RETRIBUTION AND REPRISAL, THE TWIN BLADES OF JUST VENGEANCE [-1]
Description: Revenge is generally frowned upon by the righteous, but there are exceptions. These holy blades exist to carry out those exceptions.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Weapons
Effects:
[-0] Purpose. The blades exist to carry out justified vengeance. If their bearer rejects this purpose, they will not function.
[-0] It Is What It Is. They are a pair of single edged machetes. When used together they are weapon 3. Angelic script can be seen faintly etched into the blades if the light and angle are just so.
[-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.- They're a pair of 2 foot machetes. Not easy to hide.
[-2] Holy Blades. These are holy weapons; their touch is like that of holy water. In addition to satisfying catches of Holy, they inflict 3 additional stress to creatures that have such catches. Furthermore, their touch may justify compels upon the High Concepts of the unholy.
[-1] The Righteous are Kept by Him- The blades form an impenetrable barrier when held defensively, allowing the bearer to use his Weapons skill for the defence trapping of the Athletics skill.
SWORD OF TRUTH[-4]
Description: A longsword with a straight, double-edged blade, a forward-curved cross-guard, and the word "TRUTH" in raised silver on the grip. The magical weapon of the Seeker Of Truth.
Musts: You must have an aspect related to your position as the Seeker of Truth, appointed by the Senior Council.
Aspects:
Master Your Anger Killing with The Sword Of Truth incurs psychological stress. Its wielders often suffer mental attacks or forced aspect changes after using it to kill.
Perception Is Key The Sword Of Truth will not harm anyone that the wielder does not truly consider an enemy.
Skills Affected: Discipline, Empathy, Weapons, social skills.
Effects:
[-0] Purpose. This sword is the weapon of the Seeker of Truth, whose purpose is to serve as an arbitrator of truth, uncoverer of deceit, and, when need be, executioner of those who spread lies and destruction.
[-0] It Is What It Is. It is a permanently-sharp longsword, treated as weapon 3 in normal circumstances.
[-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.
[-1] I Am The Weapon If the rightful wielder should ever be separated from the sword, they can "feel" its location instinctively. You may use your Lore skill at +1 to locate the sword.
[-3] My Enemies Cannot Stop Me Treat the sword as weapon 6, and ignore armor ratings when swinging it with intent to kill. Any Taken Out result from such an attack must be fatal.
[-1] The Sword Is My Shield As the wielder of a blade imbued with powerful magics, you may use the Weapons skill to defend against any physical attack.
[-1] The Bringer Of Death The Sword of Truth's power is such that those in the Supernatural world who recognize it will tread a little lightly, lest they find themselves on the wrong end of the blade. All social skills are rolled at +1 against those who recognize The Sword Of Truth.
Upgrades:
[-1] The Dance With Death Those who can master the sword may be able to unlock its secrets. By taking part in the Dance With Death, the wielder of the sword gains access to the skill of all of the sword's previous wielders. This provides a +2 bonus to Weapons defence rolls.
[-0] The Power Of Love Only a True Seeker can truly master the sword's unrelenting anger and turn the blade white by using their love and forgiveness to fuel the blade, rather than anger--most often because they have had to kill one they loved. This change may only occur after a Major Milestone or whichever climax the GM agrees is appropriate. The wielder must change an aspect to reflect that this change has taken place, and from then on does not have to suffer the mental conflict that comes with killing. This replaces the Perception Is Key aspect with the The Power Of Love aspect.
AMULET OF THE PHOENIX [-2]
Description: An amulet of bright orange, yellow, and red in the shape of a bird taking flight, with a ruby set in the centre. It contains some of the power of the Phoenix.
Musts: You must have an aspect justifying your possession of the item, such as EMISSARY OF THE PHOENIX, or THROUGH FIRE I LIVE AGAIN.
Skills Affected: Endurance
Effects:
[-0] Purpose. The amulet is given to those who have gained the favor of the Phoenix, and protects them from death.
[-0] It Is What It Is. It is a fashionable amulet, worn around the neck.
[-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. As a small item, the amulet can be hidden. However, it is clearly special to those who see it.
[+1] Through Flames Reborn (based on Human Form): The healing abilities of the amulet will only activate when the bearer is bathed in natural flame. Direct magical flames will not trigger the effects (though a fire set through magic may), and the amount of fire needed scales with the severity of the consequence: a Mild Consequence may require little more than sticking your hand into a fireplace, while a Severe Consequence might require total immersion for a significant duration of time. Recovering from death will almost certainly require total immolation.
[-4] Really Amazingly Fast Recovery: You may recover from all physical consequences before the beginning of the next scene after proper treatment (sustained flame) is applied.
TRINITITE KNIFE [-2]
Description: A piece of greenish-hued desert glass, roughly fashioned into a short blade. Tape is wrapped around one end to make a workmanlike grip. It’s more a shiv than a knife, really. The glass is radioactive but is generally safe to handle.
Musts: None.
Skills Affected: Weapons.
Effects:
[-0] It Is What It Is. It’s a weapon 1 shiv made out of the glass from the Trinity atomic test site.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual that opposes its nature.
[+1] One-Time Discount. The Trinitite Knife is easy to conceal, even through metal detectors.
[-4] If You Encounter God, God Will Be Cut. The radioactive glass that forms the blade is imbued with some sort of power. It’s not explicitly magical, it’s not powered by faith, but it is extremely potent against inhuman victims. The Knife ignores all supernatural defensive abilities and powers (generally acting as the Catch for Toughness and Recovery powers). Mundane armor applies normally.
THE BOOK OF THOTH [-2]
Description: According to ancient Eqyptian myth, the god Thoth once wrote a book of spells. Thoth hid the book within a series of locked boxes at a bottom of the Nile with serpents to guard it. But a prince called Neferkaptah stole it, and when Neferkaptah died it was buried with him.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Lore, Discipline, Conviction
Effects:
[-0] It Is What It Is. It's a book, and it's pretty old. Be careful with it.
[-0] Unbreakable. Or not. Nothing short of a specialized magical ritual can destroy it.
[+1] One Time Discount. It's a book, not hard to hide.
[-3] Thaumaturgy. The Book Of Thoth is said to contain knowledge of a vast array of spells and enchantments.
GáE BUIDE AND GáE DERG [-5]
Description: The Gaelic hero Diamuid carried two spears, one long and one short. According to legend, wounds inflicted by his spears do not heal. Ever.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Weapons
Effects:
[-0] It Is What It Is. They're a pair of spears, one long and one short. Both are 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. There's no practical way to hide a long spear, and a short one is pretty visible too.
[-1] True Aim. The superlative quality of these spears adds one to to their wielder's Weapons skill while he uses the two of them together.
[-6] Infinitesimally Slow Healing. Increase the level of any consequences inflicted by these spears by three levels when checking to see how long they will take to heal. If this increases a consequence to the Extreme level or above after Recovery powers are included, the consequence may only be healed after the next major milestone and even then only if a special justification is provided.
THE TABLET OF DESTINIES [-5]
Description: According to Mesopotamian mythology, rulership of the universe went to the holder of a specific legal document. Like other Mesopotamian legal documents, this one was a clay tablet inscribed with cuniform writing and cylinder seals. Unlike other Mesopotamian legal documents, this one allowed its holder to alter the laws of physics.
Musts: You must have an aspect related to your possession of this item.
Skills Affected:
Effects:
[-0] It Is What It Is. A large clay tablet inscribed with cuniform writing and cylinder seals.
[-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 large clay tablet. Quite conspicuous, in this day and age.
[-7] Reality Warper. You can always alter reality as if you were in your personal Demesne, though with slightly reduced effectiveness. This allows you to make declarations, maneuvers, and blocks related to the nature of reality with your Discipline skill. The duration of the changes created by this power is variable, but it's generally at least one scene.
Furthermore, you may use the world around you as a weapon. This allows you to make weapon 4 attacks with your Discipline skill against anything within your line of sight. You may make spray attacks with this power. You may also attack entire zones with this power at no penalty. When attacking a zone with this power, you may take an accuracy penalty (before rolling) in order to extend the duration of the attack. For each point of accuracy sacrificed this way, the attack is reapplied at the beginning of another exchange. You may take actions to extend this effect as though you were an evoker extending an evocation.
In addition, you may use this power to grapple targets within your line of sight. Use the normal grappling rules to do so but substitute your Discipline skill for your Might skill when grappling someone this way.
Finally, you may use your Discipline skill to defend against physical attacks.
PS: My clock says that it's midnight. I just barely made my deadline.