Sorry for all the questions but I had one more simple question!
In the resources, I found this:
MJOLNIR [-3]
Description: Thor's hammer. Enough said.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Weapons
Effects:
[-0] Purpose. If the wielder is not worthy, Mjolnir becomes too heavy to lift.
[-0] It Is What It Is. A weapon 3 hammer.
[-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 big hammer. Not easy to hide.
[-1] Never Far From Reach. Mjolnir can be thrown as a weapon up to 2 zones away (instead of the standard 1). Upon striking or missing, it returns to its owner's hand on the following exchange. This ability only works when the hammer is thrown. If the hammer caught, stuck, or taken from the bearer the hammer will not magically return.
[-1] True Aim. Mjolnir is a superlative weapon. So long as its bearer is worthy, it provides a +1 bonus to all Weapons rolls.
[-3] The Bigger They Come... Even the World Serpent must fear the impact of Mjolnir. When facing an opponent, the wielder may spend a fate point to ignore all of that opponent's defensive powers and mundane armour for a scene.
In my current longterm story campaign that I am planning, Im planning on a local cult to try to revive Cthulu using a combination of the Necronomicon (at least they think it is), ley lines (I-35/I-40 are the Crossroads of America in Oklahoma) and MJOLNIR as a siphon. At some point, I am hoping one of my players picks it up. If thats the case, could they continue to upgrade MJOLNIR with new refresh powers? Such as -1 or -2 Lightning Control? Or -2 Flight? Would that be stunts?