Just now seeing this thread. Here are some of my own creation:
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.
All were created in my first days of discovering this game and without knowing about the custom powers list. Input would be appreciated. I also understand that some of the powers used are outdated.