Author Topic: Item Of Power Master List  (Read 76530 times)

Offline Sanctaphrax

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Re: Item Of Power Master List
« Reply #210 on: May 20, 2013, 05:13:22 AM »
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.
« Last Edit: May 20, 2013, 05:18:55 AM by Sanctaphrax »

Offline Sanctaphrax

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Re: Item Of Power Master List
« Reply #211 on: May 20, 2013, 05:16:50 AM »
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.
[+2] One-Time Discount. It is a large sword; it’s hard to keep hidden.
[-2] Elemental Weapon. The sword emits elemental energy appropriate to its court, allowing it to be used to attack from up to three zones away. It may also be used to make zone-wide attacks, which the wielder is not immune to.
[-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.

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 Toughness and Recovery Powers as if they were one step weaker.

SWORD OF THE GREAT TENGU [-1]
Description: This ancient katana is crafted from a fusion of wootz and tamahagane steel and has real ray skin on its grip, as well as the image of a three-legged crow hand-carved into it's pommel. It is traditionally used by the Tengu Clan’s current emissary as a symbol of their authority. It grants its wielder access to a small measure of the Tengu king’s sword skills, allowing them to cleave through almost anything. Mysteriously, wounds inflicted by this weapon never bleed yet are extremely painful.
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 be used to assist in the destruction or subjugation of opposing Youkai clans and courts or for engaging worthy opponents in general combat or in a one on one duel.
[-0] It Is What It Is. A well-forged katana with a supernaturally sharp edge. Weapon 3.
[-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.
[-2] Unnatural Edge. Attacks with the sword treat Toughness and Recovery Powers as if they were one step weaker.
[-1] Blade Caster. If the wielder of the sword possesses the Tengu Magic Power, then they may use their Weapons skill in place of their Discipline skill to cast Tengu Magic spells. In addition, the sword contains a free focus slot that must be spent on Tengu Magic offensive control or power.

Offline Sanctaphrax

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Re: Item Of Power Master List
« Reply #212 on: May 20, 2013, 05:22:07 AM »
Update complete.

Current list length is 58 pages, 19617 words, 119 553 characters, and seven posts. That's too big for the space I reserved when I started this thread, so I've continued the list on a later page. That is, this page.

Offline Sanctaphrax

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Re: Item Of Power Master List
« Reply #213 on: March 05, 2014, 11:09:04 PM »
Somebody posted a new item to the wiki. It looks like this...

(click to show/hide)
Obviously it has problems. The cost of 0, for one. And Mercy Kill doesn't seem like a fair 1-Refresh Power to me.

Anyone got any suggestions on what to do with it?

Offline Locnil

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Re: Item Of Power Master List
« Reply #214 on: March 14, 2014, 05:57:30 PM »
Bump up the cost of Mercy Kill to [-2]. IMO that'll pretty much fix it. For flavour, though, I'll remove the stress hit the user takes and the limitations on use, but add that the power can only be used on someone who already has a consequence inflicted by the user. Mercy kill, after all.

Offline Mr. Death

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Re: Item Of Power Master List
« Reply #215 on: March 14, 2014, 06:16:52 PM »
Adding that much stress is not a -1 or a -2 power. You're talking about a Weapon:10 gun, for 1 refresh? That's plain ridiculous. I'd disallow it entirely.

The only alternative I can see is making it ignore armor and/or toughness, similar to the Swords, though the full power of it isn't something I'd necessarily give. Or have it reduce the toughness of whatever you're shooting at.
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Offline narphoenix

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Re: Item Of Power Master List
« Reply #216 on: March 14, 2014, 07:41:52 PM »
Adding that much stress is not a -1 or a -2 power. You're talking about a Weapon:10 gun, for 1 refresh? That's plain ridiculous. I'd disallow it entirely.

The only alternative I can see is making it ignore armor and/or toughness, similar to the Swords, though the full power of it isn't something I'd necessarily give. Or have it reduce the toughness of whatever you're shooting at.

I'd actually allow it for three Refresh (it's basically an enchanted item with extra stress, so that's what I based the cost off of: I assumed a Guns of Superb (+5)).
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Offline Sanctaphrax

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Re: Item Of Power Master List
« Reply #217 on: March 14, 2014, 11:47:51 PM »
Yeah, it's basically an enchanted item. That's a good point.

Ritual (Crafting) plus 1 Refinement gets you 8 item slots. Spend 1 on the base effect, 5 on extra strength, and 2 on extra uses and you've got a 5-use weapon 10 item. So maybe with the stress cost and only 3 uses with no stress-for-additional-uses option, 2 Refresh would be fair. But that requires Superb Lore, and it's kinda munchkin-y.

Offline Locnil

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Re: Item Of Power Master List
« Reply #218 on: March 15, 2014, 08:01:50 PM »
Adding that much stress is not a -1 or a -2 power. You're talking about a Weapon:10 gun, for 1 refresh? That's plain ridiculous. I'd disallow it entirely.

Two refresh, actually. And considering the limitations on use per session, and the stress hit for using it, and I see +7 stress as a more or less fair benefit. After all, the attacker still has to roll to hit, and it's likely that the target will do anything - like spending fate points, to dodge it.

Yeah, it's basically an enchanted item. That's a good point.

Ritual (Crafting) plus 1 Refinement gets you 8 item slots. Spend 1 on the base effect, 5 on extra strength, and 2 on extra uses and you've got a 5-use weapon 10 item. So maybe with the stress cost and only 3 uses with no stress-for-additional-uses option, 2 Refresh would be fair. But that requires Superb Lore, and it's kinda munchkin-y.

Except, even if you build it this way you don't actually get Ritual (Crafting). You can't make any more enchanted items, meaning that the better part of two refresh goes down the drain. Not actually requiring Superb Lore isn't sufficient to counter balance that.

Offline Sanctaphrax

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Re: Item Of Power Master List
« Reply #219 on: March 16, 2014, 03:41:36 AM »
Good point.

Though that only matters between sessions/at milestones, when people are changing power selections and item loadouts. During sessions, it's irrelevant. How that affects balance is a touch unclear.

Offline timorzo

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Re: Item Of Power Master List
« Reply #220 on: June 06, 2014, 11:39:05 PM »
Hi it has been awhile since I have posted anything, but a player asked me to put together an item designed for a researcher, I put together this and I wanted to hear your thoughts.

Book of Knowledge [-5]
Description: A large old book that when opened describes in detail information regarding items, people, or objects in its presence. This item isn't as famous as other items of power, but the few rumors about this object state that it includes the combined knowledge of all life throughout the world. 
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Scholarship, Lore, Empathy, Investigation.
Effects:
[-0] It Is What It Is. It's a large reference book.
[-0] Purpose: although it is not explicitly known the book seems to try and impart expert knowledge to those who choose to read it. It never shows itself writing but seems to always have written on the page exactly what the viewers were curious to learn.
[-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's a big reference book not really intended to travel. It is concealable within a large backpack or a duffle bag, but it is really bulky when travelling.
[-2] Worldly Knowledge. This book contains vast amounts of information regarding any non magical items and gives +2 to scholarship to anything within its presence including those which are absurd or mundane.
[-2] Supernatural knowledge. This book also contains vast amounts of information regarding any magical items and creatures thus it gives +2 to lore to anything within its presence.
[-1] People knowledge. This book even contains vast amounts of information regarding any people thus it gives +2 to empathy in regards to discerning aspects of people in its presence.
[-1] Psychometry. when purposefully touching the book to a particular item, the book may project visions to any viewer.
[-1] Tool of investigation. When using this book to analyze a clue or interpret its meaning get a +2 to investigate


Offline Locnil

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Re: Item Of Power Master List
« Reply #221 on: June 07, 2014, 06:32:18 AM »
A bit boring, but yeah that seems more or less balanced.

Offline Sanctaphrax

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Re: Item Of Power Master List
« Reply #222 on: June 08, 2014, 05:25:33 AM »
The wording is a bit iffy, I think. I'm not sure exactly what rolls are boosted by this.

Offline idirex

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Re: Item Of Power Master List
« Reply #223 on: June 08, 2014, 09:45:51 PM »
 ;D Hi . I really appreciate all your collective efforts to improve a fantastic game . Thnx .
This is one of my favorites... please comment .
Catalyst (IoP)
Description: The Catalyst is a Platinoid alloy consecrated by a forgotten Sun God . It was unearthed as part of a treasure in a Burial Mound (Tumulus) . Remnants of its conscience are still present and you can connect to it by means of a ritual . If successful you exchange your vital energies for Magical Power.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Conviction, Discipline, Lore ... others...( the user chooses how he will aim his effects , usually with Discipline )
Effects:
[-0] Purpose . In using the Catalyst you ally yourself with humanity and those who protect it . You are forbidden to kill humans , ( you lose your attunement to the catalyst ) , and should uphold the laws of magic ( Chop-chop from the council if found out )
[-0] It Is What It Is . The user Must fashion an item out of it ( jewelery , gauntlets , watch , weapon , gun ...) and it must be of exceptional craftsmanship . The item starts devoid of decorations or sigils of any kind and is filled up as the user is attuned to it . This will determine its potency .
[-0] Unbreakable.The actual item of power is the metal itself and is therefore impossible to destroy , unless by means of a specific ritual predicated upon perverting its purpose.
[+1 / +2] Discount. The dimensions of the item depend upon the form the user chooses . It will always be easily detectable my the supernatural unless specifically shielded. If the item is a  weapon then its effects will be "on strike / hit" . It cant be loaned .
[-4] Blessed by Blood , Fire and Shadow : The Catalyst transforms your Life energy into Magical energy .
Evocation : Take physical stress in order to cast that many shifts of power in obvious and direct effects ( fire , light , heat...) . Take mental stress for shifts for subtle and indirect effects ( Veils , shadow summoning , mind magic...) . Summoning requires the user to tale at least a mild consequence and is usually handled by evothaum . No control roll is required but if power is greater than attack/aim roll , the difference is treated as fallout .
Thaumaturgy : Take physical and mental stress to power your ritual . At least 1 appropriate stress and at least 1 mild consequence must be taken. No control roll is required . The maximum shifts allowed are twice the complexity of the ritual itself . Base complexity equals your Lore . You can increase it by offering your blood as sacrifice (consequences) .
Evothaum: The user is allowed thaumaturgy with the speed and methods of evocation . Maximum complexity is capped at your Lore .
Extra Benefits: By spending a fate point , the user can request a meeting with any major " pro humanity " force ( including the Sidhe Courts ) and have the opportunity to temporarily wield their power . Their respective restrictions will apply and can sometimes lead to conflicting situations .
[-X] Refinement / Attunement slots : By increasing the power , the user gets fixed bonus in shifts (evocation and thaumaturgy ). At least 1 appropriate stress must be taken . By increasing accuracy , the user gets a bonus at "aiming" the effect with his  chosen skill . The item plays the role of all focus items and is limited by Lore .
[-X] Enchanted Item slots . Anything goes here , but you must still uphold the Purpose . If another uses your items against the Purpose you are held responsible ...( clean the mess quest)
The user can be granted inhuman speed , strength and toughness powers each major milestone . their cost must be paid normally . These powers are susceptible to Necromancy (catch)

Offline Sanctaphrax

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Re: Item Of Power Master List
« Reply #224 on: June 09, 2014, 01:44:39 AM »
The item itself looks pretty solid apart from a few formatting issues. I like the idea that the item is the material, and that what you make out of it is secondary.

But the Sponsored Magic has some issues. I'll address them in the other thread.