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here.This list assumes Holy costs 1 and All Creatures Are Equal Before God costs 3.
THE LAMP OF DIOGENES [-3]Description: A small clay oil lamp. The great philosopher Diogenes carried it during the day in his constant search for an honest man. Whether he gave it its powers or simply used them is an open question.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Conviction, Discipline, Empathy
Effects:[-0]
Purpose. The Lamp of Diogenes was created to aid in the search for a truly honest person. Its magical powers will not function if its owner abandons that search or is themself dishonest.
[-0]
It Is What It Is. The Lamp of Diogenes is a lamp. If you light it, you get light.
[-0]
Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual predicated upon perverting its purpose.
[+1]
One-Time Discount. The Lamp of Diogenes is small and easily concealed.
[-1]
Soulgaze. The Lamp of Diogenes grants insight into the natures of men.
[-2]
Enhanced Soulgaze. The Lamp of Diogenes makes its owner better able to withstand the results of a Soulgaze. What's more, it increases the impact of seeing its owner's soul greatly. Add two to your Conviction skill and two to your Discipline skill when using those skills in a Soulgaze.
[-1]
Searching For An Honest Man. The Lamp of Diogenes makes people's emotions obvious so as to aid its owner's search for an honest man. Add two to your Empathy skill when using it to read people.
THE GALLOWS EYE [-3]Description: A carved wooden false eye, worn smooth, with a twisted grain running throughout. This eye was carved from a used gallows tree, upon which a character's trusted captain had been hung. Now, that character wears the eye as a macabre memorial... and to make use of the spirit-sight it grants.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Lore, Discipline, Investigation
Effects:[-0]
It Is What It Is. A false eye. Thus, in order to make use of the Gallows Eye, a character must lose an eye and place the Gallows Eye in its stead. The eye does not grant standard binocular vision - it is, after all, a false eye - and thus the Aspect associated with this Item will be compelled quite often for situations requiring depth perception.
[-0]
Unbreakable. The Gallows Eye cannot be destroyed save by the use of a necromantic ritual similar to a ghost-binding or the Darkhallow.
[+1]
One-Time Discount. The Gallows Eye is easily concealed. Just keep it closed.
[-1]
Ghost Speaker. The Gallows Eye brings the user close to the world of the dead, allowing him to see and interact with ghosts.
[-1]
The Sight. Although The Gallows Eye doesn't work like a normal eye, you can see through it. The metaphorical images seen by the user when doing so will tend towards the deathly.
[-1]
Spirit Sensitivity. The Gallows Eye makes it easier to see the spooky side of the world. Add two to your Lore skill when using it as a substitute for Alertness or Investigation on top of the bonus from The Sight.
[-1]
Psychometry. If you stare at something through The Gallows Eye, you might see more than you want to.
THE SWORD OF THE REVOLUTION [-4]Description: The sword wielded by George Washington during the American Revolution has been instilled with the power of freedom and the American Dream.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Weapons
Effects:[-0]
Purpose. The Sword of the Revolution may only be wielded in support of the cause of freedom. If the wielder deprives another of free will or acts to deny the fundamental equality of all beings, then the sword will immediately fall out of the wielder's hand.
[-0]
It Is What It Is. A very well made hangar-type sword. Weapon 3.
[-0]
Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual predicated upon perverting its purpose.
[+2]
One-Time Discount. The Sword of the Revolution is not easy to conceal, because it's a full-sized sword.
[-2]
Let Freedom Ring. The wielder may draw the sword from its sheath to create a sound like a ringing bell clearly and audibly in an area including its current zone and all adjacent zones. The radius may be doubled for each point of mental stress the wielder takes when drawing the sword. Those within the affected area are protected from mind-clouding supernatural effects by a block based on an Intimidation roll made by the wielder. This same roll is used as a maneuver against any non-corporeal entities to startle them and drive them off.
[-1]
True Aim. When swung in keeping with its purpose, the Sword of the Revolution grants a +1 bonus to the wielder’s Weapons skill.
[-3]
All Creatures Are Created Equal. When facing an opponent, the wielder may spend a fate point to ignore that opponent’s defensive abilities (Toughness based ones, primarily), as well as any mundane armor the foe has, for the duration of the scene. In essence, the Sword of the Revolution may take the place of whatever it is that a creature has a weakness to (whatever “the Catch” is on their Toughness powers), on demand, so long as the wielder can spend that fate point - particularly handy when facing ultra-tough Denarians or true dragons. Whatever abilities a creature may have, the job of the Sword of the Revolution is creating a mostly even playing field – or something very much like it – between mortal and monster.
CLOAK OF MIDWINTER NIGHT [-2]Description: A magical cloak woven by Mother Winter. It grants a miniscule fraction of her limitless power to its wearer.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Athletics, Endurance, Discipline, Deceit
Effects:[-0]
Purpose. The Cloak was made to serve the cause of Winter. It will not function except for those who are loyal to the Unseelie Court.
[-0]
It Is What It Is. As named, it is a heavy, floor length cloak woven of a thread so deep blue as to be practically identical to the night sky. When worn by its owner under the stars, they are reflected in its threads as if it was a mirror. The interior is lined with pure white fur from what seems to be a polar bear, which never stains.
[-0]
Unbreakable. The Cloak cannot be destroyed except through a ritual dedicating it to Summer in the presence of the Summer wellspring or the will of its weaver Mother Winter.
[+2]
One-Time Discount. The Cloak is rather obvious, partly because of its resemblance to the night sky.
[-2]
Faerie Glamours. The wearer of the cloak may use the Glamours power. Of note, when the power of Winter or any other true magic is used, any Seemings will vanish, revealing the cloak and wearer for what they are, and cannot be reapplied for the remainder of the scene, though veils made with this power will still work.
[-2]
Winter's Blessing. The fabric of Mother Winter provides protection exceeding that of mundane steel. The owner of the cloak is granted Inhuman Toughness.
[+1]
The Catch (Seelie Magic). The power of Summer burns away that of Winter, penentrating the Cloak's protection.
[-1]
Flight. The owner of the cloak is granted the Wings power, as the cloak billows out and transforms into 30-foot wide wings that are white on top and black below. This may not be disguised by a Seeming, though the wearer may still be Veiled.
SEALSKIN SELKIE ROBE [-1]Description: The Sealskin Selkie Robe is an Item Of Power very similar to those used by hexenwolves. However, it transforms you into a seal instead of a wolf.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Alertness, Investigation, Athletics, Discipline, Others
Effects:[-0]
It Is What It Is. This is a fur robe, made from the complete skin of an adult harbor seal. Watch out for PETA.
[-0]
Unbreakable. As an Item of Power, this item cannot be broken except with certain powerful magical rituals.
[+2]
One-Time Discount. The Sealskin Selkie Robe is the skin of an actual seal. Very conspicous.
[-1]
Echoes of the Beast. The Sealskin Selkie Robe gives its wearer access to some of the natural abilities of a seal. It gives a +1 bonus to hearing-based skill checks, allows the user to see in the dark, and allows rudimentary communication with aquatic life.
[-1]
Beast Change. As aforementioned, the Sealskin Selkie Robe lets you turn into a seal.
[+1]
Human Form. When the wearer is in seal form, the robe also grants access to the following powers:
[-1]
Aquatic. Seals can't actually breathe underwater, but they might as well be able to.
[-1]
Demonic Co-Pilot. 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.
THE RING OF ANUBIS [-1]Description: 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.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Social and perception skills.
Effects:[-0]
Purpose. This ring was made to serve Anubis. It provides no magical benefit unless its user does exactly that.
[-0]
It Is What It Is. It's a ring. No real practical applications.
[-0]
Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual predicated upon perverting its purpose.
[+1]
One-Time Discount. A small ring like this one is easily concealed.
[-1]
Ghost Speaker. The Emissary of Anubis holds dominion over dead things.
[-1]
Marked By Power (Anubis). This ring makes it clear that the wearer is a servant of the god Anubis.
TINFOIL HAT [-1]Description: A hat made out of shiny tinfoil. The perfect thing to keep out government mind-control beams.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Discipline, Conviction
Effects:[-0]
Purpose. This item was built to protect people from dangers that don't exist. It will not function for anyone who isn't truly paranoid.
[-0]
It Is What It Is. It's a hat made out of tinfoil. It's shiny and it makes you look like a loon.
[-0]
Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual predicated upon perverting its purpose.
[+2]
One-Time Discount. The Tinfoil Hat is shiny and very obvious.
[-8]
Mental Immunity. No form of magical mind control can penetrate the Tinfoil Hat.
[+5]
The Catch (Only against mind control magic). But other mental attacks ignore it completely.
CRUCIFIXION WHIP [-3]Description: An ancient Roman flagrum. In other words, a heavy leather whip weighted with small balls of lead. It was used to whip Jesus Christ before his execution, and as a result it has acquired a great deal of magical power.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Weapons
Effects:[-0]
Purpose. The Crucifixion Whip's powers come from the White God. It is only magical when used by a Christian. The bearer doesn't have to live up to any moral standard, though: this item was once used by the Spanish Inquisition.
[-0]
It Is What It Is. It's a heavy whip. Weapon 1 when the Touch Of Agony power is not in use.
[-0]
Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual predicated upon perverting its purpose.
[+2]
One-Time Discount. Whips are conspicous things.
[-1]
Holy. As one might expect from an item that draws its power from the blood of Christ, the Crucifixion Whip is holy. Its touch is like that of holy water.
[-4]
Touch Of Agony. This item is an instrument of torture, and its powers reflect that. Anyone struck by the whip suffers intense agony, like that suffered by Jesus on the cross. The Crucifixion Whip is weapon 4, is wielded with Weapons, and attacks the mental stress track. It may also be used to make Weapons maneuvers based around the infliction of pain at a +2 bonus.
MJOLNIR [-3]Description: Thor's hammer. Enough said.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Weapons
Effects:[-0]
Purpose. If the wielder is not worthy, Mjolnir becomes too heavy to lift.
[-0]
It Is What It Is. A weapon 3 hammer.
[-0]
Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual predicated upon perverting its purpose.
[+2]
One-Time Discount. It's a big hammer. Not easy to hide.
[-1]
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.
[-1]
True Aim. Mjolnir is a superlative weapon. So long as its bearer is worthy, it provides a +1 bonus to all Weapons rolls.
[-3]
The Bigger They Come... Even the World Serpent must fear the impact of Mjolnir. When facing an opponent, the wielder may spend a fate point to ignore all of that opponent's defensive powers and mundane armour for a scene.
MEGINGJORO [-1]Description: Thor's wolf-hide belt. Doubles its wearer's strength.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Might, Fists, Weapons
Effects:[-0]
It Is What It Is. It's a belt. Pretty stylish.
[-0]
Unbreakable. As an Item of Power, this item cannot be broken except with certain powerful magical rituals.
[+1]
One-Time Discount. A belt isn't exactly hard to hide.
[-2]
Twofold Strength. Megingjoro increases its wearer's strength. As long as the wearer maintains physical contact with Megingjoro, increase that wearer's strength by one step. (Normal strength becomes Inhuman, Inhuman becomes Supernatural, etc.)
JARNGREIPR [-2]Description: Jarngreipr is an iron gauntlet, originally worn by Thor. It provides protection from lightning.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Effects: [-0]
It Is What It Is. It's an iron gauntlet. Weapon 1 with Fists, and good justification for unarmed parries.
[-0]
Unbreakable. As an Item of Power, this item cannot be broken except with certain powerful magical rituals.
[+1]
One-Time Discount. It's not hard to hide a glove.
[-8]
Physical Immunity. The owner of Jarngreipr is immune to electricity as long as he remains in physical contact with the gauntlet.
[+5]
The Catch (Not Electricity). The gauntlet's protection is rather narrowly focused.
ARMAGEDDON SIGN [-1]Description: 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 magical powers of the sign, the user suffers no real ill effect from shouting at the top of his lungs for hours at near-zero temperatures.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Effects:[-0]
Purpose. This object was designed to enable the user to preach about the apocalypse. If the user doesn't spend a significant fraction of his time shouting about the end of the world, he cannot use this item.
[-0]
It Is What It Is. A sandwich-board sign, with "THE END IS NIGH!!!!" or something similar printed on the front.
[-0]
Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual predicated upon perverting its purpose.
[+2]
One-Time Discount. This sign is the exact opposite of subtle and concealable.
[-2]
Inhuman Toughness. No matter how harsh the conditions, the bearer of the Armageddon Sign is not deterred.
[-2]
Inhuman Recovery. Even after hours of continous shouting, the user of this item can shout for hours more.
[+1]
The Catch. The Toughness powers granted by this item do not function unless the user is shouting.
ROBOTIC BATTLESUIT [-8]Description: A robotic battlesuit used by Hitler. Seriously. This is not a joke.
Musts: You must have an aspect related to your possession of this item. Also, you must have at least 40 skill points, Great Discipline, Good Conviction, Good Intimidation, Average Deceit, Average Presence, Average Empathy and a skill cap of at least Superb.
Skills Affected: Many
Effects:[-0]
Purpose. This suit was created to kill people. It will not work for people who are not directly responsible for large-scale death and destruction.
[-2]
It Is What It Is. It's a robotic battlesuit. Armour 4. Plus, it's mounted with weapon 6 chainguns and a weapon 4 grenade launcher that affects entire zones. Its fists are weapon 2.
[-0]
Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual predicated upon perverting its purpose.
[+2]
One-Time Discount. This item is not easy to hide.
[-2]
Hulking Size. It's a big suit.
[-2]
Inhuman Strength. Motors in the arms aid the user physically.
[-4]
Supernatural Toughness. It's not easy to hurt a guy in a robotic battlesuit.
[+2]
The Catch (Hexing). It is machinery, after all.
[-1]
Shrug It Off. Use Endurance to defend against Physical attacks.
[-1]
Skill-Simulating Systems. The onboard computers (from the 1940s!) of this suit give the suit the following skills. The user may use them instead of his own by taking a supplemental action to switch.
Superb: Guns, Endurance
Great: Might, Discipline, Fists
Good: Intimidation, Conviction, Alertness
Fair: Athletics, Weapons, Investigation
Average: Presence, Empathy, Deceit
VIDAR'S SHOES [-0]Description: The shoes of the god Vidar are unparalleled. No footwear could possibly match them.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: None
Effects:[-0]
It Is What It Is. They are shoes. The best shoes.
[-0]
Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual predicated upon perverting its purpose.
[+0]
One-Time Discount. Vidar's Shoes provide no discount because they don't cost anything.