Okay. Edited the various items to get the mechanical kinks out. Hopefully I didn't change anything that shouldn't have been changed.
Not totally happy with Soul Render, the Sword Of The Great Tengu, or the Fairy Court Knight Sword. The former two contain Powers that I'm not confident in the quality of, and the third ought to have another point of Powers.
I would appreciate feedback. Particularly suggestions for a Power to add to the Fairy Court Knight Sword, comments on the unusual Powers of Soul Render and the Sword Of The Great Tengu, and checks to make sure that the edited items are true the spirits of the original items.
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.
FAIRY COURT KNIGHT SWORD [-1]
Description: A Sword wielded by the knight of a Fairy Court. It is attuned to the home realm of the Court that it was made by.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Weapons, Investigation, Lore, Survival
Effects:
[-0] Purpose. If anyone who is not a knight of the Court tries to wield the sword, it will return to its designated realm.
[-0] It Is What It Is. It is a long sword. Weapon 3.
[-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. It is a large sword; it’s hard to keep hidden. But it doesn't grant enough Powers for a full rebate.
[-1] Elemental Weapon. The sword emits elemental energy appropriate to its court, allowing it to be used to attack from up to three zones away.
[-2] Swift Transition. The wielder of the sword may enter the sword's home realm freely from any point in the material world.
[+1] No Mortal Home. The sword wants to return to its home realm and may occasionally drag its wielder there.
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.
Sword Of The Great Tengu [-4]
Description: This an exquisitely made katana traditionally used by the Tengu Clan’s current prince or chosen emissary as a symbol of their authority. It grants the wielder access to a small measure of their king’s sword skills.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Weapons
Effects:
[-0] Purpose. The Sword of the Great Tengu was crafted by the Tengu for the use of a skilled warrior in an effort to stave off the decline of swordsmanship in the world. This Item of Power may only be used in defence of one’s self, one’s comrades or one’s lord. If the user ever leaves the path of the sword behind as defined by the Tengu this item will not work for them in a mundane or a magical sense.
[-1] It Is What It Is. An extremely well made katana with an unnaturally sharp edge. It is weapon 4 when used with one hand and weapon 5 when used with two hands.
[-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 Sword of the Great Tengu is not easy to conceal because it's a sheathed katana.
[-1] True Aim. When you use it in keeping with its purposes, the Sword of the Great Tengu adds 1 to your Weapons skill.
[-1] Always At Hand. Drawing the sword does not take a supplemental action. It is instantaneous, and you may do it during someone else's turn. If you are ambushed and would defend at Mediocre, you may have the sword spring into your hand and defend at Good instead.
[-1] Sudden Slash. You may attempt to ambush people without hiding. When not in combat you may roll your Weapons skill to prepare, with other characters rolling Alertness against your result to detect your intentions. If you're still not in a fight after that, you may then make an attack against any character who didn't notice your intentions. This attack ignores the normal initiative rules, and the target must roll Alertness against a difficulty of your original Weapons roll or defend at Mediocre.
[-2] Unnatural Edge. Attacks with the sword ignore one level of Toughness.