The Dresden Files > DFRPG Resource Collection
Item Of Power Master List
Hick Jr:
Brief rundown in DV terms- bind a demon lord into a jewel of some sort. It has to obey the wielded, following a battle of wills. You win, the demon provides you with magic and advice. You lose, it eats your soul. Being cut off from Hell means that it uses souls to fuel all it's stuff.
Mechanically, it's an IoP granting Evocation, Hellfire, a bunch of Refinements, Demonic Co-Pilot, an Incite Effect or the like that lets you eat the souls of the unwary, and some kind of power that transfers all the spell casting and ability stress to the Hunger track. Ill work on the preliminary writeup.
Sanctaphrax:
A recent thread about Tengu Magic reminded me of something from ages ago that I never added here.
This, specifically:
--- Quote from: Jebm on February 01, 2012, 09:59:23 PM ---Here's an rewritten version of Sword of the Great Tengu,hopefully that makes more sense
Sword Of The Great Tengu [-3]
Description: This an exquisitely made katana traditionally used by the Tengu Clan’s current prince or chosen emissary as a symbol of their authority and grants the wielder access to a small measure of the king’s sword skills while in combat.
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 defense 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
[-0] It Is What It Is. An extremely well made Katana. It is treated as Weapon: 2 when used in one hand and Weapon: 3 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
[-3] Tengu’s Guiding Hand: The sword is possessed by the Tengu King via a mind meld, who guides their sword at need. The user gains the full effect of these abilities provided they are physically holding the blade:
True Aim: When swung in keeping with its purposes, Sword of the Great Tengu grants a +1 to the wielder’s Weapons skill.
Always at hand : The sword appears, drawn and in its wielder's hand, as combat is initiated. If the wielder is surprised, the sword will defend at Good automatically. If the wielder is initiating combat, this forces an Avoiding Surprise roll even if the victim was aware of the wielder. (Note: This only works once against any given target.)
Unnatural Edge: The sword treats Toughness powers as if they were one step weaker (Mythic becomes Supernatural, etc.),and deals a +1 bonus to hit and inflicts two additional stress.
--- End quote ---
Sanctaphrax:
Dunno if this list really needs an update, but I'm updating other lists so maybe I'll update this one.
Even if I don't update any time soon, I know I'll eventually need to gather up the stuff that's been posted since last update. Might as well do that now.
Sanctaphrax:
Note: I lost the formatting of this post in an editing error.
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 [-5]
Description: Blinker Stones are essentially "blank slate" focus items, meant for use by apprentices or wizards who have problems with Evocation.
Must: You must have an aspect relating to your posession of a Stone, or an aspect related to your difficulty with combat magic.
Skills Affected:Discipline, Conviction
Powers:
It Is What It Is: A gemstone of any type, color, or cut, that can easily fit in a palm.
Crystalline Focus [-2] Power resonates through the stone. It turns a flamethrower into a laser, a lightning bolt into an arc welder. Gain a +4 bonus to the control roll of one element, chosen upon receiving the stone. This does not stack with Specializations-those are meant to replace a blinker stone.
Astral Sight [-2] You may peer into the Nevernever and see spiritual beings while projecting your consciousness through the Stone. Treat as The Sight and Ghost Speaker.
Always At Hand [-2] You can return the blinker stone to your hand from any distance, no matter where it is. A sufficiently powerful Circle or Ward turns this into an attempt to generate shifts equal to the Ward strength, using Conviction as the key skill.
Item Limitation [+2] Spells of the element affected by the blinker stone can only be cast while the stone is in your posession. the Stone can be lent with a simple effort of will. It can be stolen in a Conviction vs. Conviction duel of wills with the attempted thief (Represented as an extended contest.).
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. Side note: If the two are together for any amount of time they will repair themselves.
[+ 2] One-Time Discount: It is a baseball bat; it is hard to conceal.
[- 2] Inhuman Strength: While swinging this bat, wielders gain Inhuman Strength.
[-1] True Aim: When swung in keeping with its purpose, the Bat of the Bambino grants a +1 bonus to the wielder’s Weapons skill.
[-1] Guide My Hand: Spend a fate point to guide the bat to hit its true target
BAMBINO’S SHUTOUT BASEBALL [-2]
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:
[-0] It Is What It Is: It is an old and weathered baseball. It was made to be thrown.
[-0] Unbreakable: As an Item of Power, this item cannot be broken except if hit by Bat of the Bambino. Side note: If the two are together for any amount of time they will repair themselves.
[+1] One-Time Discount: It is a baseball; it can easily be slipped into a pocket
[-2] Ability: When the wielder throws the ball they are granted Inhuman Strength to put behind the throw.
[-2] Swift Transition: As a special ability the Thrower may cause the ball to apparently blink through space, when it reality it is traveling through the Never-Never.
[+1] Mortal Compatriot: Bambino’s Shutout Ball wants to be with Bat of the Bambino. Whenever the Thrower uses the Swift Transition ability they must make a discipline roll to keep the ball from seeking its compatriot.
SOUL RENDER [-Varies (Min -1)]
Description: A pair of gauntlets that appear demonic though one is red and the other is blue. They feel like they weigh nothing to the wearer, created by Nikola Tesla.
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, one blue, grants Weapon 1 to Fists.
[-0] Unbreakable: As an Item of Power, this item cannot be broken except with a magical ritual predicated upon perverting its purpose.
[-0] Till Death do us Part: The person who puts the gloves on cannot take them off until he dies, no matter what! (This includes if his hand or arm gets severed. They stay attached to the hand until the user dies.)
[+2] One-Time Discount: They are glowing gauntlets that can’t be removed, hard not to notice.
[- Varies] Mimic Ability: Wearers lose an amount of cost that they choose (minimum of 4), these become his Mimic Points.
[+1] Designated User: While the wearer of these gauntlets can take abilities from others, he can’t actually use them; instead he is able to transfer them to others, acting as an intermediary of sorts.
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*
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 purpose it will overpower the wielder and change them into an animal form.
[-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: Holders of the staff also gain soulgaze; however the soulgaze they get only works on animals, instead of the normal human only soulgaze.
NYC SUBWAY TOKEN [-3]
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, Discipline
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.
[- 4] Supernatural Speed: Having the coin on your person grants the user supernatural speed and all the effects that go along with it.
[+2] Speed Trap: The only place that this coin works is inside the subway system; anywhere else and it is just a NYC Subway Token.
[-8] Physical Immunity: While traveling through the subway you are immune.
[+6] The Catch: The physical immunity is only applicable to electricity, and only works in the subway of NYC.
FAIRY COURT KNIGHT SWORD [-1]
Description: A Sword wielded by the knight of a Fairy Court
Musts: You must have an aspect related to your possession of this item.
Skills Affected:
Effects:
[-0] Purpose: The staff can only be wielded by a knight of a court. If anyone who is not a knight tries to wield the sword, it will return to its designated realm.
[-0] It Is What It Is: It is a long sword, it grants weapon 2 when used as such (Catch modified as applicable).
[-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] Breath Weapon: Depending on the sword, it can shoot a weapon in congruence with its nature.
[-2] World Walker: Holders of the sword are able to open portals with it at any time to enter their respective realm.
[+1] No Mortal Home: The sword wants to be in its own realm. Holders must follow the rules as is stated by this fact, however they can choose to either go with the sword or let the sword go on its own if they fail.
THE RING OF SOLOMON
Description: A simple ring of gold, inlaid with one band of obsidian.
Musts: A high concept related to the possession of the Seal. Some way of summoning and binding supernatural creatures, whether via full Thaumaturgy, Sponsored Magic, or Ritual:Summoning.
Skills Affected: Discipline, Conviction, Presence, Intimidation
INDESTRUCTIBLE: To the annoyance of many a demon.
THE SUMMONS OF SOLOMON: [-1] The ring's main power is to grant the ability to use diabolism at Evocation's speed and methods.
THE TERROR OF SOLOMON: [-1] Demons are mortally terrified of the Ring and it's wielder. Gain a +4 on Intimidation and Presence when using them on a demonic entity.
THE POWER OF SOLOMON [-5]: This is why the Ring is so coveted by every wizard and sorcerer in the world. Gain an automatic +10 to Control and Complexity when using the Ring to summon and bind demons. Also applies to the Evothaum, with Control and Complexity replaced with Control and Power.
THE CURSE OF SOLOMON [+2]: And this is why nobody is much willing to wear it. Actually using the Power of Solomon requires taking a mild consequence and 1 additional stress than would be normally gained from spellcasting. Even touching the ring is a Superb attack against Endurance-actually wearing the ring automatically applies the Extreme consequence of UNIMAGINABLE PAIN, which is only removed when the Ring is removed. The Ring also cancels out the Wizard's Constitution ability.
Sword Of The Great Tengu [-3]
Description: This an exquisitely made katana traditionally used by the Tengu Clan’s current prince or chosen emissary as a symbol of their authority and grants the wielder access to a small measure of the king’s sword skills while in combat.
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 defense 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
[-0] It Is What It Is. An extremely well made Katana. It is treated as Weapon: 2 when used in one hand and Weapon: 3 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
[-3] Tengu’s Guiding Hand: The sword is possessed by the Tengu King via a mind meld, who guides their sword at need. The user gains the full effect of these abilities provided they are physically holding the blade:
True Aim: When swung in keeping with its purposes, Sword of the Great Tengu grants a +1 to the wielder’s Weapons skill.
Always at hand : The sword appears, drawn and in its wielder's hand, as combat is initiated. If the wielder is surprised, the sword will defend at Good automatically. If the wielder is initiating combat, this forces an Avoiding Surprise roll even if the victim was aware of the wielder. (Note: This only works once against any given target.)
Unnatural Edge: The sword treats Toughness powers as if they were one step weaker (Mythic becomes Supernatural, etc.),and deals a +1 bonus to hit and inflicts two additional stress.
S1C0:
at Sanctaphrax
I noticed Nikola Tesla on the gloves soul render any lore on it that you know off...
me and my group were going to look for his first tesla coil and so far we all have no idea what an iop of that would do
i think something involving shifts of power to craft stuff and perhaps channeling..? any ideas let me know :-\
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