The Dresden Files > DFRPG Resource Collection
Item Of Power Master List
InFerrumVeritas:
Please critique this IoP for me.
Jabir ibin Hayyan’s Grimoire [-1]
Description: You possess the grimoire of the mad artificer Jabir ibin Hayyan who sought knowledge at the cost of his sanity. Tread lightly on when retracing his path to knowledge, lest it plunge you into the same madness which took him.
Musts: You must have the Thaumaturgy power.
Skills Affected: Lore, Varies.
Greatest Artificer of Merlin’s Age. The Grimoire grants +2 to the strength and frequency of any enchanted items or potions the caster makes. Any compels applied to increase the strength of potions made with this must be in line with Jabir’s Agenda.
Methods of Madness. Upon complete discharging (using all of the uses per session) any enchanted items or potions made with the Greatest Artificer of Merlin’s Age effect, you must roll Discipline against the strength of the item, as if you were defending against an attack. Failure to defend results in mental stress as if from an attack; psychological consequences that result are set by the GM, in line with Jabir’s agenda. Additionally, extra uses of these enchanted items cost 2 mental stress instead of one.
The Mind of a Madman. You gain +1 on any skill roll made in keeping with Jabir’s agenda (often having to do with seeking out knowledge and magical power at all costs). When doing so, you must roll Discipline against the result, as if you were defending against an attack. Failure to defend results in mental stress as if from an attack; psychological consequences that result are set by the GM, in line with Jabir’s agenda.
Unbreakable. As an Item of Power, it cannot be broken, save through dedicated magical ritual predicated upon perverting its purpose.
It’s a Book. The Grimoire is a large, ancient tome. A caster may spend Focus Item slots to use the Grimoire as a focus item.
Discount Already Applied. As an Item of Power, the Grimoire already includes the one-time discount (YS167). This means that if you possess more than one Item of Power, the one-time discount will not apply on that second item. If Jabir ibin Hayyan’s Grimoire is the second or subsequent artifact the you gain, the refresh cost is -3.
NOTES: I see Greatest Artificer of Merlin's Age as being roughly equal to taking two Refinements. However, I think IoPs for Refinements are broken so I added Methods of Madness as a balancing factor. Still strong. Very strong, but I don't think it'll break out table. Mind of a Madman is just a renamed Demonic Co-Pilot without shapeshifting. So GAoMA -2, MoaM -1, IoP+2.
eri:
I made an item of power and thought I'd add it here for critique.
Eye of the Graeae from [-1] to [-4]
Description: A false eye made of amethyst that grants the user the power to use The Sight. With use, a wielder of the Eye can awaken other powers in it. It is not in fact the actual Eye of the Graeae, but a clever imitation made by a scion of Hephaestus who intended it as a gift to the Grey Sisters, but he was killed before he could give it to them and his killer picked it up. He in turn lost it in a bet with a Sidhe Lady and it has been in the Nevernever since. Even though it is not the original, it conveys various powers of sight on the owner and over time it has acquired some magical power due to its connection to the Grey Witches.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Lore, Discipline, Alertness, Investigation
Effects:
[-0] It Is What It Is. It's a false eye. Therefore, in order to make use of the Eye of the Graeae, a character must lose an eye and place the Eye of the Graeae in its stead. Like the original, you can use its power even when you hold it in your hand. However, to do this, it needs to be attuned to you by resting in your eye-socket. The eye does not grant standard vision - it is, after all, a false eye - and thus the Aspect associated with this Item will be compelled quite often for situations requiring depth perception or mundane vision, depending on whether your other eye works properly or not.
[-0] Unbreakable. The Eye of the Graeae, as an Item of Power, cannot be broken except with a magical ritual predicated upon perverting its purpose.
[+1] One-Time Discount. The Eye of the Graeae is easily concealed. You could pop it out and hide it in you pocket, or you could just keep your eye closed.
[-1] The Sight. The purpose of the Eye was to help you see, and whatever you see with it is true and real. Needs to be activated, like the normal Sight power.
Upgrades:
[-0] Cassandra's Tears. Because the Eye sees that which is true, it can sometimes see what will be as well as what is.
[-1] Supernatural Sense. The Eye of the Graeae lets you see magic, as if it were colour or heat. This lets you see auras, tell wizards from mundanes or spirits at a distance by their glow, read the patterns of spell residue and anything else the GM thinks reasonable.
[-3] Thaumaturgy. The Eye of the Graeae gives you the power to cast spells like a witch.
Notes:
The One-Time Discount does not apply until there is at least a -2 cost of powers to link it to.
Thaumaturgy may be bought as Ritual first. If so, it is restricted to something traditionally witchy, like Craft Potion or Enthropomancy.
The Eye does not grant normal vision. You cannot read with it, tell what colour something is nor any number of little things that you need normal non-metaphoric vision to do.
edit: Don't know who the Graeae are? see here.
edit 2: Modified.
Sanctaphrax:
If you want Thaumaturgy to be an add-on, why not make it one?
What skill do you use with the Supernatural Sense?
And if you can see through both it and your other eye, how do you not have binocular vision?
Otherwise looks good.
PS: Would you give the actual eye the same traits?
eri:
--- Quote from: Sanctaphrax on May 23, 2012, 05:28:08 AM ---If you want Thaumaturgy to be an add-on, why not make it one?
What skill do you use with the Supernatural Sense?
And if you can see through both it and your other eye, how do you not have binocular vision?
PS: Would you give the actual eye the same traits?
--- End quote ---
Hm, actually, I think I'll make most of it apart from The Sight add-ons.
You use Alertness, Investigation and Lore as far as I can tell.
And you don't see through the eye. Not normally. You can use the sight, you can see magic, possibly, and you can see the future occasionally. Normal vision, however is not something it grants. It would be kind of like seeing normally with one eye and seeing only heat (in that thermography way) with the other. Not true binocular vision. I should specify that.
And no, I wouldn't. Except possibly The Sight, because that seems like something that you don't really use your eyes to see, but your soul or something. They're always describing it as opening your third eye.
Sanctaphrax:
Makes sense.
Generally, Supernatural Senses are supposed to be classified as mystical (using Lore) or as physical (using normal perception skills). Which one is this?
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