The Dresden Files > DFRPG Resource Collection
Item Of Power Master List
Sanctaphrax:
Looks like I was right to take it as flattering.
Not currently pressed for space, really. I'm just worried that at some point in the future I will be. Having to open up the fourth post after the first real update surprised me. Then again, that first update came after nine months or so. And I could fit more into those posts if I really tried.
Anyway! Let's get to the new items.
Mythbane is very cool, but probably overpriced. Its second power is probably worse than Holy Touch, and it costs twice as much. So let's reduce its cost to 1. Its first power gives social armour that will probably never be used because supernatural social powers don't really exist. And since Supernatural Toughness costs only 1 if anything non-supernatural can break it, I figure that it should only cost 2 if it protects the physical and mental stress tracks against magical attacks.
The Bloodied Cloak is cool, but unfortunately Physical Immunity does nothing against counterspells. Fortunately, it can probably be expanded without increasing the cost because that is an incredibly specific Catch.
Here's what I suggest:
MYTHBANE [-2]
Description: There are many lucky charms in the world. Most of them do nothing. But when one of them is used by many people, many times, to do very important things, it can acquire power. Such is the case with Mythbane, a magical ring that protects against the supernatural.
Musts: You must have an aspect related to your possession of this item. Furthermore, you must be a human being. A real human, not a half-human or another such edge case.
Skills Affected: Fists, Endurance, Conviction, other skills
Effects:
[-0] It Is What It Is. It's a ring, the kind you wear on your finger.
[-0] Unbreakable. The ring cannot be broken save through a dedicated magical ritual that contradicts its nature.
[+1] One Time Discount. Gloves and pockets, 'nuff said.
[-2] Ward against the Weird. Mythbane grants a subtle but potent protection to the wearer, granting them armour 2 and four additional stress boxes against physical or mental attacks. Nonmagical attacks bypass this protection.
[-1] Mythbreaker. The ring is violently incompatible with inhuman entities, and inflicts 1 point of physical stress to anything of supernatural ancestry that touches it. This adds 1 to the stress inflicted to such beings by attacks using it. Furthermore, any such being that owns or carries Mythbane will suffer this stress repeatedly until it relinquishes possession of the ring.
BLOODIED CLOAK OF DEAD WARDENS [-1]
Description: There are some societies where the body parts of slain animals are used to make supposedly-magical charms. Generally, the animal chosen is dangerous and the body part used is symbolic of them somehow. At some point in the past, some psycho tried something similar using Wardens Of The White Council and their famous Cloaks. This is what that psycho made.
Musts: You must have an aspect related to your possession of this item. And realistically, you're probably pretty damn evil if you've got this.
Skills Affected: Endurance, other skills
Effects:
[-0] It Is What It Is. It's a cloak made of Wardens' grey cloaks, woven together and soaked through with the blood of their former owners.
[-0] Unbreakable. The cloak cannot be broken save through a dedicated magical ritual that contradicts its nature.
[+2] One Time Discount. It's a cloak covered, and still wet, with blood. People are going to notice.
[-8] Physical Immunity. The Bloodied Cloak offers complete and total protection from the swords of the Wardens of the White Council.
[-1] Unseverable Spells. No spell cast by or on the wearer of this cloak may be countered by the effect of a Warden's sword.
[+6] The Catch. Anything other than a Warden's blade will not be affected by the cloak's protection. Also, the cloak must be kept wet with blood or it will become powerless.
How do these look?
If there's no problem, I'll update the list.
Which reminds me, I need to fix some of the "Skills Affected".
Mr. Death:
Aye, that looks good. I didn't know that Physical Immunity didn't work on counterspells. When I put that in, I meant mostly that you couldn't destroy the cloak itself with the counterspell of the swords. But your way works too.
Sanctaphrax:
Physical Immunity makes you impossible to hurt. Counterspells affect spells, they don't hurt you. PI doesn't affect them.
Oh, and counterspells do nothing to items of power.
Mr. Death:
--- Quote from: Sanctaphrax on March 16, 2012, 01:29:08 AM ---Physical Immunity makes you impossible to hurt. Counterspells affect spells, they don't hurt you. PI doesn't affect them.
Oh, and counterspells do nothing to items of power.
--- End quote ---
I remembered seeing something about Ramirez's sword cutting through Madrigal Raith's ward cloth, and figured it was because of the counterspell, but looking at his character sheet now, it says that any physical attack against the cloth itself would destroy it, so nevermind.
JayTee:
Two questions: first, how are you defining 'magical' and 'nonmagical'? When I wrote it, I intended for it to provide a blanket defense against supernatural powers. The way you've written it seems to imply it only defends against things like Evocation and other forms of spellcasting, which would make it useless against things like an Inhuman Strength empowered punch or Incite Emotion.
Second, as mentioned above some powers like Glamours, Incite Emotion, Marked by Power or Hulking Size grant bonuses to Social skills. Now the case of the last two it would make sense for them to still work in the presence of the social armor as they depend on a context that isn't wholly supernatural, such as 'I'm bigger than you' for Hulking Size and 'I have backing' for Marked by Power. The other two however are from a wholly Inhuman source, and thus are what the Social Armor was intended to protect against.
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