AQUAMANCER'S TORC [-2]
Description: This Celtic-style torc is made from an unidentifiable silvery-blue metal. It has several celtic knots running along its length chased in green and gold that look like cresting waves. It has supposedly been in the O'Reilly family for a very long time, and it bestows power on any member of the family who is aware of the supernatural.
Musts: You must have an aspect related to your possession of this item, and it must reference being part of the O'Reilly family. You must also have the ability to make water-based enchanted items in order to use this item's Refinement ability; if you can't make such items, ignore that ability.
Skills Affected: Lore, Fists, Endurance, Athletics
Effects:
[-0] Purpose. The torc belongs to the O'Reilly family and will not work for anyone outside of it.
[-0] It Is What It Is. It's a torc. That is, it's a neck ring.
[-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. It's pretty small. Concealing it shouldn't be too hard.
[-1] Aquatic. The torc's wearer can breathe underwater.
[-1] Swift Currents. The torc gives its user Supernatural Speed as long as they are submerged in water. The cost of this Power assumes that the torc's wielder will rarely be submerged, and in some games it may be advisable to increase it.
[-1] Refinement. The torc contains four enchanted item slots. Two have been spent on a physical armour effect that works by using ambient moisture to bend light in order to conceal the wearer's true location. One has been spent on a ranged attack aimed with Fists, which works by launching a spear of frozen water. The last has been spent on a zone-wide protective physical block that works by freezing water vapour into a shield. All have a strength equal to the wearer's Lore. The armour item has three uses per session, while the other two items have one use per session.
MONDSCHATTEN [-1]
Description: A cloak crafted from moonlight and shadows, with a little help from the Fae.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Discipline, Deceit, Athletics
Effects:
[-0] It Is What It Is. With the Glamours deactivated it looks like an black silk cloak with silver ornaments.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with certain powerful magical rituals.
[+2] One-Time Discount. It's a full-sized cloak, and as such it's difficult to hide without the use of magic.
[-2] Glamours. The cloak was created in part by faeries, and so it gives its user the ability to use faerie illusions.
[-1] Flight. The cloak serves a pair of wings for its wearer, allowing them to fly.
SWORD OF THE PHOENIX [-3]
Description: This sword is given to the Emissary of the Phoenix, whose task is to guard the Phoenix when it reverts to an egg and is reborn. It was forged from the ashes of the previous Phoenix, and it looks as though it is made out of fire.
Musts: You must have the Emissary of the Phoenix Template and an aspect related to your possession of this item.
Skills Affected: Weapons, Lore, Athletics
Effects:
[-0] Purpose. The blade may only be wielded by the Phoenix's protector. If anyone else tries to wield it it will shatter into pieces and remain shattered until the protector asks it to repair itself.
[-0] It Is What It Is. It's a longsword that glows with a flickering red and orange light. Its guard is shaped like the wings of the Phoenix, and its hilt can be opened to reveal a small golden dagger. The sword is weapon 3 and the dagger is weapon 1.
[-0] Unbreakable. As an Item of Power, this item cannot be broken through normal means. However, it will shatter temporarily if someone other than the Phoenix's protector tries to wield it and permanently if the Phoenix's protector dies.
[+2] One-Time Discount. It's a big sword and it glows. Not exactly easy to hide.
[-1] Riposte. When you successfully defend against a melee attack with the sword, you may sacrifice your next action to turn your defence roll into an automatically successful attack with the sword.
[-1] The Blade Wants To Protect Me. You may defend against ranged attacks using your Weapons skill.
[-1] Refinement. The sword contains four enchanted item slots. The first has been spent on a ranged fireball attack aimed with the Weapons skill. The second has been spent on a movement spell that transforms you into fire that travels a short distance before reforming. The third has been spent on a fire-based counterspell that burns away magic. The fourth has been spent on a healing spell which attempts to transform a consequence into a BURNED consequence that heals as though it were one step less severe. Those spells all have a strength equal to your Lore and may each be used once per session.
[-1] Increased Speed. You may spend a Fate Point to gain the Inhuman Speed Power for the rest of the scene.
[-1] Knight's Refuge. You have the Demesne Power, giving you control over a portion of the Phoenix's domain in the Nevernever.
VORPAL SWORD [-4]
Description: The sword of Sir Antonio Alighieri, a Knight Templar who once commanded the Wardens of the White Council. He was a famous explorer of the Nevernever, and his slaying of the monstrous Jabberwocky inspired a famous poem that gave a name to his sword.
Musts: You must have the Wizard Template and an aspect related to your possession of this item. You must be in good standing with the Council.
Skills Affected: Weapons, Lore, Investigation
Effects:
[-0] Purpose. The sword exists to uphold the Laws of magic, to protect the innocent under the charge of the Council, and to serve the White Council of wizards. In that order. It can only be used by a Warden or deputized wizard in good standing with the Council.
[-0] It Is What It Is. It's a sword of the type once used by the Knights Templar. It's weapon 3 before taking its magic into account.
[-0] Unbreakable. This item cannot be broken except by using it as part of an action that breaks one of the Laws.
[+2] One-Time Discount. It's a four-foot sword. Not easy to conceal.
[-3] All Creatures Die The Same. This Power is identical to All Creatures Are Equal Before God, except there's nothing holy about it.
[-2] Worldwalker. The sword is sharp enough to cut through the fabric of worlds. The Alighieris loved to traverse the Nevernever.
[-1] Refinement. The sword grants four enchanted item slots, all of which are spent to make the sword into a Warden Sword with 7 uses.
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.
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.