The Dresden Files > DFRPG Resource Collection
Item Of Power Master List
Jebm:
I'd almost forgotten about that which is odd considering it was my first post on this forums, but I'm still glad you added it in and the edits you've made to it . I had a newer edited version that I've been using due to the game being at a lower level that might fit in better with the items shown here. Your version has so many cool abilities, though I'm on the fence about what would work best with my version of it.
Here's the new edited version
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 and grants the wielder access to a small measure of the king’s sword skills while in combat allowing them to cleave through almost anything. Mysteriously any wound dealt by this weapon simply leaves a bloodless yet extremely painful cut.
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. It deals 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: The sword treats Toughness and Recovery powers as if they were one step weaker (Mythic becomes Supernatural, etc.). In addition it may ignore 2 points of an armor rating.
[-1] Blade Caster: The sword grants +1 to either offensive control or power of a single thematic element of Tengu magic and replaces Discipline with Weapons for controlling a spell while doing so.
Sanctaphrax:
I guess I'll put both versions on the list.
Unfortunately, your new version also uses Custom Powers of uncertain balance. And one of those Powers is strictly superior to a Power on the other version. At least one version of Unnatural Edge is going to have to change.
Well, we'll work something out.
Anyone have any ideas?
Sanctaphrax:
Well, I edited the Tengu swords a bit. And I gave the Fairy sword a zone attack option.
I think the items as they stand now are probably list-ready. But of course I could be wrong; please tell me if I am. Especially if you're the original writer of one of these items.
(click to show/hide)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.
Sanctaphrax:
Looks like the update might be delayed a bit.
I just found an old thread full of items.
Sanctaphrax:
Okay, I revised the items from that thread for inclusion in the list.
I had to take some liberties, unfortunately.
If these pass muster with the community, I'll update the list tomorrow evening.
(click to show/hide)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.
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