Author Topic: Item Of Power Master List  (Read 76415 times)

Offline Hick Jr

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Re: Item Of Power Master List
« Reply #195 on: March 07, 2013, 11:10:38 PM »
Brief rundown in DV terms- bind a demon lord into a jewel of some sort. It has to obey the wielded, following a battle of wills. You win, the demon provides you with magic and advice. You lose, it eats your soul. Being cut off from Hell means that it uses souls to fuel all it's stuff.

Mechanically, it's an IoP granting Evocation, Hellfire, a bunch of Refinements, Demonic Co-Pilot, an Incite Effect or the like that lets you eat the souls of the unwary, and some kind of power that transfers all the spell casting and ability stress to the Hunger track. Ill work on the preliminary writeup.
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Offline Sanctaphrax

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Re: Item Of Power Master List
« Reply #196 on: April 18, 2013, 03:22:26 AM »
A recent thread about Tengu Magic reminded me of something from ages ago that I never added here.

This, specifically:

Here's an rewritten version of Sword of the Great Tengu,hopefully that makes more sense
Sword Of The Great Tengu [-3]
Description: This an exquisitely made katana traditionally used by the Tengu Clan’s current prince or chosen emissary as a symbol of their authority and grants the wielder access to a small measure of the king’s sword skills while in combat.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Weapons
Effects:
[-0] Purpose. The Sword of the Great Tengu was crafted by the Tengu for the use of a skilled warrior in an effort to stave off the decline of swordsmanship in the world. This Item of Power may only be used in defense of one’s self, one’s comrades or one’s lord .If the user ever leaves the path of the sword behind as defined by the Tengu this item will not work for them in a mundane or a magical sense
[-0] It Is What It Is. An extremely well made Katana. It is treated as Weapon: 2 when used in one hand and Weapon: 3 when used with two hands.
[-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 Great Tengu is not easy to conceal, because it's a sheathed Katana
[-3]  Tengu’s Guiding Hand: The sword is possessed by the Tengu King via a mind meld, who guides their sword at need. The user gains the full effect of these abilities provided they are physically holding the blade:

True Aim: When swung in keeping with its purposes, Sword of the Great Tengu grants a +1 to the wielder’s Weapons skill.

Always at hand : The sword appears, drawn and in its wielder's hand, as combat is initiated.  If the wielder is surprised, the sword will defend at Good automatically.  If the wielder is initiating combat, this forces an Avoiding Surprise roll even if the victim was aware of the wielder.  (Note:  This only works once against any given target.)

Unnatural Edge: The sword treats Toughness powers as if they were one step weaker (Mythic becomes Supernatural, etc.),and deals a +1 bonus to hit and inflicts two additional stress.

Offline Sanctaphrax

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Re: Item Of Power Master List
« Reply #197 on: May 08, 2013, 06:45:31 AM »
Dunno if this list really needs an update, but I'm updating other lists so maybe I'll update this one.

Even if I don't update any time soon, I know I'll eventually need to gather up the stuff that's been posted since last update. Might as well do that now.

Offline Sanctaphrax

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Re: Item Of Power Master List
« Reply #198 on: May 08, 2013, 07:04:24 AM »
Note: I lost the formatting of this post in an editing error.

THE VOID STAFF [-3]
Description: An irregularly shaped staff, set with runed stones, banded with Orichalcum and capped with a ruby lens. Created by Ex-Warden Allister Leclair, the staff is an amalgamation of artifacts and magical fragments he has gathered over the past several years.
Musts: You must have an aspect related to your use of this item. You must also have Evocation and Thaumaturgy.
Skills Affected: Conviction, Discipline, Endurance, Lore
Effects:
[-0]It Is What It Is:A wooden staff. It serves as a Weapon: 1 in combat.
[-0]Purpose: The Void Staff was created to destroy power magical beings (Outsiders, Denarians, powerful Fae ect.) made manifest in the mortal world.
[-0]Unbreakable: The Void Staff is unbreakable except by the use of a ritual designed to bind it in the service of powerful supernatural beings.
[+2]One Time Discount: It's a 6 and a half foot long staff. Good luck hiding that.
[-4]Supernatural Toughness: Carved from the wood of the Tree of Life, the staff provide the wielder vitality far beyond that of normal mortals.
[+3]The Catch: Running Water. With so multiple magical fields at work, the Staff is very susceptible to grounding out.
[-1]The Seid Stones: Nine stones each containing the essence of one of the spells Odin learned during his Vigil on Yggdrasil. This grants the wielder an additional level of refinement, usable in any way he sees fit.
[-3]Banefire: This acts as the Sponsored magic Soulfire as found in YS.

BLINKER STONE [-5]
Description: Blinker Stones are essentially "blank slate" focus items, meant for use by apprentices or wizards who have problems with Evocation.
Must: You must have an aspect relating to your posession of a Stone, or an aspect related to your difficulty with combat magic.
Skills Affected:Discipline, Conviction
Powers:
It Is What It Is: A gemstone of any type, color, or cut, that can easily fit in a palm.
Crystalline Focus [-2] Power resonates through the stone. It turns a flamethrower into a laser, a lightning bolt into an arc welder. Gain a +4 bonus to the control roll of one element, chosen upon receiving the stone. This does not stack with Specializations-those are meant to replace a blinker stone.
Astral Sight [-2] You may peer into the Nevernever and see spiritual beings while projecting your consciousness through the Stone. Treat as The Sight and Ghost Speaker.
Always At Hand [-2] You can return the blinker stone to your hand from any distance, no matter where it is. A sufficiently powerful Circle or Ward turns this into an attempt to generate shifts equal to the Ward strength, using Conviction as the key skill.
Item Limitation [+2] Spells of the element affected by the blinker stone can only be cast while the stone is in your posession. the Stone can be lent with a simple effort of will. It can be stolen in a Conviction vs. Conviction duel of wills with the attempted thief (Represented as an extended contest.).

BAT OF THE BAMBINO [-2]
Description: This is one of the bats that George Herman Ruth, Jr. used to break one of his many records with the New York Yankees.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Weapons, Conviction
Effects:
[-0] It Is What It Is: It is a nice sturdy wooden bat. It was made to hit things. Weapon 2
[-0] Unbreakable: As an Item of Power, this item cannot be broken except when hitting Bambino’s Shutout Baseball. Side note: If the two are together for any amount of time they will repair themselves.
[+ 2] One-Time Discount: It is a baseball bat; it is hard to conceal.
[- 2] Inhuman Strength: While swinging this bat, wielders gain Inhuman Strength.
[-1] True Aim: When swung in keeping with its purpose, the Bat of the Bambino grants a +1 bonus to the wielder’s Weapons skill.
[-1] Guide My Hand: Spend a fate point to guide the bat to hit its true target

BAMBINO’S SHUTOUT BASEBALL [-2]
Description: This is one of the baseballs that George Herman Ruth Jr. used in his 9 game shutout pitching career with the Boston Red Sox.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Weapons
Effects:
[-0] It Is What It Is: It is an old and weathered baseball. It was made to be thrown.
[-0] Unbreakable: As an Item of Power, this item cannot be broken except if hit by Bat of the Bambino. Side note: If the two are together for any amount of time they will repair themselves.
[+1] One-Time Discount: It is a baseball; it can easily be slipped into a pocket
[-2] Ability: When the wielder throws the ball they are granted Inhuman Strength to put behind the throw.
[-2] Swift Transition: As a special ability the Thrower may cause the ball to apparently blink through space, when it reality it is traveling through the Never-Never.
[+1] Mortal Compatriot: Bambino’s Shutout Ball wants to be with Bat of the Bambino. Whenever the Thrower uses the Swift Transition ability they must make a discipline roll to keep the ball from seeking its compatriot.

SOUL RENDER [-Varies (Min -1)]
Description: A pair of gauntlets that appear demonic though one is red and the other is blue. They feel like they weigh nothing to the wearer, created by Nikola Tesla.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Fists
Effects:
[-0] It Is What It Is: It is a pair of glowing gauntlets, one red, one blue, grants Weapon 1 to Fists.
[-0] Unbreakable: As an Item of Power, this item cannot be broken except with a magical ritual predicated upon perverting its purpose.
[-0] Till Death do us Part: The person who puts the gloves on cannot take them off until he dies, no matter what! (This includes if his hand or arm gets severed. They stay attached to the hand until the user dies.)
[+2] One-Time Discount: They are glowing gauntlets that can’t be removed, hard not to notice.
[- Varies] Mimic Ability: Wearers lose an amount of cost that they choose (minimum of 4), these become his Mimic Points.
[+1] Designated User: While the wearer of these gauntlets can take abilities from others, he can’t actually use them; instead he is able to transfer them to others, acting as an intermediary of sorts.

MESINGW’S SPIRIT STAFF [-1]
Description: A staff that used by the spirit Mesingw to communicate to the people of the Lenape Native American tribe
Musts: You must have an aspect related to your possession of this item.
Skills Affected: *Conviction*
Effects:
[-0] Purpose: The staff may only be wielded by someone with a deep love of nature. If the staff is ever used in a way adverse to its purpose it will overpower the wielder and change them into an animal form.
[-0] It Is What It Is: It is a five foot tall staff with a turtle shell rattle on the end.
[-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 is a large staff that rattles; it’s hard to keep hidden.
[-2] Telepathy: Holders of the staff gain telepathy as a form of communication.
[-1] Soulgaze: Holders of the staff also gain soulgaze; however the soulgaze they get only works on animals, instead of the normal human only soulgaze.

NYC SUBWAY TOKEN [-3]
Description: It is a small token used to access the New York City subway.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Athletics, Discipline
Effects:
[-0] It Is What It Is: A small token used to access the New York City Subway System, the first one ever made.
[-0] Unbreakable: As an Item of Power, this item cannot be broken.
[-0] Spark of Knowledge: When someone picks up the token, they get a small electric discharge. When this happens they immediately know what the token is and what it allows them to do. (This may cause mental stress if they are not “clued-in”)
[+1] One-Time Discount: It is a small token, no larger than a quarter, very easy to hide.
[- 4] Supernatural Speed: Having the coin on your person grants the user supernatural speed and all the effects that go along with it.
[+2] Speed Trap: The only place that this coin works is inside the subway system; anywhere else and it is just a NYC Subway Token.
[-8] Physical Immunity: While traveling through the subway you are immune.
[+6] The Catch: The physical immunity is only applicable to electricity, and only works in the subway of NYC.

FAIRY COURT KNIGHT SWORD [-1]
Description: A Sword wielded by the knight of a Fairy Court
Musts: You must have an aspect related to your possession of this item.
Skills Affected:
Effects:
[-0] Purpose: The staff can only be wielded by a knight of a court. If anyone who is not a knight tries to wield the sword, it will return to its designated realm.
[-0] It Is What It Is: It is a long sword, it grants weapon 2 when used as such (Catch modified as applicable).
[-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 is a large sword; it’s hard to keep hidden.
[-2] Breath Weapon: Depending on the sword, it can shoot a weapon in congruence with its nature.
[-2] World Walker: Holders of the sword are able to open portals with it at any time to enter their respective realm.
[+1] No Mortal Home: The sword wants to be in its own realm. Holders must follow the rules as is stated by this fact, however they can choose to either go with the sword or let the sword go on its own if they fail.

THE RING OF SOLOMON
Description: A simple ring of gold, inlaid with one band of obsidian.
Musts: A high concept related to the possession of the Seal. Some way of summoning and binding supernatural creatures, whether via full Thaumaturgy, Sponsored Magic, or Ritual:Summoning.
Skills Affected: Discipline, Conviction, Presence, Intimidation
INDESTRUCTIBLE: To the annoyance of many a demon.
THE SUMMONS OF SOLOMON: [-1]  The ring's main power is to grant the ability to use diabolism at Evocation's speed and methods.
THE TERROR OF SOLOMON: [-1] Demons are mortally terrified of the Ring and it's wielder. Gain a +4 on Intimidation and Presence when using them on a demonic entity.
THE POWER OF SOLOMON [-5]: This is why the Ring is so coveted by every wizard and sorcerer in the world. Gain an automatic +10 to Control and Complexity when using the Ring to summon and bind demons. Also applies to the Evothaum, with Control and Complexity replaced with Control and Power.
THE CURSE OF SOLOMON [+2]: And this is why nobody is much willing to wear it. Actually using the Power of Solomon requires taking a mild consequence and 1 additional stress than would be normally gained from spellcasting. Even touching the ring is a Superb attack against Endurance-actually wearing the ring automatically applies the Extreme consequence of UNIMAGINABLE PAIN, which is only removed when the Ring is removed. The Ring also cancels out the Wizard's Constitution ability.

Sword Of The Great Tengu [-3]
Description: This an exquisitely made katana traditionally used by the Tengu Clan’s current prince or chosen emissary as a symbol of their authority and grants the wielder access to a small measure of the king’s sword skills while in combat.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Weapons
Effects:
[-0] Purpose. The Sword of the Great Tengu was crafted by the Tengu for the use of a skilled warrior in an effort to stave off the decline of swordsmanship in the world. This Item of Power may only be used in defense of one’s self, one’s comrades or one’s lord .If the user ever leaves the path of the sword behind as defined by the Tengu this item will not work for them in a mundane or a magical sense
[-0] It Is What It Is. An extremely well made Katana. It is treated as Weapon: 2 when used in one hand and Weapon: 3 when used with two hands.
[-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 Great Tengu is not easy to conceal, because it's a sheathed Katana
[-3]  Tengu’s Guiding Hand: The sword is possessed by the Tengu King via a mind meld, who guides their sword at need. The user gains the full effect of these abilities provided they are physically holding the blade:
True Aim: When swung in keeping with its purposes, Sword of the Great Tengu grants a +1 to the wielder’s Weapons skill.
Always at hand : The sword appears, drawn and in its wielder's hand, as combat is initiated.  If the wielder is surprised, the sword will defend at Good automatically.  If the wielder is initiating combat, this forces an Avoiding Surprise roll even if the victim was aware of the wielder.  (Note:  This only works once against any given target.)
Unnatural Edge: The sword treats Toughness powers as if they were one step weaker (Mythic becomes Supernatural, etc.),and deals a +1 bonus to hit and inflicts two additional stress.
« Last Edit: May 10, 2013, 02:57:59 PM by Sanctaphrax »

Offline S1C0

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Re: Item Of Power Master List
« Reply #199 on: May 08, 2013, 10:17:28 PM »
at Sanctaphrax

I noticed Nikola Tesla on the gloves soul render any lore on it that you know off...

me and my group were going to look for his first tesla coil and so far we all have no idea what an iop of that would do

i think something involving shifts of power to craft stuff and perhaps channeling..? any ideas let me know :-\
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Offline Sanctaphrax

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Re: Item Of Power Master List
« Reply #200 on: May 08, 2013, 10:38:17 PM »
I don't know much about Tesla, but going with the lightning theme...maybe you could channel the energy from the coil into yourself to become faster and stronger.

Offline S1C0

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Re: Item Of Power Master List
« Reply #201 on: May 08, 2013, 10:48:28 PM »
at Sanctaphrax

True, speed and strength are always use full...

i kindof was thinking it would work more like an artificer-like tool works for both magic and science a super conducter of power

the reason was that at the time electricity was treated like magic due to the fact only a select few with the natural talent

and the workable knowledge to use it with out dying...

just saying he was more like Merlin than Herakles, i am not shooting you down just sayin thats my opinion.   
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Offline Sanctaphrax

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Re: Item Of Power Master List
« Reply #202 on: May 09, 2013, 04:26:09 AM »
In that case, maybe the coil could grant access to the Super-Science! Sponsored Magic.

It's on the list.

Offline Mrmdubois

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Re: Item Of Power Master List
« Reply #203 on: May 09, 2013, 06:05:50 AM »
Tesla was a beast at moving and generating energy and way ahead of his time.  Granting the Super Science Sponsored Magic could fit really well.

Offline Sanctaphrax

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Re: Item Of Power Master List
« Reply #204 on: May 10, 2013, 02:56:45 PM »
Okay. Edited the various items to get the mechanical kinks out. Hopefully I didn't change anything that shouldn't have been changed.

Not totally happy with Soul Render, the Sword Of The Great Tengu, or the Fairy Court Knight Sword. The former two contain Powers that I'm not confident in the quality of, and the third ought to have another point of Powers.

I would appreciate feedback. Particularly suggestions for a Power to add to the Fairy Court Knight Sword, comments on the unusual Powers of Soul Render and the Sword Of The Great Tengu, and checks to make sure that the edited items are true the spirits of the original items.

THE VOID STAFF [-3]
Description: An irregularly shaped staff, set with runed stones, banded with Orichalcum and capped with a ruby lens. Created by Ex-Warden Allister Leclair, the staff is an amalgamation of artifacts and magical fragments he has gathered over the past several years.
Musts: You must have an aspect related to your use of this item. You must also have Evocation and Thaumaturgy.
Skills Affected: Conviction, Discipline, Endurance, Lore
Effects:
[-0] It Is What It Is. A wooden staff. It serves as a Weapon: 1 in combat.
[-0] Purpose. The Void Staff was created to destroy power magical beings (Outsiders, Denarians, powerful Fae ect.) made manifest in the mortal world.
[-0] Unbreakable. The Void Staff is unbreakable except by the use of a ritual designed to bind it in the service of powerful supernatural beings.
[+2] One Time Discount. It's a 6 and a half foot long staff. Good luck hiding that.
[-4] Supernatural Toughness. Carved from the wood of the Tree of Life, the staff provide the wielder vitality far beyond that of normal mortals.
[+3] The Catch. Running Water. With so multiple magical fields at work, the Staff is very susceptible to grounding out.
[-1] The Seid Stones. Nine stones each containing the essence of one of the spells Odin learned during his Vigil on Yggdrasil. This grants the wielder an additional level of refinement, usable in any way he sees fit.
[-3] Banefire. This acts as the Sponsored magic Soulfire as found in YS.

BLINKER STONE [-4]
Description: Blinker Stones are essentially "blank slate" focus items, meant for use by apprentices or wizards who have problems with Evocation.
Musts: You must have an aspect relating to your possession of a Stone, or an aspect related to your difficulty with combat magic.
Skills Affected: Discipline, Conviction
Effects:
[-0] It Is What It Is. A gemstone that can easily fit in a palm.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with certain powerful magical rituals.
[-0] Always At Hand. You can return the Blinker Stone to your hand from any distance, no matter where it is. A sufficiently powerful Circle or Ward may be grounds for a Compel that deprives you of the Blinker Stone or prevents you from calling it without a successful Conviction roll.
[+0] One-Time Discount. Since it's impossible to lose a Blinker Stone without a Compel, it does not give a Refresh rebate.
[-2] Crystalline Focus. Power resonates through the Stone. It turns a flamethrower into a laser, a lightning bolt into an arc welder. The Stone is a +2 offensive and defensive control focus for a single element of your choice. Choose when you acquire the Stone.
[-2] Astral Sight. You may peer into the Nevernever and see spiritual beings while projecting your consciousness through the Stone. Treat as The Sight and Ghost Speaker.

BAT OF THE BAMBINO [-2]
Description: This is one of the bats that George Herman Ruth, Jr. used to break one of his many records with the New York Yankees.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Weapons, Conviction
Effects:
[-0] It Is What It Is. It is a nice sturdy wooden bat. It was made to hit things. Weapon 2.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except when hitting Bambino’s Shutout Baseball. And if the two are together they will gradually repair themselves.
[+2] One-Time Discount. It is a baseball bat; it is hard to conceal.
[-2] Inhuman Strength. Babe Ruth was a very strong man, and those who wield his bat may add his strength to their own.
[-1] True Aim. The owner of the Bat Of The Bambino adds 1 to their Weapons skill when wielding either the bat or Bambino's Shutout Baseball.
[-1] Guide My Hand. The Bat Of The Bambino isn't actually a holy relic, but it provides a sort of guidance nonetheless.

BAMBINO’S SHUTOUT BASEBALL [-1]
Description: This is one of the baseballs that George Herman Ruth Jr. used in his 9 game shutout pitching career with the Boston Red Sox.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Weapons
Effects:
[-1] It Is What It Is. It is an old and weathered baseball. It was made to be thrown. And so it grants magical strength to those who throw it, giving it a range of 2 zones and a weapon rating of 3.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except if hit by Bat of the Bambino. And if the two are together they will gradually repair themselves.
[+1] One-Time Discount. It is a baseball; it can easily be slipped into a pocket.
[-1] Blink Ball. When throwing the ball, you may have it travel through the Nevernever on its way to its target. This makes it look as though the ball is teleporting, and allows the throw to ignore a wide variety of physical Blocks and obstacles. Sometimes when this Power is used the ball will leave its wielder to return to the Bat Of The Bambino; treat this as a Compel.

SOUL RENDER [-1]
Description: A pair of glowing gauntlets created by Nikola Tesla. One is red and the other is blue, but both appear demonic. They feel like they weigh nothing to the wearer.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Fists
Effects:
[-0] It Is What It Is. It is a pair of glowing gauntlets, one red and one blue. Weapon 1 with Fists.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with a certain powerful magical rituals.
[+2] One-Time Discount. They are glowing gauntlets that can’t be removed, hard not to notice.
[-3] Transfer Ability. The gauntlets may absorb the abilities of others. This is similar to the Mimic Abilities Power (with 3 mimic points), except that the wielder of the gauntlets can't use the absorbed abilities. Instead, the wielder may transfer the Powers to other characters. Transferred Powers last until the wielder chooses to reclaim them, and count against the wielder's mimic point supply. Transferring or reclaiming Powers is a full action.
Upgrades:
[-varies] Extra Capacity. The wielder of the gauntlets can buy more mimic points with Refresh. 1 Refresh buys 1 mimic point.

MESINGW’S SPIRIT STAFF [-1]
Description: A staff that used by the spirit Mesingw to communicate to the people of the Lenape Native American tribe
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Conviction, Discipline, Empathy
Effects:
[-0] Purpose. The staff may only be wielded by someone with a deep love of nature. If the staff is ever used in a way adverse to its nature it will overpower the wielder and change them into an animal form. Treat that as a Compel.
[-0] It Is What It Is. It is a five foot tall staff with a turtle shell rattle on the end.
[-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 is a large staff that rattles; it’s hard to keep hidden.
[-2] Telepathy. Holders of the staff gain telepathy as a form of communication.
[-1] Soulgaze. The Soulgaze granted by the staff is a little different from the ordinary Soulgaze Power; it affects animals, not humans.

NYC SUBWAY TOKEN [-2]
Description: It is a small token used to access the New York City subway.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Athletics, Stealth, Endurance
Effects:
[-0] It Is What It Is. A small token used to access the New York City Subway System, the first one ever made.
[-0] Unbreakable. As an Item of Power, this item cannot be broken.
[-0] Spark of Knowledge. When someone picks up the token, they get a small electric discharge. When this happens they immediately know what the token is and what it allows them to do. (This may cause mental stress if they are not “clued-in”)
[+1] One-Time Discount. It is a small token, no larger than a quarter, very easy to hide.
[+3] Speed Trap. None of the token's Powers function outside of the New York City subway system.
[-4] Supernatural Speed. Having the coin on your person makes you faster. A lot faster.
[-8] Physical Immunity. While travelling through the subway you are immune to electricity.
[+6] The Catch. But only to electricity.

FAIRY COURT KNIGHT SWORD [-1]
Description: A Sword wielded by the knight of a Fairy Court. It is attuned to the home realm of the Court that it was made by.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Weapons, Investigation, Lore, Survival
Effects:
[-0] Purpose. If anyone who is not a knight of the Court tries to wield the sword, it will return to its designated realm.
[-0] It Is What It Is. It is a long 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.
[+1] One-Time Discount. It is a large sword; it’s hard to keep hidden. But it doesn't grant enough Powers for a full rebate.
[-1] Elemental Weapon. The sword emits elemental energy appropriate to its court, allowing it to be used to attack from up to three zones away.
[-2] Swift Transition. The wielder of the sword may enter the sword's home realm freely from any point in the material world.
[+1] No Mortal Home. The sword wants to return to its home realm and may occasionally drag its wielder there.

THE RING OF SOLOMON [-5]
Description: A simple ring of gold, inlaid with one band of obsidian. Obviously, it once belonged to the legendary Solomon. There is a very powerful entity sealed inside of it.
Musts: You must have a High Concept related to your possession of this item and some way of summoning and binding supernatural creatures, whether via full Thaumaturgy, Sponsored Magic, or Ritual (Summoning).
Skills Affected: Discipline, Conviction, Presence, Intimidation
[-0] It Is What It Is. It's a ring.
[-0] Unbreakable. As an Item of Power, this item cannot normally be broken. Many a demon has found this endlessly frustrating.
[+1] One-Time Discount. Rings aren't hard to hide.
[-1] The Summons Of Solomon. The ring's main power is to let its wearer cast summoning and binding rituals with Evocation's speed and methods.
[-2] The Terror Of Solomon. Demons are mortally terrified of the Ring and its wielder. It adds 2 to your Intimidation and Presence when you use them on demonic entities.
[-5] The Power Of Solomon. The ring is a +5 complexity and control focus for summoning and binding. It ignores the normal limitations on focus item size, but its bonus is still limited by its user's Lore.
[+2] The Curse Of Solomon. The ring drains the vitality of its wearer. Even touching it is excruciatingly painful. Making use of The Summons Of Solomon or The Power Of Solomon fills in the user's lowest physical or mental consequence slot with a consequence related to pain or exhaustion. The Ring also cancels out the Wizard's Constitution ability, and the Aspect associated with it will often receive pain-related Compels.

Sword Of The Great Tengu [-4]
Description: This an exquisitely made katana traditionally used by the Tengu Clan’s current prince or chosen emissary as a symbol of their authority. It grants the wielder access to a small measure of their king’s sword skills.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Weapons
Effects:
[-0] Purpose. The Sword of the Great Tengu was crafted by the Tengu for the use of a skilled warrior in an effort to stave off the decline of swordsmanship in the world. This Item of Power may only be used in defence of one’s self, one’s comrades or one’s lord. If the user ever leaves the path of the sword behind as defined by the Tengu this item will not work for them in a mundane or a magical sense.
[-1] It Is What It Is. An extremely well made katana with an unnaturally sharp edge. It is weapon 4 when used with one hand and weapon 5 when used with two hands.
[-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 Great Tengu is not easy to conceal because it's a sheathed katana.
[-1] True Aim. When you use it in keeping with its purposes, the Sword of the Great Tengu adds 1 to your Weapons skill.
[-1] Always At Hand. Drawing the sword does not take a supplemental action. It is instantaneous, and you may do it during someone else's turn. If you are ambushed and would defend at Mediocre, you may have the sword spring into your hand and defend at Good instead.
[-1] Sudden Slash. You may attempt to ambush people without hiding. When not in combat you may roll your Weapons skill to prepare, with other characters rolling Alertness against your result to detect your intentions. If you're still not in a fight after that, you may then make an attack against any character who didn't notice your intentions. This attack ignores the normal initiative rules, and the target must roll Alertness against a difficulty of your original Weapons roll or defend at Mediocre.
[-2] Unnatural Edge. Attacks with the sword ignore one level of Toughness.
« Last Edit: May 13, 2013, 05:09:58 AM by Sanctaphrax »

Offline Jebm

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Re: Item Of Power Master List
« Reply #205 on: May 10, 2013, 07:29:19 PM »
I'd almost forgotten about that which is odd considering it was my first post on this forums, but I'm still glad you added it in and the edits you've made to it . I had a newer edited version that I've been using due to the game being at a lower level that might fit in better with the items shown here. Your version has so many cool abilities, though I'm on the fence about what would work best with my version of it.

Here's the new edited version

Sword Of The Great Tengu [-1]
Description:This ancient katana is crafted from a fusion of wootz and tamahagane steel and has real ray skin on its grip, as well as the image of a three-legged crow hand-carved into it's pommel. It is traditionally used by the Tengu Clan’s current emissary as a symbol of their authority and grants the wielder access to a small measure of the king’s sword skills while in combat allowing them to cleave through almost anything. Mysteriously any wound dealt by this weapon simply leaves a bloodless yet extremely painful cut.

Musts: You must have an aspect related to your possession of this item.
Skills Affected: Weapons
Effects:
[-0] Purpose: The Sword of the Great Tengu was crafted by the Tengu for the use of a skilled warrior in an effort to stave off the decline of swordsmanship in the world. This Item of Power may be used to assist in the destruction or subjugation of opposing Youkai clans and courts or for engaging worthy opponents in general combat or in a one on one duel.

[-0] It Is What It Is: A well-forged Katana with a supernaturally sharp edge. It deals 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 Great Tengu is not easy to conceal, because it's a sheathed Katana.

[-2] Unnatural Edge: The sword treats Toughness and Recovery powers as if they were one step weaker (Mythic becomes Supernatural, etc.). In addition it may ignore 2 points of an armor rating.

[-1] Blade Caster: The sword grants +1 to either offensive control or power of a single thematic element of Tengu magic and replaces Discipline with Weapons for controlling a spell while doing so.



« Last Edit: May 10, 2013, 07:36:45 PM by Jebm »

Offline Sanctaphrax

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Re: Item Of Power Master List
« Reply #206 on: May 13, 2013, 05:14:52 AM »
I guess I'll put both versions on the list.

Unfortunately, your new version also uses Custom Powers of uncertain balance. And one of those Powers is strictly superior to a Power on the other version. At least one version of Unnatural Edge is going to have to change.

Well, we'll work something out.

Anyone have any ideas?

Offline Sanctaphrax

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Re: Item Of Power Master List
« Reply #207 on: May 16, 2013, 12:07:01 AM »
Well, I edited the Tengu swords a bit. And I gave the Fairy sword a zone attack option.

I think the items as they stand now are probably list-ready. But of course I could be wrong; please tell me if I am. Especially if you're the original writer of one of these items.

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Offline Sanctaphrax

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Re: Item Of Power Master List
« Reply #208 on: May 17, 2013, 05:13:54 AM »
Looks like the update might be delayed a bit.

I just found an old thread full of items.

Offline Sanctaphrax

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Re: Item Of Power Master List
« Reply #209 on: May 19, 2013, 05:48:08 AM »
Okay, I revised the items from that thread for inclusion in the list.

I had to take some liberties, unfortunately.

If these pass muster with the community, I'll update the list tomorrow evening.

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