The Dresden Files > DFRPG Resource Collection
Item Of Power Master List
Harboe:
Pocketwatch of Fate [-1]
[-0] Purpose. This watch is a tool of the Fates, beings who've been known by such names as Norns, Moirai, Parcace amongst others, which they use to instruct their mortal agents on what needs to be done to protect the integrity of the Grand Design.
[-0] It Is What It Is. It is a golden pocketwatch on a chain. It never loses time or needs winding.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except at the bidding of the Fates themselves.
[+1] One-Time Discount. A pocketwatch is easy to hide.
[+0] Cassandra's Tears. While the watch occasionally gives actual visions, more commonly its user opens it to find a folded note inside it with a cryptic message on it written in the readers native tongue.
[-1] Guide My Hand. By trusting the Fates to deliver you to your proper destination, you succeed by "luck" rather than skill.
[-1] Marked By Power. The item marks the bearer as an agent of the Fates and those who recognize it will treat the bearer with the respect befitting for such an agent.
[+0] Wizard's Constitution. While bearing the watch, the bearer does not age and may recover from any physical injury with no other excuse than time, as his body knits back together. Of course, Extreme Consequences, even once the physical injury is healed remain traumatic events that may haunt the person for years after.
ways and means:
The Babylonian Grimoire [-6]
It is what is is: A massive tome (big old book) created by antediluvian sorcery, it has within its pages hundreds of powers and abilities stolen from their owners by dark magic.
+2 Obvious Item of Power
[-8] Modular Abilities (6 modular abilities points)
Powers can be gained by reading the book and after use stored until they are needed again. The book cannot grant more than 6 refresh worth of powers at any one time.
Sanctaphrax:
I like that one.
Sorry that the list update is taking so long, everyone. I'm going to try and get it done by Sunday.
Mr. Death:
--- Quote from: Sanctaphrax on March 07, 2012, 04:20:05 AM ---I like that one.
Sorry that the list update is taking so long, everyone. I'm going to try and get it done by Sunday.
--- End quote ---
Don't sweat it, man. We all know we all have other stuff to do.
Sanctaphrax:
Had to take some artistic liberties with the compilation. If you don't like what I did to your item or someone else's, please say so and I'll see what I can do.
KUSANAGI [-1]
Description: A magical sword that controls the air. It gained its name from the warrior Yamato Takeru, who was ambushed in a field of grass that was set ablaze. When he swung the blade, he found that it allowed him to control the direction the wind blew with each swing. Using this power, he was able to send the fire back at his ambusher, and gave the sword the name "Kusanagi-no-Tsurugi", or "The Grass Cutting Sword".
Musts: You must have an aspect related to your possession of this item.
Note: In Dresdenverse canon, Kusanagi is almost certainly a Sword Of The Cross. This is not that Kusanagi.
Skills Affected: Weapons, Conviction, Lore
Effects:
[-0] It Is What It Is. Kusanagi is an excellent katana. 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. Kusanagi is a full-sized katana and therefore quite noticeable.
[-2] Channelling (Air). Kusanagi controls the winds.
[-1] Invisible Edge. The wielder of Kusanagi may use Weapons in place of Discipline to control spells cast with its Channelling power.
POCKETWATCH OF FATE [-1]
Description: The Fates, beings who've been known by such names as Norns, Moirai, and Parcace amongst others, created this watch in order to instruct their mortal agents about what must be done to protect the integrity of their Grand Design.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Endurance, Conviction, social skills
Effects:
[-0] Purpose. This watch is a tool of the Fates, and functions only in accordance with their Grand Design.
[-0] It Is What It Is. It is a golden pocketwatch on a chain. It never loses time or needs winding.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except at the bidding of the Fates themselves.
[+1] One-Time Discount. A pocketwatch is easy to hide.
[+0] Cassandra's Tears. While the watch occasionally gives actual visions, more commonly its user opens it to find a folded note inside it with a cryptic message on it written in the reader's native tongue.
[-1] Guide My Hand. By trusting the Fates to deliver you to your proper destination, you succeed by "luck" rather than by skill.
[-1] Marked By Power. The item marks the bearer as an agent of the Fates and those who recognize it will treat the bearer with the respect befitting such an agent.
[+0] Wizard's Constitution. The bearer of this watch does not age and may recover from any physical injury with no other excuse than time, as their body knits back together. Of course, even once the physical injury is healed, really bad wounds remain traumatic events that may haunt a person for years after.
RUBY SLIPPERS [-1]
Description: These sparkly red slippers adjust their size to fit anyone and are comfortable during long walks. Dorothy wore slippers much like these ones during The Wizard Of Oz.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Lore, Investigation, Survival
Effects:
[-0] It Is What It Is. They’re slippers, just like Dorothy wore.
[-0] Unbreakable. As an Item of Power, these slippers cannot be broken except with a magical ritual that opposes their nature.
[+1] One-Time Discount. The slippers, while rather gaudy, aren’t an obvious weapon. And you could hide them in a small bag without much trouble.
[-2] Worldwalker. The Ruby Slippers allow their user to travel between worlds. Saying “there's no place like home” when moving from the Nevernever to Earth is traditional, but not necessary.
THE BABYLONIAN TOME [-6]
Description: In ancient Babylon, there was once a dark sorcerer who stole the powers of others and trapped those powers in a book with his antediluvian wizardry. This is that book.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Many
Effects:
[-0] It Is What It Is. It's a book. Very large, very old.
[-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 Babylonian Tome is huge and won't fit into a normal bookbag. It's quite difficult to hide.
[-8] Modular Abilities. By reading The Babylonian Tome, one can access the powers contained within. Players and GMs should work together to determine what powers the book contains. No more than 6 Refresh worth of contained powers may be accessed at any given time.
BONNEY'S BANE [-2]
Description: The bullet that killed Billy the Kid. Nobody is exactly sure why, but it has magic powers.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Endurance, other physical skills
Effects:
[-0] It Is What It Is. It's a bullet recovered from a corpse, just a misshapen lump of lead.
[-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. Bonney's Bane is a tiny item and is easily concealed on one's person.
[-8] Physical Immunity: Those who hold Bonney's Bane are immune to gunfire unless ambushed.
[+5] The Catch: But if its holder is ambushed or attacked with something other than a gun, it's just a lump of lead.
Upgrades:
[-3] You Ever Shoot a Man in the Back? With this upgrade, Bonney's Bane protects against all non-ambush attacks. Not just from gunfire.
VIDAR'S SHOES [-0]
Description: The shoes of the god Vidar are unparalleled. No footwear could possibly match them.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: None
Effects:
[-0] It Is What It Is. They are shoes. The best shoes.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual predicated upon perverting its purpose.
[+0] One-Time Discount. Vidar's Shoes provide no discount because they don't cost anything.
EXCALIBUR [-3]
Description: The legendary sword of King Arthur and the symbol of his divine right to rule.
Musts: You must have an aspect related to your possession of this item.
Note: In Dresden Files canon, The Sword In The Stone is almost certainly a Sword Of The Cross. However, it is not entirely certain whether The Sword In The Stone was the same sword that Arthur received from The Lady Of The Lake. If it was not, then this is the sword that The Lady gave Arthur.
Skills Affected:
Effects:
[-0] Purpose: Excalibur exists to make its bearer into a great king. It will not function for a character who acts unkingly.
[-1] It Is What It Is. It's a weapon 5 longsword of extremely high quality. It's sharp enough to cut steel.
[-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.
[-1] Marked By Power. Excalibur is a symbol of the divine right to rule.
[-1] Mantle Of The King. Excalibur can be used to make maneuvers and blocks related to kingship, authority, and defence against evil with the Weapons skill.
[-1] True Aim. As long as the bearer of Excalibur acts in a manner befitting a King or a Knight, that bearer receives a +1 bonus to their Weapons skill.
[-1] Cut-Steel. Excalibur provides a +3 bonus to any Weapons maneuver that makes use of its extraordinary sharpness.
EXCALIBUR'S SCABBARD [-2]
Description: Excalibur is much more famous than its scabbard, but the scabbard is if anything more powerful. It provides the protection of the earth to its owner. It was stolen from Arthur long ago, and since then it has passed from owner to owner.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Endurance, other physical skills
Effects:
[-0] It Is What It Is. It's a scabbard. It can be used to hold a sword the size and shape of Excalibur.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual that opposes its nature.
[+2] One-Time Discount. Scabbards are as large as the swords they hold and therefore quite difficult to hide.
[-2] Inhuman Recovery. Wounds given to those who wore Excalibur's Scabbard were said not to bleed.
[-2] Inhuman Toughness. Whoever owned the Scabbard was said to be protected against harm.
[+0] The Catch (The Lady Of The Lake). The power of Excalibur's Scabbard comes from The Lady Of The Lake, and against her it is useless. At the GM's discretion, other beings of similar power might also bypass the effects of the Scabbard.
Upgrades:
[-5] Physical Immunity. The exact limits of the protection provided by Excalibur's Scabbard are not known, and they might well be nearly infinite.
CUSTER’S CAVALRY SABER [-1]
Description: This 19th century cavalry sword is poorly kept, its blade pitted and stained as if the blood it has spilled has eaten into the metal. It has killed innocent women and children, and the sword gives off a greasy, dark feeling to arcane senses.
Musts: None.
Skills Affected: Weapons.
Effects:
[-0] It Is What It Is. It's a cavalry saber. Despite its damaged appearance, it's significantly more deadly than your average one-handed saber. 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's a sword. It's only concealable if you're into Civil War reenactment.
[-3] Army of One. Custer's Saber grants a +1 to Weapons when the wielder is personally outnumbered in melee; that is, when more than 1 person attacks them in close combat in any given exchange. This bonus increases to +2 if three or more people are attacking the wielder, and increases to a maximum of +3 when four or more people engage the wielder.
SOLOMON'S SEAL [-1]
Description: There was once a wise and holy king known as Solomon. He was aided in his rulership by a wondrous ring that he received as a gift from God. That ring allowed him to summon angelic advisers, making it easy for him to become a byword for wisdom.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Lore, Conviction, Discipline
Effects:
[-0] Purpose. Solomon's Seal will not function if its bearer does not do the bidding of God with wisdom and compassion.
[-0] It Is What It Is. It's a ring. A pretty snazzy one.
[-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. Rings are small and easy to conceal.
[-2] Ritual (Divination). This ring allows its wearer to call forth angelic spirits as advisers or to answer questions. While the spirits will try to answer the questions as best they can, they are ultimately still unwilling or unable to affect the process of Mortal Free Will, and thus they may often only give cryptic hints.
Upgrades:
[-1] Holy Touch. As a gift from God, Solomon's Seal is obviously holy. Its touch is like that of a Knight Of The Cross.
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