By my math, the Items Of Power are more or less correctly costed. They just use a rather broad interpretation of It Is What It Is, a -0 cost for Ectoplasmic Ammunition, and also a second Feeding Dependency. It's all very sketchy, I admit. Especially the second Feeding Dependency.
I have to disagree on the correctly costed part.
I've added theoretical power costs, otherwise it's just as Belial wrote it up
[-1] Items of Power (includes one-time discount)
Ravager
*It is what it is: a missile launcher (as per grenade launcher but weapon 6 and longer-ranged)
*Indestructible
[-1]*Hephaestus-Forged Weaponry: +2 weapon rating
[-1]*True Aim
*Ectoplasmic Ammunition: generates unlimited ammo using the essence of war as fuel; spilled blood. If this is used instead of real ammo, circles block the attack.
Bloodseeker
*It is what it is: a short-handled for its size battleaxe, with a massive axehead, one iron edge, one silver edge (weapon 5)
*Indestructible
[-1]*Blood-Drinker
[-1]*Concordant Opposition - may take a mental stress hit to boost an attack roll or a defense roll by the amount of stress she took,
to a maximum of 4. May take a 2-stress mental hit to degrade physical immunity down to mythic toughness.
[+1]*Feeding Dependency: Blood
[-0]*Tears of the Slain: as Cassandra's Tears, only it predicts wars and violent battles instead of other disasters.
Mantle of Mists
*It is what it is: a sheer nightgown. Somewhat indecent to wear in polite company. (or not - your mileage may vary)
[-0]*Human Guise
two problems with the IOPs
a) as it's written up now, Feeding dependency only affects The Cassandras Tears knockoff, and hence would not reward any points. Even if it would affect the Concordant Opposition Power, it would still give no refresh bonus, since it has to affect at least -2 refresh worth of power, and these are just not there. And it would make absolutely no sense at all for it to affect Blood drinker, or powers not on the Bloodseeker. Therefore: No bonus from feeding dependency.
b) I think Ectoplasmic ammunition should cost -1. All the IoP's that allow for recall, so they can be used as a thrown weapon over and over again charge refresh for that. I think this falls in the same category.
This would make the IoP's total cost a -3.