die to Deception rolls specifically when intentionally trying to mimic a voice just heard (requires Pushed INT roll for control), but imposes one Penalty Die on nearly all other uses of social skills like Charm, Fast Talk, Intimidate, or Persuade. If the wearer is near disturbing sounds (e.g., unsettling machinery, animal distress, Mythos chanting), the mimicry reflects this, potentially requiring Sanity rolls (0/1d2) for listeners and possibly the wearer on a Fumble.
    • Psychic Strain: Wearing the activated cloak for more than one consecutive hour causes mental fatigue. The wearer suffers one Penalty Die on all INT and POW rolls until they remove the cloak and rest for at least an hour. Continuous use for over 8 hours might require a Sanity roll (0/1).
  • Cost/Availability: Extremely Rare artifact. Likely found, not purchased. Its origins would be a major point of investigation.

Blades in the Dark

  • High-Level Overview: This cloak is a piece of volatile but potent gear, perfect for Duskvol’s shadowy dealings. It could be a Sparkwright invention using light-bending fields, a Dimmer Sister creation woven with shadow-stuff and echoes, or an artifact recovered from a pre-Cataclysm ruin. The camouflage is highly useful for stealth, while the voice mimicry adds a layer of unpredictable chaos, fitting the game’s tone.
  • Item Profile:
    • Name: Ghost-Echo Cloak
    • Qualities: Fine, Shifting Fabric, Concealing, Unstable Mimicry, Volatile.
    • Tier: III or IV (Represents its power and origin)
    • Load: 1
    • Description: A cloak of dark, shimmering material that seems to absorb and refract light strangely. Patterns swirl across its surface. Faint whispers sometimes seem to cling to it.
  • Game Mechanics:
    • Enhanced Stealth: When you use Prowl to avoid detection while wearing this cloak, gain +1d to your roll. If you remain perfectly still in shadows or complex environments, the GM might grant you improved Position or Effect against visual detection.
    • Voice of the Environment: While wearing the cloak, your voice constantly shifts, mimicking nearby sounds – dripping water, creaking boards, other voices, spectral whispers. You cannot easily control this. If you attempt a social action (Consort, Command, Sway), the mimicry likely interferes, resulting in Reduced Effect or a Complication on any roll less than a critical success. However, you can Push Yourself or accept a Devil’s Bargain when making a Deception roll to specifically imitate a voice or sound heard immediately prior, gaining +1d or +1 Effect for that attempt. Unintended mimicry that reveals your presence or causes a major social failure might inflict 1 or 2 Stress.
    • Attunement/Quirk: May require spending Coin or making an Attune roll during downtime to maintain its stability or replenish its energy. Might have a quirk like occasionally mimicking the voices of nearby ghosts, visible only to those with arcane senses.

Dungeons & Dragons (5th Edition)

  • High-Level Overview: This item combines the standard magical cloak function of aiding Stealth with a unique, flavorful, and potentially disruptive voice mimicry effect. It fits well as a Rare wondrous item requiring attunement. The whimsical nature makes it suitable for specific campaign tones or fey origins. The mechanics are adjusted to use 5e’s advantage/disadvantage system primarily.
  • Stat Block and Mechanics:
    • Chameleon Cloak Wondrous item, rare (requires attunement) The fabric of this cloak shimmers with faint, shifting colors. While wearing this cloak, you can activate or deactivate its magical properties as a bonus action.
    • Adaptive Camouflage: While the cloak’s magic is active, its surface subtly changes color and texture to match your surroundings. You have advantage on Dexterity (Stealth) checks made to hide or move without being seen.
    • Unintended Voice Mimicry: While the cloak’s magic is active, your voice constantly shifts to mimic nearby sounds, including the accents and tones of voices you have heard within the last minute. While this effect is active, you have disadvantage on Charisma (Persuasion) checks and Charisma (Intimidation) checks. However, you have advantage on Charisma (Deception) checks made specifically to impersonate the voice of a creature or a specific sound you heard within the last minute.
  • Value: Falls within the standard range for Rare items (501 – 5,000 gp).

Knave (Assumed 2nd Edition Context)

  • High-Level Overview: In Knave, the cloak offers a straightforward Stealth bonus via Advantage. The voice mimicry effect is simplified, likely involving a random element or a situational bonus/penalty. It occupies an inventory slot and requires attunement, representing a significant character choice. Its whimsical nature might be represented by the unpredictable voice effect.
  • Item Description and Mechanics:
    • Item: Cloak of Shifting Hues
    • Slots: 1
    • Description: A well-made cloak woven from shimmering fabric that subtly changes color. Requires attunement (the wearer must spend a full day getting used to it, during which its effects are uncontrolled; afterwards, it functions as described). One size fits most humanoids.
    • Camouflage: Grants Advantage (+1d20, take highest) on Dexterity saves/checks related to hiding or moving silently.
    • Mimic’s Voice: While attuned and wearing the cloak, the wearer’s voice shifts unpredictably. When speaking:
      • Roll 1d6: On a 1-3, the voice mimics a random nearby sound (animal, environment, object noise), imposing Disadvantage (-1d20, drop highest) on related social interaction checks (e.g., persuasion, command).
      • On a 4-6, the voice mimics the tone and accent of the last creature heard speaking nearby. The character can attempt to use this for impersonation, gaining Advantage on relevant Charisma checks, but might otherwise cause confusion (referee ruling on effects).
  • Value: Approx. 700 gp (Valuable due to stealth bonus, slightly offset by unpredictable voice).

Fate (Core/Condensed)

  • High-Level Overview: In Fate, the Chameleon Cloak excels as a source of narrative Aspects and permissions. Its camouflage ability directly influences Stealth actions, while the unpredictable voice mimicry provides rich opportunities for compelling Aspects, creating advantages through confusion, or justifying unusual Stunts. Its whimsical origin could also be reflected in how its Aspects are compelled or invoked.
  • Representation and Mechanics:
    • As Aspects:
      • Character Aspect: Cloaked in Shifting Colours and Sounds or Whimsy’s Camouflage. This defines the character’s connection to the item and its core duality.
      • Situation Aspect (when used effectively/problematically): Lost in the Background (after successful Stealth), Voice of Utter Confusion (after mimicry causes chaos), Mimic’s Misstep (after mimicry reveals presence or insults someone).
      • Invoking Aspects: Spend a Fate Point for +2/reroll on Stealth actions (related to hiding/sneaking) by invoking a relevant Aspect. Spend a Fate Point on Deceive or Provoke actions when deliberately using the voice mimicry to confuse, mislead, or impersonate a recently heard sound/voice. Invoking its whimsical nature might justify slightly absurd plans working.
      • Compelling Aspects: The GM offers a Fate Point to introduce complications: “Because you rely on Whimsy’s Camouflage, you forget your voice isn’t your own and accidentally mimic the guard’s whistling, alerting him.” or “Your attempt to negotiate is undermined when your Cloaked in Shifting Colours and Sounds Aspect makes you sound exactly like the barking dog outside, derailing the conversation.”
    • As Stunts:
      • Environmental Meld: Requires a cloak-related Aspect. When you use Stealth to Create an Advantage representing blending perfectly into your immediate surroundings, you gain an additional free invocation on success.
      • Chaotic Conversation: Requires a cloak-related Aspect. Twice per session, you can choose to embrace the voice mimicry when interacting socially. Roll +0; on a tie or success, you create a Situation Aspect reflecting the resulting chaos (e.g., Baffled Silence, Comedic Misunderstanding) with one free invocation for yourself. On a failure, the GM introduces a complication or Situation Aspect favoring your opposition.

Numenera / Cypher System

  • High-Level Overview: This cloak is an Artifact, likely utilizing light-bending materials or fields for camouflage and sonic manipulation technology for the voice effect. Its “whimsy” might be a result of degradation, cross-wired systems from a prior-world function, or simply an alien aesthetic/purpose not fully grasped in the Ninth World. It offers practical stealth benefits coupled with a potentially problematic but occasionally useful voice effect.
  • Artifact Profile:
    • Name: Shifting Visage Cloak
    • Level: 6 (Moderately complex numenera, somewhat difficult to repair/understand fully)
    • Form: A lightweight cloak composed of flexible, subtly shimmering panels that adapt to the wearer’s size. Faint warmth emanates from it.
    • Effect: Provides adaptive camouflage and alters vocalizations when activated (often a conscious mental command or can be set to activate automatically in response to perceived threats, GM determines).
      • Visual Distortion Field: Tasks to visually perceive the wearer while the cloak is active and they are attempting to be stealthy (e.g., moving slowly, hiding) are hindered by two steps. Rapid movement or stark environments reduce this effect (hindered by one step or not at all).
      • Ambient Sound Mimicry: While active, the wearer’s voice is modulated to closely resemble ambient sounds or voices detected by the cloak within immediate range. This provides an asset on tasks specifically attempting to mimic a sound or voice heard within the last few moments. However, it hinders by two steps most other tasks requiring clear vocal communication (persuasion, intimidation, coordination) due to the uncontrollable and often inappropriate mimicry.
  • Depletion: 1 on d10 (Check after 1 hour of continuous use OR when the voice mimicry results in a GM Intrusion). If depleted, both effects cease until the cloak recharges (perhaps passively after 28 hours) or is repaired (requiring level 6 parts and an Intellect-based repair task, difficulty 6).
  • Quirk: Occasionally mimics sounds that aren’t physically present, possibly echoes from the past or psychic impressions.

Pathfinder (2nd Edition)

  • High-Level Overview: This magical cloak provides solid bonuses to Stealth, making it desirable for sneaky characters. The voice mimicry adds a unique, slightly chaotic element, represented by bonuses to specific Deception uses but penalties elsewhere, and potentially causing confusion. Its power level suggests Uncommon or Rare, depending on the strength of the bonuses. Attunement is standard for such items.
  • Item Stat Block:
    • CHAMELEON CLOAK ITEM 7 UNCOMMON, ILLUSION, MAGICAL, INVESTED Price 360 gp Usage worn cloak; Bulk L Woven from threads that shimmer and shift through countless hues, this cloak grants adaptive camouflage and affects your voice when invested. You can Activate or Deactivate these properties as a single action (concentrate).
    • Adaptive Camouflage: While the cloak is activated, you gain a +1 item bonus to Stealth checks. Additionally, the cloak’s shifting surface grants you a +1 circumstance bonus to your AC against readied attacks that required the enemy to see you.
    • Unstable Voice: While the cloak is activated, your voice uncontrollably mimics nearby sounds and voices. You gain a +2 item bonus to Deception checks to Impersonate a specific voice heard within the last minute. However, you take a -2 item penalty to Diplomacy checks. Furthermore, on a critical failure when attempting to Deceive, Lie, Request, or Coerce using speech, the target must succeed at a DC 20 Will save or become confused for 1 round by the bizarre mimicry.
  • Craft Requirements Must be expert in Crafting. Material cost 180 gp.

Savage Worlds (Adventure Edition – SWADE)

  • High-Level Overview: The Chameleon Cloak is valuable magical Gear providing a solid Stealth boost. The voice mimicry is a significant quirk, imposing narrative challenges and potential social penalties but offering a niche benefit for impersonation or creating chaos. Its cost and rarity reflect the potent stealth advantage balanced against the voice drawback.
  • Representation and Mechanics:
    • Gear: Cloak of Mimicry
    • Description: A cloak made of shimmering, iridescent fabric that seems to subtly shift colors. Feels lightweight. Requires attunement (wearer benefits after wearing it for about an hour).
    • Camouflage: Grants a +2 bonus to Stealth rolls when attempting to hide or move undetected visually. This bonus is negated if moving quickly or in completely uniform surroundings.
    • Borrowed Voice: While worn, the wearer’s voice constantly mimics ambient sounds or recent voices whenever they speak. This generally imposes a -2 penalty on social Trait rolls like Persuasion, Intimidation, and Performance (unless performing mimicry). However, if specifically attempting to mimic a voice or sound heard in the immediate past, the character may make a Deception or Performance roll; success indicates passable mimicry for a short duration, a raise indicates uncanny accuracy. Failure results in a nonsensical or comically wrong sound.
    • Whimsical Quirk: Once per session, when the voice mimicry causes a particularly amusing or chaotic situation (GM’s call), the wearer may immediately draw one additional Benny.
    • Weight: 4 lbs
    • Cost: $2,000
    • Rarity: Rare (+2)
  • Notes: Does not stack with invisibility powers but complements mundane stealth techniques.

Shadowrun (6th World / 6e)

  • High-Level Overview: This cloak blends advanced technology with potentially unstable features, fitting Shadowrun’s mix of high-tech and unpredictable elements. It’s likely either cutting-edge corporate espionage gear utilizing metamaterials and audio sampling, or a magical focus imbued with illusion and chaotic magic. Useful for physical infiltration, but the voice mimicry makes social stealth or clear communication difficult.
  • Representation and Mechanics:
    • Option 1: Tech Cloak
      • Gear: MimicWeave Concealment Cloak
      • Availability: 12R
      • Cost: 9,000 Nuyen
      • Description: A lightweight cloak utilizing adaptive optical metamaterials and integrated audio processors powered by a standard clip. One size fits most. Can be activated/deactivated as a Simple Action.
      • Adaptive Camouflage: Provides Edge Boost (1 Edge) on Agility + Stealth tests for visual concealment when stationary or moving slowly. Does not defeat specialized sensors like thermal or ultrasound without upgrades.
      • Audio Mimicry System: While active, attempts to sample and replicate nearby sounds through the wearer’s vocalizations. Grants Edge Boost (1 Edge) on Charisma + Performance tests specifically to imitate a sound or voice heard immediately prior. Imposes a -3 dice pool penalty on other Charisma-based social tests (Negotiation, Con, Etiquette) due to uncontrolled mimicry. The audio system can be deactivated separately via wireless command (Simple Action) without disabling camouflage.
    • Option 2: Magical Cloak
      • Gear: Mantle of the Motley Voice (Illusion Sustaining Focus, Force 4)
      • Availability: 14F
      • Cost: 24,000 Nuyen (plus bonding)
      • Description: A shimmering cloak woven with magically reactive threads, attuned to illusionary magic. Requires bonding.
      • Effect: Sustains an Illusion spell cast by the wearer on themself (e.g., Physical Mask, Invisibility, Trid Phantasm visual component only) up to Force 4 without penalty. Grants Edge Boost (1 Edge) on Agility + Stealth tests while sustaining a visual illusion via the focus. Quirk: While sustaining, the wearer’s voice uncontrollably mimics nearby sounds (functions similarly to the tech version’s social penalties/bonuses).

Starfinder

  • High-Level Overview: In Starfinder, the Chameleon Cloak is likely a piece of advanced technological gear employing active camouflage fields and sophisticated audio manipulation. It could be standard issue for certain infiltration units, alien technology with quirky features, or experimental tech. Useful for Operatives and other stealth-focused characters, offering significant visual concealment balanced by the vocal unpredictability.
  • Representation and Mechanics:
    • Technological Item: Adaptive Camouflage Cloak (ACC)
    • Level: 7; Price: 7,000 credits; Bulk: L
    • Capacity: 40; Usage: 4/hour
    • Description: This cloak uses nano-projectors woven into the fabric to display patterns mimicking the surroundings. Integrated audio sensors and vocal synthesizers cause the mimicry effect. Requires activation (move action).
    • Visual Blending: While active, grants a +3 circumstance bonus on Stealth checks. This bonus is reduced to +1 if the wearer moved more than half speed during their last turn. Does not affect non-visual sensors.
    • Vocal Instability: While active, the wearer’s voice modulation attempts to blend with ambient sounds or replicate nearby speech patterns. Grants a +3 circumstance bonus on Bluff checks made to impersonate a specific voice or sound recently heard. Imposes a -3 penalty on Diplomacy and Intimidate checks. A character can attempt an Engineering check (DC 25) as a standard action to recalibrate the vocalizer, suppressing the mimicry for 10 minutes (this does not disable the visual camouflage).
    • Upgrade Slot: 1 (e.g., for adding basic thermal dampening, integrated comm unit).

Traveller (Mongoose 2e)

  • High-Level Overview: This cloak represents sophisticated personal concealment technology, likely TL 13+, possibly military or intelligence agency issue, or found on the black market. It uses advanced materials or fields for visual camouflage and incorporates audio sampling/modulation tech, perhaps with known bugs or ‘features’ like the voice mimicry. Essential for espionage, but the vocal aspect is a significant drawback for social infiltration.
  • Representation and Mechanics:
    • Personal Gear: ‘Chameleon’ ACC Suit Liner (TL-13)
    • Tech Level: 13
    • Weight: 1 kg
    • Cost: Cr 90,000
    • Power: 2/hour (Standard power pack)
    • Description: A thin, wearable liner cloak using active camouflage cells and integrated audio processing. Designed to be worn under other clothing or light armor if needed.
    • Adaptive Visual Concealment: Grants DM+3 on Stealth checks against visual detection when stationary or moving cautiously (half pace). Reduced to DM+1 if moving at normal pace. Does not affect non-visual sensors by default.
    • Audio Modulation Quirk: While active, built-in processors attempt to mask the user’s voice by sampling and mimicking nearby sounds or speech patterns. Provides DM+2 on Deception checks specifically to imitate a recently heard voice/sound. Imposes DM-3 on other speech-based social checks (Persuade, Diplomat, Interrogate, Intimidate). Can be deactivated (Electronics (comms) check, Average difficulty, 1 minute) but usually requires reactivating the entire concealment system.
    • Legality: Typically Restricted or Illegal (Intelligence/Military tech).

Warhammer Fantasy Roleplay (4th Edition)

  • High-Level Overview: (Assuming WFRP 4e) This magical cloak is likely infused with the Wind of Ulgu (Shadow) or perhaps Aqshy (for shimmering light effects) or Ghur (for animal mimicry aspects), possibly originating from the Grey College, Wood Elf weavers, or even trickster spirits/fey. The voice mimicry is a potent magical quirk, making it unpredictable despite its excellent camouflage. Prized by spies, scouts, and those who appreciate chaotic magic.
  • Representation and Mechanics:
    • Item: Cloak of Whispering Hues
    • Encumbrance: 60 (Enchanted lightness)
    • Price: 500+ GC
    • Availability: Exotic
    • Description: A flowing cloak woven from threads that constantly shimmer and subtly shift colour, seeming to blur the wearer’s outline. Requires attunement (wearing it for a day and succeeding on a Challenging (+0) Cool Test to master the basics).
    • Shadowed Form: While worn and attuned, provides +2 SL bonus on Stealth Tests related to visual concealment. Additionally, ranged attacks targeting the wearer suffer a -10 penalty due to the shifting form.
    • Unstable Voice: While worn and attuned, the wearer’s voice is magically altered whenever they speak, mimicking nearby sounds (animals, environment) or the voices/accents of people nearby. This grants +2 SL bonus on relevant Tests (Entertain (Mimicry), Deceive) when deliberately attempting to mimic a specific recent sound/voice. However, it imposes a -2 SL penalty on most other social Tests (Charm, Intimidate, Leadership, Gossip, etc.). On any failed social test involving speech, the GM may introduce a Complication related to an inappropriate or revealing sound being mimicked.
    • Control Attempt: Once per hour, the wearer may attempt to speak in their normal voice by making a Difficult (–10) Willpower Test. Success allows normal speech for about a minute. Failure results in continued mimicry, possibly louder or more chaotic.