Like the title says. Items of Power can be more than Refresh rebates for your characters - they can be sources of really great thematics. Share!
My offering: The Gallows Eye (for a pirate-themed game) (-2 to -3)
A carved wooden false eye, worn smooth, with a twisted grain running throughout. This eye was carved from a used gallows tree, upon which the character's trusted captain had been hung. Now, the character wears the eye as a macabre memorial... and to make use of the spirit-sight it grants.
(http://farm3.static.flickr.com/2617/3729900909_8e42119063.jpg)
It Is What It Is: A false eye. Thus, in order to make use of the Gallows Eye, a character must lose an eye and place the Gallows Eye in its stead. The eye does not grant standard binocular vision - it is, after all, a false eye - and thus the Aspect associated with this Item will be compelled quite often for situations requiring depth perception.
Unbreakable: The Gallows Eye cannot be destroyed save by the use of a necromantic ritual similar to a ghost-binding or the Darkhallow.
Imparted Abilities:
One-Time Discount [+1]
Ghost Speaker [-1]
The Sight with a leaning toward death, ghosts, and spirits [-1]
Spirit Sensitivity (as the Stunt Finely-Tuned Third Eye) [-1]
Psychometry [-1] can also be added, at sight rather than touch.
For my Patriotic Defender of America character, a knight in a Mason-esque secret society dedicated to combating supernatural threats, I've made the Sword of the Revolution.
(http://americanhistory.si.edu/militaryhistory/img/media/135_l.jpg)
The Sword of the Revolution [-3]
• One-Time Discount [+2]
• It Is What It Is: George Washington’s exquisitely made hanger-type battle sword that functions at Weapon: 3.
• Unbreakable: The sword cannot be broken except through a ritual dedicated to perverting its purpose or preventing the freedom of a being possessing freewill.
• Let Freedom Ring [-2]: The wielder may draw the sword from its sheath to create a sound like a ringing bell clearly and audibly in an area including its current zone and all adjacent zones. The radius may be doubled for each point of mental stress the wielder takes when drawing the sword. Those within the affected area are protected from mind-clouding supernatural effects by a block based on an Intimidation roll made by the wielder. This same roll is used as a maneuver against any non-corporeal entities to startle them and drive them off.
• True Aim [-1]: When swung in keeping with its purpose, the Sword of the Revolution grants a +1 to the wielder’s Weapons skill.
• All Beings Are Created Equal [-2]: When facing an opponent, the wielder may spend a fate point to ignore that opponent’s defensive abilities (Toughness based ones, primarily), as well as any mundane armor the foe has, for the duration of the scene. In essence, the Sword of the Revolution may take the place of whatever it is that a creature has a weakness to (whatever “the Catch” is on their Toughness powers), on demand, so long as the wielder can spend that fate point - particularly handy when facing ultra-tough Denarians or true dragons. Whatever abilities a creature may have, the job of the Sword of the Revolution is creating a mostly even playing field – or something very much like it – between mortal and monster.