I'm running yet another game, and this scenario is going to involve an auction and/or heist of items of power, so I'd like some feedback on these:
Earp’s Colt [-2]
Description: A Colt Buntline Special, long-barrel Colt .45 revolver, with a plaque in the handle reading, “Wyatt Earp Peacemaker From The Grateful People of Dodge City April 8th 1878”
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Guns, Fists
Effects:
[-0] Purpose. Earp’s Colt seeks to defend law and order
[-0] It Is What It Is. A long-barrel Colt chambered in .45 with extra stopping power. Weapon: 3 projectile, Weapon:1 melee
[-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. Earp’s Colt is distinct, but as a handgun it’s not hard to conceal.
[-1] Give’em an ‘Earp’: Wyatt Earp was as well-known for smacking people over the head as he was for shooting them -- when you pistol-whip someone with Earp’s Colt and land a successful attack, you also inflict the fragile aspect, “Stunned”
[-1] “No!”: Wyatt Earp was never shot, despite throwing himself into numerous gunfights, including a crossfire that should have had him dead to rights. You gain +1 to Athletics rolls to avoid gunfire. (Note: Am considering making this Inhuman Toughness with the catch of 'Anything but gunfire'. Cost will be the same)
[-1] “Justice is Coming”: As a Venator, Wyatt was well known and feared among supernatural enemies. That fear and belief extends to his weapon. If you spend a fate point, attacks from Earp’s Colt bypasses one level of toughness for the scene, i.e., a creature with Supernatural Toughness is treated as having Inhuman when attacked with the Colt.
Culein’s Flute [-1 or -2]
Description: A flute made of Mythril, a faerie metal that glitters with the colors of the forest
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Performance
Effects:
[-0] Purpose. Culein’s Flute seeks to enchant those who hear it
[-0] It Is What It Is. A flute that plays enchanting notes
[-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. The flute is large and even in a case, people will notice it.
[-3] Pied Piper, Eat Your Heart Out: By playing Culein’s Flute, the user can entice people to follow them, or to run away, at range. The player gets a +2 to either Performance to create a temporary aspect on a person. If the player attempts to create an aspect on a zone, there is no bonus. The player decides which effect to inflict before rolling.
[-4] Bardic Faerie Magic: Replaces Pied Piper. With training and attunement, Culein’s Flute offers the user magic sponsored by the bards of the wyldfae.
Benefits: The user can use Performance instead of Discipline, and Presence instead of Conviction, when casting spells. The caster also gets +1 to spell power when casting enchantments.
Item Slots: The user gets 4 Focus Slots, minus 2 if they already have either Evocation or Thaumaturgy. No focus slots if they already have both.
Agenda: Culein and the bards of the Wyld seek to enchant and seduce. They have an image to keep up, and wielders find themselves pulled toward such.
Evothaum: The user can cast certain Thaumaturgy spells with the speed and methods of evocation, such as Conjuration and Veils.
Sin’s Charm [-1]
Description: A cube made of a black substance, with a reddish shine
Musts: You must have an aspect related to your possession of this item.
Skills Affected: any
Effects:
[-0] Purpose. Sin’s Charm seeks to bring good fortune to its users and corrupt them
[-0] It Is What It Is. A black cube, easily mistaken for a single unmarked die.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual predicated upon perverting its purpose.
[+0] One-Time Discount. It’s tiny and easily concealed.
[-1] The Devil’s Own Luck: Once per session, after rolling, you may freely reroll any number of your dice. However, using this takes a toll on the user -- immediately after the roll is resolved, Sin’s Charm hits the the user with a psychic attack equal to the roll’s total. Any consequences resulting from this attack must be aligned with whichever of the seven deadly sins closest matches the intent behind the action (i.e., attacking = Wrath; Rapport = Lust; pickpocketing = Envy, etc.). The user can use this effect again at the cost of one mental stress per use.
Collar of the Beasts [-1]
Description: A leather collar with a loop for a tag or bell.
Musts: You must have an aspect justifying your possession of the item
Skills Affected: Investigation, Rapport, Empathy, other social skills
Effects:
[-0] Purpose. The collar seeks mastery over beasts.
[-0] It Is What It Is. It is a leather collar, 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 collar can be hidden, but its powers only take effect when it’s worn around the throat.
[-2] Echoes of Many Beasts: Once per day, the user can declare what kind of beast the collar emulates. The user must wait until the next sunrise to change the animal -- and the animal type is reflected by a charm that manifests on the loop.