The Dresden Files > DFRPG Resource Collection
Item Of Power Master List
eri:
Oh, right! I forgot that. Hm, not sure actually. I want to say physical, but it's magic, you know. That's usually something you sense mystically. And it doesn't actually correspond to a sense that humans normally have, but it basically translates as vision. Or heat vision, rather, where the more magical you are the more you glow. I'm gonna say physical, but this is one of those things a GM can easily change without much impact.
KnightOrbis:
Tactical Extreme Environment Battle Suit[-6 to varying]
Description: An advanced battle suit that was made to enable the driver to survive in inhospitable environments and situations;extreme heat and cold, underwater,poisonous gases, and even the vacuum of space for a limited time. Invented by Novatech in 2058 for 893,700,000 per suit, only 400 of the most elite soldiers in the United States Armed Forces are permitted usage.The main component is malleum, a protean, pseudo-biometal that reacts to the the hosts brainwaves. It's properties include cell amplification and multiplication of organic cells by injecting itself into the user's body,bending light waves, and increasing it's own density and durability.
Musts:You must have an aspect related to your possession of this item.
Skills Affected:Weapons, Might, Fists, Endurance, Stealth.
Effects:
[-0]It Is What It Is.It is a high tech battle suit that bonds to the host and almost impossible to remove. The carbon-titanium multi-weave provides a lightweight and durable armor (Armor:3 vs all).And the pressure gauntlets allow for a powerful weapon in hand-to-hand combat (Weapon:4).
[-0]Unbreakable.As an Item of Power, it cannot be broken except with a magical ritual predicted upon perverting it's purpose.
[+3]One-Time Discount.As it is a highly advanced, futuristic, full-body suit that is made up of several components that won't be discovered or invented for several decades. It is quite conspicuous.
[-2]Inhuman Toughness.Besides the suit's built-in armor, the malleum enters the driver's bones and incorporates itself into them increasing bone density and strength.
[-2]Inhuman Recovery.The malleum repairs the driver's body and the suit if any damage is sustained.
[-7]Modular Adaptations.the suit can switch from different modes to adapt to the situation at hand.Can switch in combat as a supplemental action.
Amp Mode:The malleum increases the muscle cells number, potency, and working speed enabling the driver to perform superhuman feats of strength and speed, Gains Supernatural Strength and Supernatural Speed.
Cloak Mode:The suit bends the light around itself allowing for a degree of invisibility. Gains +4 to Initiative,+5 to Stealth rolls, and +2 to accuracy rolls while stealthed.
Armor Mode:The malleum hardens greatly to a degree to defend against even some explosives.Gains Supernatural Toughness and increases suit armor to Armor:5 vs all (ignore the Superhuman Toughness armor bonus.
[+2]The Catch.Anti-Tank Weaponry
Upgrades:
Energy-Purge[-5]
Charging. The maximum Charge is 300%, this can be spent on other things, but the way to recharge is by absorbing large amounts of energy be it magical, electrical, solar.
The first way is by taking stress from an energy-based attack, you get 10% for each 1 stress taken. The second way is through taking a basic action to charge from an large energy source (no batteries), the most common electricity, each source has a Charge rating
and if you charge from it you gain 10% per point of Charge rating (Charge:4 gives 40%). You also have Armor:2 against all energy-based attacks. You can only Charge from each energy source once.
Energy Overload. You can spend up to 60% Charge to make an energy-based attack. Roll Weapons to attack, and the Weapon rating is 1/10% ( 10% makes Weapon:1). This can also be a zonewide attack as long as you pay more then 30% Charge (Weapon:3 Zonewide) , It can also be range but only as long as you pay 40% ( Weapon:4 Range, maybe Zonewide).
Cellular Augmentation. By infusing the excess energy into your cells you can increase their growth rate, efficiency, and strength by enormus amounts. You can pay to increase any physical abilities (Strength, Speed, Toughness, Recovery) by one step for each payment, you can increase them from, Nothing to Inhuman-40%, Inhuman to Supernatural 70%, Supernatural to Mythic 120%. These abilities purchased only last for the duration of the scene unless canceled.
Dead Battery. You need at least 40% Charge to use this ability, if you have under 40% or 0% then you cannot use any of the abilities except Charging, if this is put on an Item of Power, the IOP or anything to do with it except Charging won't function.
KnightOrbis:
I've edited it so when Charge goes to 0% it stops functioning. And added True Science as a upgrade.
KnightOrbis:
Aion, Immortal's Edge[-4]
Description: A sword crafted by the god Vulcan out of the metal from a meteor and blessed by Mars. It's purpose was to give a great warrior of Rome an edge against it's enemies of any shape and colour,protect the innocent and greater good. It's edge has been said to rival that of either Excalibur and Kusangi.
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 a incredibly sharp and intricately designed sword. Weapon:4
[-0]Unbreakable.As an Item of Power, it cannot be broken by any means except a magical ritual predicted upon perverted it's purpose.
[-0]Purpose.This weapons purpose is to protect the innocent and the greater good.
[+2]One-Time Discount.It is a beautifully made sword that was made to draw the attention of people.
[-1]True Aim.As long as it's wielder is using it in it's purpose they get a +1 to their Weapons skill.
[-2]Searing Edge.The blade is as hot as the volcano it was forged in. +3 to stress to attacks made with it, and it satifies any Catches that have to do with heat, fire, lava, or meteors.
[-3]All Creatures Are Made Equal.When facing an opponent, the wielder may spend a fate point to ignore that opponent’s defensive abilities (Toughness based ones, primarily), as well as any mundane armor the foe has, for the duration of the scene. In essence, the Aion, Immortal's Edge may take the place of whatever it is that a creature has a weakness to (whatever “the Catch” is on their Toughness powers), on demand, so long as the wielder can spend that fate point .
Sanctaphrax:
Both are interesting but flawed.
The sword's base weapon rating is too high.
All Creatures... is a bit cheesy on something as damaging as the sword. It's more or less in accordance with the rules, though.
The armour's Modular Adaptations Power is way too strong.
The armour's It Is What It Is is pushing things a bit.
Connecting Catches directly to weapon ratings is rarely a good idea.
That Catch should probably be worth more.
The armour's One-Time Discount is too big.
Artificial Intelligence is just dull. Powers should generally not be +X to a skill.
Energy Purge is vastly too complex for a Power that only exists on an IoP. I suggest you post it to the Custom Powers thread first, it needs a real looking-at.
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