:oThis will be the final version of this Item of Power . It would be fantastic if you could include this item to the list
Catalyst (IoP) [-3 / -2]Description : The Catalyst is a complex alloy of precious metals consecrated by a forgotten Sun God . It was unearthed as part of a treasure in a Burial Mound (Tumulus) . Remnants of its conscience are still present and you can connect to it by means of a ritual . If successful you can exchange your vital energies for Magical Power.
Musts : You must have an aspect related to your possession of this item.
Skills Affected : The user chooses how he will control and aim its power . ( This applies only to the Evocation and Evothaum part . Thaumaturgy uses the standard rules )
Effects:[-0] Purpose : In using the Catalyst you ally yourself with humanity and those who protect it . You are forbidden to kill humans . In doing so you will lose your attunement to the catalyst , but are not obliged to save them .
[-0] It Is What It Is : The user must fashion an item out of it ( jewelery & accessory , armor , weapons ...) and it must be of exceptional craftsmanship . The item starts devoid of decorations or sigils of any kind and is filled up as the user is attuned to it . This will determine its potency . (This item will be the only focus you can have though this is just for "flavor" . All the focus effects you want can be housed inside , as if they were in different items)
[-0] Unbreakable : The actual item of power is the metal itself and is therefore impossible to destroy , unless by means of a specific ritual predicated upon perverting its purpose.
[+1 / +2] Discount : The dimensions of the item depend upon the form the user chooses . It will always be easily detectable my the supernatural unless specifically shielded . Beware of confiscation or theft .
[+1] Bloodthirsty : Other people must accept a consequence in order to use this item and will get a further use for each additional consequence that they cause to themselves or others . You will be held responsible for their actions . This item must be recovered before the end of the current scenario , or you will lose your attunement to it .
[-1] Marked by Power : This power is always active unless special measures are taken to prevent it . The extra effects are granted only to the rightful owner of this item .
[-4] Blessed by Fire , Shadow and Blood Description: You have earned the blessing of an ancient Sun God .
Sponsor: The remnants of this ancient being are faded but it is an immortal after all . It deals in Power and its preferred currency is blood . All power granted to you must be employed in accordance with its agenda . Failure to do so will incur its wrath .
Agenda: Its agenda seems to be "pro humanity" and will aid you in your efforts to uphold it . Its sworn enemies are Dark Beings and Necromancy . Its servitors are Fire Elementals and Shadows .
Evocation: In accordance with Its dual nature , you have access to Sunfire (active during day) and Shadowheart (active during night) . These powers do not originate directly from you , so you have superficial understanding of their working , obliging you to use well rehearsed spells (
Rote reliance: -2 power penalty to non rote spells) .
Sunfire : Fire light and heat can be generated by offering your physical energies to this ancient being .(These spells are cast with your physical stress track)
Shadowheart : Subtle and insidious powers (veils , mind magic and spirit manipulation) can be accessed by offering your mental energies to this ancient being .(These spells are cast using your mental stress track)
Thaumaturgy: Rituals cast by the power of this ancient being reflect its dual nature . Effects that can be employed are :
Fire , light , heat , fire-elemental summoning , biomancy and healing . These are active during day .
Mind magic , illusions , veils and shadow summoning are active during night .
Divination (summoning based) , wards(thematic) and crafting(thematic) are also dependent on the day-night cycle . All items must be hand-crafted by you using natural materials , bronze and precious metal alloys . They can be used by anyone by default but gain the
Bloodthirsty ability . Other people must accept a consequence in order to use them . These items will get a further use for each additional consequence that they cause to themselves or others .
Effects not stated above can be achieved only by doing quests for It and by contacting Its allies . Both physical and mental stress tracks can be employed but the final results will depend on their participation .
Evothaum: Blood-magic : By using your blood (accept a consequence) , you open a channel to Its mind and Power.
You can now cast thaumaturgy with Evocation's speed and methods. For as long as this power is active (that consequence stays in place) all of your spells and rituals are free from their day-night and power penalties .
Extra Benefits: By spending a Fate point , the user can request a meeting with any major " pro humanity " force ( including the Sidhe Courts ) and have the opportunity to temporarily wield their power . Failure results in your Fate point being lost , if successful you can spend additional Fate points and extend this privilege further . Their respective restrictions will apply and can sometimes lead to conflicting situations . If you are also
Marked by Power you will represent not only It but also the allies whose favor you currently have .
The owner can be granted
inhuman speed ,
recovery ,
strength and
toughness powers each major milestone . Their cost must be paid normally and are independent from the item itself . These powers are susceptible to Necromancy and Dark Powers (catch) . They will be revoked if you loose your attunement to it .