There was another thread a bit like this recently. Here's what was submitted to it:
Sealskin Selkie Robe
Hexenwulfen-style IoP, it allows the owner to transform into a seal.
Appearance: a long, floor length fur robe, with the hood being the head of a seal.
It Is What It Is: This is a fur robe, made from the complete skin of an adult harbor seal. Watch out for PETA.
Item of Power: Seal-Fur Robe, [+2] affecting:
Echoes of the Beast [-1] +1 hearing, see in the dark, talk to sea life.
Beast Change [-1]
Human Form [+1]
Aquatic [-1]
Demonic Co-Pilot: [-1] The Co-pilot is an animal spirit, not a demon of rage or hunger. However, it creates a link to the wearer; if another possess the robe, it functions as a potent material link to her, as strong as her True Name and thus can be used to bind her. Loaning the robe to someone else bonds the spirit to them.
Total refresh cost: -1.
Ring of Anubis
A ring of black obsidian set in the shape of an open eye
The wearer of the ring carries the Mark of Anubis and has his power over things dead
Grants [+2]
[-1] Ghost-Speaker
[-1] Marked by Power
[-1] Refinement (Ectomancy Control +1, Ectomancy Power +1)
(total cost -1)
Tin Foil Helmet
+2 Discount
-8 Physical Immunity: Mind control magic
+5 Catch: Only protects against magic or powers that would affect the mind or emotions.
-1 = Total cost
Christ's Bloodwhip [-3]
The whip used to torture Christ on the cross. The blood of the White God's son has soaked into it and imbued it with the power of holy pain.
+2 discount
-1 Holy
-1 Incite Emotion (Pain)
-1 Lasting Emotion
-1 Potent Emotion
-1 It's A Whip (Use Weapons for Incite Emotion)
The Shifting Destiny
The Shifting Destiny is an ancient artifact that takes the form the most suits the wielder, even if the wielder doesn't know it suits them. The only thing that remains constant throughout the many incarnations of the artifact is that somewhere on the artifact is a triangle. Those that know of item or seek to take it often refer to it as "The Destiny" or "The Gift". Those that come to wield artifact often give it a nickname that symbolizes it's current incarnation.
Unbreakable
Modular Item; As Modular Abilities without the -2 surcharge, this item takes the form the most suits the wielder the first time they touch the item and the item shape may never be changed thereafter. The form The Shifting Destiny takes could be anything: a bow, shield, or even a pen. Once the form is changed, it remains locked until it has a new wielder. The abilities of The Shifting Destiny can grow and evolve for the wielder.
The Price of Change; The Shifting Destiny only changes when it is “rightfully acquired,” traditionally this means when it is given to a new wielder or taken from a deceased wielder (taking it from a living wielder by thievery or force will not change the artifact until the current wielder is dead). Temporarily loaning The Shifting Destiny does not change the item, but all subsequent rolls made with the The Shifting Destiny by the loan-ee are at -1 as the item’s current form is not meant for them.
Affecting the following for Nicholas:
It’s a Sword; For Nicholas, The Shifting Destiny takes the form of perfectly made Weapon:3 longsword.
True Aim
Flaming; as Holy, except with Fire.
Flare; as Breath Weapon (Fire). Note: The attack comes from the sword, not from Nicholas.
Nova Flare; Flare is now Weapon:4
One Time Discount: +2
Total Cost: -3
Mjolnir
"The Bigger They Are...": as All Creatures Equal Before a God with a Hammer
It's a BIG Hammer: Weapon:3, reasoning is that it was intended to be a two handed weapon.
The Weight of Responsibility: as Divine Purpose. When not being properly wielded, Mjolnir becomes an unwieldy weight.
True Aim
Unbreakable
Never Far From Reach: Mjolnir can be thrown as a weapon up to 2 zones away (instead of the standard 1). Upon striking or missing, it returns to its owner's hand on the following exchange. This ability only works when the hammer is thrown. If the hammer caught, stuck, or taken from the bearer the hammer will not magically return.
One Time Discount: +2 (It's awkward to hide, thus fairly easy to detect)
Total Cost: -3 (including +2)
Megingjoro
It's a Belt: Megingjoro takes the form of a wolf-hide belt.
Thunder's Strength: grants Inhuman Strength.
Note 1: The bearer loses access to Inhuman Strength when not in physical contact with Megingjoro.
Note 2: If the bearer already possess a Strength power, increase it one step (e.g. Inhuman to Supernatural or Supernatural to Mythic).
Note 3: Those with Mythic Strength can Lift an object as if it were 2 shifts lighter and gain an additional +1 bonus to Breaking.
Unbreakable
Note: Megingjoro is not required to wield Mjolnir
Total Cost: -1
Jarngreipr
It's a Gauntlet: Jarngreipr is a single gauntlet.
Physical Immunity (Electricity)
The Catch (Not Electricity)
Note: The bearer loses access to Physical Immunity (Electricity) when not in physical contact with Jarngreipr.
Unbreakable
Note: Jarngreipr is not required to wield Mjolnir
Total Cost: -2
Armageddon Sign
-0 Cassandra's Tears
-4 supernatural toughness (mainly used to protect from elements and exhaustion): Catch: only works while wielder is hollering
+3 item of power rebate
-1 total cost
0: it is what is is: this object consists of two large wooden boards, attached by two ropes, and must be worn over the shoulders to work. The boards are painted with appropriate doomsday signs. Due to the supernatural toughness, the user suffers no real ill effect from shouting at the top of his lungs for hours at near-zero temperatures.
Note: when worn with tinfoil hat, only one item of power rebate applies.
[-2] Vitamin W
A combat drug that causes the body of the user to create a number of chemicals. These chemicals are useful, but likely to harm the user.
[+1] Rebate
[+1] Side Effects (Treat as Feeding Dependency, but use Endurance and the physical stress track)
[-1] Synthetic Adrenaline (Treat as Demonic Co-Pilot, but use Endurance and the physical stress track)
[-1] Addictive Saliva
[-2] Venomous Sweat (Like Venomous Claws, but without the claws)
[-1] Crown Of The Iron Spires
An ornate iron crown that grants rulership of the Iron Spires, which is a region of the Nevernever.
[+2] Rebate
[-1] Demense
[-1] Improved Demense (Attacks with Demense power are weapon 2)
[-2] Swift Transition (From anywhere to the Iron Spires, and then back where you came from)
[+1] No Mortal Home (It sends you to the Iron Spires if you fall unconcious)
[-2] Temporal Accelerator
A small gadget that slows down time around the user.
[+1] Rebate
[-2] Inhuman Speed
[-2] Inhuman Recovery
[+1] The Catch (No total recovery, just faster healing)
Please keep in mind that this content was created by numerous authors who may disagree with each other or with you over formatting and rules.