Alright then, here are the last four edits. If nobody posts a complaint, the list will be updated before I go to sleep tonight.
Explanations after statblocks, as usual.
In ascending order of edit size:
DECK OF TRICKS [-2]Description: A deck of cards. Drawing one causes you to gain abilities both magical and mundane. This is pretty useful, but since there's no way to predict what abilities drawing a card will give you it's not the most reliable item.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Many.
Effects:[-0]
It Is What It Is. It's an old deck of 52 playing cards plus jokers.
[+1]
One-Time Discount. A deck of cards is a small item and an easy one to hide.
[-3]
Luck Of The Draw. Every card in the deck, including the jokers, has a unique set of abilities attached to it. The abilities of a card always cost 3 Refresh total, if a skill at your skill cap is worth 1 Refresh. As a standard action, you may draw a random card from the deck. You are granted the abilities attached to the card you draw for the rest of the scene. Drawing a second (or a third, or a fourth, etc...) card in the same scene costs a Fate Point and erases any abilities a previous card may have given you. At the end of a scene in which you drew a card, you may spend a Fate Point to retain the granted abilities for an additional scene.
Example cards:
- Evocation (Elements are air, water, and earth. The specialization is in air power, and the card is a +1 offensive and defensive air control focus)
- Gaseous Form
- Channelling (fire) + Refinement (the card is a focus giving +2 offensive fire power and control)
- Driving + Scholarship + Ghost Speaker
- Diminutive Size + Inhuman Strength
- Investigation + Psychometry + Quick Eye (stunt)
Changed cost and explained more of what the Evocation card does. Boring, I know.
MARCI'S ROLLER SKATES [-1]Description: A pair of pink and white rollerskates created as a gift for Marci, the spoiled neice of a powerful wizard. They're cursed to torment their wearer in humiliating ways, because Marci's uncle was incredibly petty.
Musts: You must have an aspect related to your possession of this item. It's going to be compelled in curse-related ways. A lot.
Skills Affected: Athletics, Performance
Effects:[-0]
Purpose. The skates were created to punish their wearer. As such, they occasionally move around (bringing their wearer with them) in whichever way is most likely to hurt and humiliate the wearer. The skates also resist removal; before they can be taken off they first must be soaked for 2 hours in a public fountain consecrated with an American coin from 1972 (since they were made during 1972 in America) and dried off with werebear fur.
[-0]
It Is What It Is. It's a set of roller skates. You can skate with them.
[-0]
Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual that opposes its nature.
[+2]
One-Time Discount. These roller skates might be easy to hide if they were removable. But they're not, so they're really obvious.
[-2]
Magical Skating. When sprinting, the wearer of Marci's Roller Skates adds three to their Athletics and may rollerblade over all terrain, including water, as though it were flat smooth concrete.
[-1]
Skate Pro. The wearer adds two to their Performance skill when using it to rollerblade, thanks to the awe-inspiring skate tricks enabled by the magic of the rollerblades. Of course, a curse-related Compel could easily turn any performance into a humiliating fiasco.
Tried to resolve the contradiction between embarrassing curse stuff and awesome skate tricks. Tell me if I failed.
JABIR IBN HAYYAN'S GRIMOIRE [-1]Description: You possess the grimoire of the mad artificer Jabir ibin Hayyan who sought knowledge at the cost of his sanity. Tread lightly when retracing his path to knowledge, lest it plunge you into the same madness which took him.
Musts: You must have the Thaumaturgy power and an Aspect related to your possession of this item.
Skills Affected: Lore.
[-0]
It Is What It Is. The Grimoire is a large, ancient tome. A caster may spend Focus Item slots to use the Grimoire as a focus item.
[-0]
Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual that opposes its nature.
[+2]
One-Time Discount. It's a really big book. In fact, it probably wouldn't fit in a backpack.
[-1]
Greatest Artificer of Merlin’s Age. The Grimoire contains extraordinary alchemical insights. It grants two Thaumaturgy specializations which must be spent on Crafting strength or frequency. These are subject to all normal limitations applied to Specialization bonuses, and the resulting set of specializations must be legal both with and without the specializations from the Grimoire.
[-1]
The Mind of a Madman. This Power is identical to Demonic Co-Pilot. The demon is Jabir, and his agenda is the acquisition of unlimited knowledge and power.
[-1]
Methods of Madness. Whenever you use an enchanted item or potion, you may choose to increase its strength (for that one use) by any amount equal to or less than your Lore. (This bypasses the normal limit of Lore x2 on enchanted item strength). Doing this allows the Grimoire to make a mental attack against you, with an accuracy equal to the total power of the item and a weapon rating equal to the amount you added to its power. Mental consequences that result are set by the GM, in line with Jabir’s agenda.
Tried to clarify Methods Of Madness. Again, tell me if I failed.
THE PEACEMAKER OF JESSE JAMES [-3]Description: You possess the Colt .45 of the infamous Jesse James. This weapon was cursed by an unknown hoodoo doctor after Jesse James killed his father. This gun is cursed to be passed on to the firstborn of each successive generation of his bloodline.
Musts: You must be a firstborn descendant of Jesse James, represented as a high concept, to inherit The Peacemaker. If any other creature wields this weapon, it functions as a normal gun.
Skills Affected: Guns, Discipline.
Effects:[-0]
It Is What It Is. It's a six-shot revolver. Weapon 3.
[-0]
Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual that opposes its nature. Furthermore it cannot be hexed and will never jam.
[+1]
One-Time Discount. A revolver is fairly easy to hide.
[-3]
All Creatures Are Meant To Die. This is the truest purpose of The Peacemaker, to make sure that its target is deader than dirt. When facing an opponent, the wielder may take one point of Sponsor debt in order to ignore the target's defensive abilities (it may satisfy whatever "the Catch" is), as well as any mundane armor it may be wearing, for the duration of the scene. Debt taken this way will generally be discharged by Compels to shoot someone.
[-1]
Shooting Frenzy. If The Peacemaker inflicts a consequence on a character, subsequent attacks against that character get +1. Once per scene, when the Peacemaker kills a character, the wielder may clear any stress track and erase a mild consequence. If the Peacemaker runs out of bullets or is used against foes that outnumber the wielder, the wielder must roll Discipline against a difficulty of the GM's choice to avoid shooting the nearest person uncontrollably.
Hosed this one up on the first pass, I admit. I undid some of my changes, hopefully making the item work properly. Read it and tell me what you think.