Master Your Anger isn't really a worthy rebate. It will only come into play when compelled and even when compelled it won't usually matter. This is better handled as an aspect.Hm...okay, how about lose the +1 discount, and to encourage it to happen more often, modify My Enemies Cannot Stop Me to have the ignore armor built in with the +3 to stress, but make it only activate when it's swung with intent to kill, and any Taken Out resulting from such an attack has to be fatal?
My Enemies Cannot Stop Me seems off. +3 stress for 3 refresh is not worth it. Ignoring armour generally isn't worth a fate point, unless that effect is supposed to be scene-long.Not often, granted. As I said, I was modeling this after the book series, where this is an explicit power of the sword--and it has other uses. For instance, in said book series, the main character uses the sword to lever/chop a slave collar off a captive with the sword, and is mainly able to do so because the power allows him to do so without risking cutting the captive.
How often do you attack someone who isn't an enemy with a sword? I think that's better as a compel than as a part of the power.
The Sword Is My Shield is weak compared to Footwork.I would add the bullets, but the intent of this power was that the wielder would be using the sword itself to deflect attacks, and while knives and other thrown weapons, and magic, would be easy enough to spot and deflect, bullets are another story.
The Bringer Of Death is okay, I guess, though I'd prefer a Marked By Power reflavour to a new power here.Funny you say that, because I'd originally made it just straight Marked By Power, then added the extra -1 refresh to boost intimidation more. I'm fine with reverting it, though.
The Dance With Death is basically True Aim, but more so. This is bad.How about making it -2, and only boosting each roll by 1 instead?
The Power Of Love looks really weak.This probably falls under the 'important in the books, probably won't come up in a game much' category again. In the books, turning the blade white is one of those legendary things that mean the difference between the sword turning you into a burnt out husk of a man (the mental attacks from killing stacking up over the years) and the wielder mastering the sword completely and being immune. I made it at -2 refresh partly to overcome the +1 rebate from Master Your Anger, so I guess if I'm nixing that rebate, that'd be a -1 power instead, and probably shouldn't need the fate point to overcome the restriction (which, in game, I envisioned being a big, dramatic turnover--like if you had to use the sword to stop someone you loved from ending the world, sort of thing).
BONNEY'S BANE [-5]The Stacked Catch of "Everything except this one category of attacks" runs to +5 in all of the printed examples I've seen; limiting it to bullets is a much greater catch than the ambush loophole. If it protected against any attack of any kind, provided you weren't ambushed, that would make it a +2, where if it only could by bypassed by someone you trusted, that would be a +1.
Description: The bullet that killed Billy the Kid.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: None
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*.
[+2] The Catch: The artifact will not protect the owner against ambushes** from people they trust***. (+2 only protects against specific thing, +0 because only specific people will be in the owner's trust).
* Debating expanding "bullets" to be "projectiles". Thoughts?
** A typical Ambush situation or at the very least spotting the ambush but losing initiative should allow the attack to bypass the Immunity.
*** Also debating dropping the "from people you trust". I think the Catch would raise to a +4 discount then, because while it's not exactly researchable, anyone would potentially be able to bypass the Immunity.
The Stacked Catch of "Everything except this one category of attacks" runs to +5 in all of the printed examples I've seen; limiting it to bullets is a much greater catch than the ambush loophole. If it protected against any attack of any kind, provided you weren't ambushed, that would make it a +2, where if it only could by bypassed by someone you trusted, that would be a +1.
@Mr. Death: I still don't think that Master Your Anger and Perception Is Key work as Powers. They're pretty textbook Aspect compels, I think. And charging Refresh to get rid of a +0 Power/Aspect the way The Power Of Love does is just bad.That's what I meant by having them be +0 powers, that they'd be aspects. As for The Power Of Love, I wanted it to be something that had a tangible cost so it wouldn't just be taken automatically. It's supposed to be a "big" change in the character who wields the sword. Do you have any suggestions?
Does The Dance With Death add to all defence rolls or just Weapons defence rolls?Well, considering one of the sword's base trappings lets you use Weapons to defend against anything, does it make a difference? That said, yeah, it'd be for Weapons defense rolls.
I suggest making the fact that The Bringer Of Death is Marked By Power clearer. As-is, there appear to be slight differences.Well, it has the same mechanical effect. I wanted the flavor text to reflect more that it's not so much a case of, "Well, if I attack this guy, his boss is going to be pissed," and more, "If I attack this guy, he can make me explode with his sword."
I feel as though My Enemies Cannot Stop Me might go too far with the bonus stacking. I normally try to limit weapon rating additions that aren't from Strength to +2. But this is mainly personal preference.I figured it was balanced by constraining the wielder to only using the bonus to kill, and thus being compelled to take that Mental attack. And that feeds into why I gave The Power Of Love a refresh cost, because I figured removing that restriction should have some mechanical cost. Any suggestions how I might do it differently?
@admiralducksauce: New version looks good. But why is the bullet that killed Billy magical?
That's what I meant by having them be +0 powers, that they'd be aspects. As for The Power Of Love, I wanted it to be something that had a tangible cost so it wouldn't just be taken automatically. It's supposed to be a "big" change in the character who wields the sword. Do you have any suggestions?
Well, considering one of the sword's base trappings lets you use Weapons to defend against anything, does it make a difference? That said, yeah, it'd be for Weapons defense rolls.
Well, it has the same mechanical effect. I wanted the flavor text to reflect more that it's not so much a case of, "Well, if I attack this guy, his boss is going to be pissed," and more, "If I attack this guy, he can make me explode with his sword."
I figured it was balanced by constraining the wielder to only using the bonus to kill, and thus being compelled to take that Mental attack. And that feeds into why I gave The Power Of Love a refresh cost, because I figured removing that restriction should have some mechanical cost. Any suggestions how I might do it differently?
Pretty solid, maybe a touch underpowered.
I've been wondering lately about whether Holy could be included in It Is What It Is.
[-6] Infinitesimally Slow Healing: Consequences caused by these spears heal as if they were three ranks more severe than they are. (minor to extreme).
I like that one.Don't sweat it, man. We all know we all have other stuff to do.
Sorry that the list update is taking so long, everyone. I'm going to try and get it done by Sunday.
Nobody has anything to say?As with the others, I tend to only speak up when I've a problem with something, and I'm well satisfied with the shape of the items as they're written up. In fact, I've got another one..
Kinda flattering, I guess. But a bit lonely.
Physical Immunity makes you impossible to hurt. Counterspells affect spells, they don't hurt you. PI doesn't affect them.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.
Oh, and counterspells do nothing to items of power.
I was trying to stat up this item, and was looking for some feedback, thanks in advanced.Here's my suggestion for it:
The skates are interesting but flawed. First up, Magical Skating has no clear effect. How much does it add to Athletics? Does it negate terrain problems? Also, non-re-movability kinda seems to defeat the purpose of an Item of Power.
One-shot items are never Items Of Power.
The Eye Of God is okay-ish, but I dislike it. First of all, True Seeing really ought to be written up as a full custom power. And what I said here still applies. Secondly, Godly Insight provides a huge bonus. Just because you can get +2 for 1 refresh doesn't mean you can get +6 for 3 refresh. And thirdly, Godly Insight is a social power. I prefer to avoid those for genre reasons.
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?
What's the difference between Quasi-Modular Abilities and Modular Abilities, I couldn't find the former on Custom Powers list.
I guess I'd have to make a power to represent Cloak Mode if I was to put Modular Adaptations as a Modular Abilities.
The Power of Revival: The power to rewind time up to ten seconds, undoing almost everything that happened during that time (death, injuries, movement, etc.) Rewinding time cannot undo killing an enemy created by the Sands of Time, as doing so resets the timer.
The Power of Delay: Time is slowed down for everything, with the Prince moving slightly faster than his enemies, allows for finer control and making attacks unblockable. It costs one sand tank to use.
The Power of Restraint: Provided they don't block, most enemies stabbed by the Dagger of Time are frozen in time. Once knocked off their feet in this state, they can be killed in a single hit (the Prince's backflip move can do so instantly), the downside of which being that the Sands they possess cannot be absorbed by the Dagger. If left alone, the enemy returns to normal after a few seconds. It costs one power tank to use.
The Power of Haste: A combination of Delay and Restraint, Haste freezes every enemy around the Prince and causes him to move instantly from one enemy to the next. Like with Restraint, enemies can be killed in a single hit if knocked off their feet. Use of this power consumes every sand tank.
The Power of Destiny: Shows the Prince visions of possible futures by standing in Sand Storms. These provide clues to how to proceed. These visions also act as save points, and cost nothing to use.
The Power of Haste: A combination of Delay and Restraint, Haste freezes every enemy around the Prince and causes him to move instantly from one enemy to the next. Like with Restraint, enemies can be killed in a single hit if knocked off their feet. Use of this power consumes every sand tank.
How would you suggest implementing a debt-compel mechanic?
Take a point of sponsor debt to activate the Toughness penetration for a scene. Later, that debt will be used to Compel you to shoot people.
Really, the Aspect system is perfect for this kind of thing.
The problem with triggering off of social effects is that it will only make sense most of the time. If the social attack is an attempt to ruin your reputation online, will you flip out and shoot your screen? What if you don't know about the attack?
What if the attack is a seduction attempt? Does the gun make people shoot then?
PS: Good idea, admiral.
Aegis of MagahalThe rebate on the Catch can't completely negate the cost of power it's attached to, and you only get the stacked catch bonus if one of those powers is Physical Immunity.
Description: The masterpiece of the dwarven forgemaster Magahal Gluldein, crafted for the Orcish chieften Zorc nor-Grannash.
Musts:You must have an aspect related to your possession of this item.
Skills Affected: Weapons, Fists
Effects:
[-0] It Is What It Is. It is a set of plate armour forged from adamantium ( Armor:5)
[+2] Discount.
[-2] Twofold Strength.
[-6] Mythic Toughness.
[+2] The Catch, (Mythic Toughness) Chaotic Powers.
[-2] Inhuman Recovery.
[+2] The Catch, (Inhuman Recovery) Chaotic Powers.
[-3] Incite Emotion, Awe (Lasting, Potent).
I'm doing a one-shot adventure with some friends over the weekend so I'll be posting any ideas that come to my head.
The rebate on the Catch can't completely negate the cost of power it's attached to, and you only get the stacked catch bonus if one of those powers is Physical Immunity.
On Aion: Do you think Holy is a -1 power? I seem to recall you saying it wasn't recently...in which case All Creatures Are Equal is almost certainly -4.
Searing Edge also seems a trifle expensive (though not a full Refresh's worth), IMO.
On the Red Marble Sword: What if someone who already has Riposte picks up the sword? Some sort of guideline seems warranted, especially since that seems a likely scenario. Never Strike In Anger is also a bit...odd, it effectively adds +2 defense and +4 attack situationally, and that seems a bit much for -1 Refresh, even with only being able to do it every other round, just due to that being almost unstoppable compared to other abilities/characters at the same level.
First up, thanks for the review. I really appreciate having somebody looking over what I post to make sure it's sane.
There's really no way to know for sure what the right costing is. The list so far has assumed Holy costs 1, though, so I'm going with that.
I'm going to add a disclaimer to the start of the list to that effect.
I tend to be harsh when bonuses start stacking. 1 stunt gives +2, 2 give +3.
Same thing that happens whenever somebody picks up an item granting a Power they already have, whatever that is.
I made Never Strike In Anger way stronger because
a) it has to compete with True Aim and with a flat +2 Weapons defence bonus,
b) people hardly ever use Full Defence, and
c) people can perfectly negate the deadly Riposte defence by not attacking you. They can just maneuver, maneuver, maneuver until they have +20 to an attack and you can't stop them because you're spending your actions doing nothing.
That seems to make that second point of Refresh a really shitty investment. It's reasonable, but if doing that, I'd almost never make an item that used -2 Refresh explicitly for that.
Usually, they stack to some degree. But that's not exactly viable in this case...and I bring it up because I'd expect something well over 50% of characters who grab that sword to want to be able to Riposte (an excellent Stunt) without it
True...that +4 just seems excessive. Nothing else gives that big a bonus on attacks for only a single Refresh, no matter how conditional.
If they know about it (by no means a sure thing, most enemies you'll get at least one chance to pull this trick on) and you're an idiot, yeah. Really, as soon as they don't attack (certainly if they don't for two or three rounds), you know the jig is potentially up and make an attack or maneuver of your own.
And I noted how conditional it was...it just still strikes me as off. Not exactly too powerful, just wrong on some level. Too specific and too powerful within its specialty at the same time...making it either gamebreaking or useless. I hate powers like that, or at least ones like this that are active as opposed to passive, since the PCs can then apply them in the moments when they're gamebreaking, and ignore them the rest of the time at little disadvantage.
MOUSTACHE OF AUTHORITY: So...fake moustache, I guess? Assuming it really is an item.Nah, real one. Read Dr. McNinja, that's where I nicked it from.
Nah, real one. Read Dr. McNinja, that's where I nicked it from.
General disagreement on Holy costing anything noted here.
MARCI'S ROLLER SKATES: I'm...not really following how (based on their description of being as embarrassing as possible) they add to Performance. I mean, athletics, sure, but...from description they're the opposite of impressive looking in the conventional sense. Unless you're using Performance for all rollerblading, not just perform-y stuff...in which case I disagree profoundly with that choice, as most rollerblading's clearly more Athletics than Performance.
JABIR IBN HAYYAN'S GRIMOIRE: I'm...slightly unclear on what Methods of Madness does. Does it add up to your Lore to a Potion or Item's Strength or what? The wording's just...less than clear. If it works how I think it does, it's probably significantly underpowered, actually, but I can't be sure sans clarification.
MOUSTACHE OF AUTHORITY: So...fake moustache, I guess? Assuming it really is an item.
THE PEACEMAKER OF JESSE JAMES: Blood Drinker interacts oddly with ranged attacks (specifically 'Drink Blood' one of it's more useful components fails to interact with them at all)...the item notes that its version works at range, but neglects to talk about using Guns instead of melee skills, or discuss whether it still works in close as well, and doesn't talk about whether it still helps with grapples, or, if not, if it gets anything to replace that trick. Additional clarification of some sort seems useful.
DECK OF TRICKS: Is odd, though I love the idea. I'm...not sure if that cost is right. I'd personally argue that three points of random powers are worth about -3 Refresh, not -4, with the basic Modular Abilities cost counteracted by the 'completely random' drawback (which seems worth +2 to me). Matter of opinion to some degree...but I can easily see this power's downside being as big a downside as the +2 version of Human Form under many circumstances. A Tarot version would also be cool. And such a version's existence might be noted. Also, the Evocation card should grant 2 Focus Items if the Fire Channeling version grants 4.
Again, thanks.
I really have no idea what the correct cost for the random Powers is. I guess I'll go with your suggestion unless somebody argues otherwise.
I'm familiar with Dr. McNinja...but if it's not an item, it's not an Item of Power, just a power. Y'know?Eh, I don't see a problem with it--it's something that can be removed, after all, even if it grows back. I've constructed a couple characters who have, for example, a transplanted arm as an Item of Power.
I completely forgot about the price discount on Soul Fire. I just associate it with the reduced cost, being that it seems like that's how it's used in play most often. I've made those changes that you suggest, as well as updated the Skills that are affected by the staff.
I'd also like the Seid Stones to do something different but I'm not sure what they could do at -1 that's both fluffy and any better than a level of Refinement for a Wizard who no longer has a Warden Sword.
THE VOID STAFF [-3]
Description: An irregularly shaped staff, set with runed stones, banded with Orichalcum and capped with a ruby lens. Created by Ex-Warden Allister Leclair, the staff is an amalgamation of artifacts and magical fragments he has gathered over the past several years.
Musts: You must have an aspect related to your use of this item. You must also have Evocation and Thaumaturgy.
Skills Affected: Conviction, Discipline, Endurance, Lore
Effects:
[-0]It Is What It Is:A wooden staff. It serves as a Weapon: 1 in combat.
[-0]Purpose: The Void Staff was created to destroy power magical beings (Outsiders, Denarians, powerful Fae ect.) made manifest in the mortal world.
[-0]Unbreakable: The Void Staff is unbreakable except by the use of a ritual designed to bind it in the service of powerful supernatural beings.
[+2]One Time Discount: It's a 6 and a half foot long staff. Good luck hiding that.
[-4]Supernatural Toughness: Carved from the wood of the Tree of Life, the staff provide the wielder vitality far beyond that of normal mortals.
[+3]The Catch: Running Water. With so multiple magical fields at work, the Staff is very susceptible to grounding out.
[-1]The Seid Stones: Nine stones each containing the essence of one of the spells Odin learned during his Vigil on Yggdrasil. This grants the wielder an additional level of refinement, usable in any way he sees fit.
[-3]Banefire: This acts as the Sponsored magic Soulfire as found in YS.
Eh. The fluff is flexible. And i can see some of the problems, now. Changing it to a flat control roll bonus.
Oh, and on a secondary note, thinking about Gunnerkrigg Court in the context of the DFRPG is interesting. Reynardine is easily stattable, Ysengrin is weird, and Coyote is a heavyweight.
(Jones is not a robot.)
Yea but I could easily implant any IoP (well maybe not any) into my skin or swallow it kind of like the denarians do with their coins.
Incorporating Items of Power into your body to make them un-lose-able is pretty sketchy...it basically removes the rationale for the IoP rebate.
As for the power-stealing, I don't think I made the things I was confused about clear enough. Here, lemme try again:
-How do you steal Powers from people? Do you have to rend their soul, as the name implies?
-What happens to people whose Powers are stolen? You'd think they'd lose those Powers, but Mimic Abilities doesn't normally work like that.
-How do you lend out Powers? Do you just touch the lend-ee?
-How long do lent Powers last? Can you make them disappear at will?
-If you steal the maximum Refresh total of Powers and lend them out, can you steal more? Because it seems like maybe you can, but that's pretty broken.
I dunno, maybe it could work. Seems exploitable to me though. I'd worry about including it in one of my games.
The Power is meant to represent the Ring as a perfect focus item, and 10 focus item slots costs 5 refinements. I'm aware that it ignores both the pyramid and the focus limit. Would it be reasonable to up the cost to reflect thisI think because you have control and complexity you unintentionally doubled the focus item cost.
I thought the Terror to be sufficiently narrow to only cost one, maybe two, as it only governs demons. Would increasing it to two be reasonable?
The drawback is supposed to be a really terrible drawback. Rereading that, it should probably have a thing like Addictive Saliva where there's at least one compel on it per scene where you don't get a FP, or it can be tagged for free.
I would say that lowering the bonus to +2, maybe a +3, would be sufficient.
If you let people do stuff like that, then why should they ever buy Stunts?
Here's an rewritten version of Sword of the Great Tengu,hopefully that makes more sense
Sword Of The Great Tengu [-3]
Description: This an exquisitely made katana traditionally used by the Tengu Clan’s current prince or chosen emissary as a symbol of their authority and grants the wielder access to a small measure of the king’s sword skills while in combat.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Weapons
Effects:
[-0] Purpose. The Sword of the Great Tengu was crafted by the Tengu for the use of a skilled warrior in an effort to stave off the decline of swordsmanship in the world. This Item of Power may only be used in defense of one’s self, one’s comrades or one’s lord .If the user ever leaves the path of the sword behind as defined by the Tengu this item will not work for them in a mundane or a magical sense
[-0] It Is What It Is. An extremely well made Katana. It is treated as Weapon: 2 when used in one hand and Weapon: 3 when used with two hands.
[-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 Sword of the Great Tengu is not easy to conceal, because it's a sheathed Katana
[-3] Tengu’s Guiding Hand: The sword is possessed by the Tengu King via a mind meld, who guides their sword at need. The user gains the full effect of these abilities provided they are physically holding the blade:
True Aim: When swung in keeping with its purposes, Sword of the Great Tengu grants a +1 to the wielder’s Weapons skill.
Always at hand : The sword appears, drawn and in its wielder's hand, as combat is initiated. If the wielder is surprised, the sword will defend at Good automatically. If the wielder is initiating combat, this forces an Avoiding Surprise roll even if the victim was aware of the wielder. (Note: This only works once against any given target.)
Unnatural Edge: The sword treats Toughness powers as if they were one step weaker (Mythic becomes Supernatural, etc.),and deals a +1 bonus to hit and inflicts two additional stress.
Adding that much stress is not a -1 or a -2 power. You're talking about a Weapon:10 gun, for 1 refresh? That's plain ridiculous. I'd disallow it entirely.
The only alternative I can see is making it ignore armor and/or toughness, similar to the Swords, though the full power of it isn't something I'd necessarily give. Or have it reduce the toughness of whatever you're shooting at.
Adding that much stress is not a -1 or a -2 power. You're talking about a Weapon:10 gun, for 1 refresh? That's plain ridiculous. I'd disallow it entirely.
Yeah, it's basically an enchanted item. That's a good point.
Ritual (Crafting) plus 1 Refinement gets you 8 item slots. Spend 1 on the base effect, 5 on extra strength, and 2 on extra uses and you've got a 5-use weapon 10 item. So maybe with the stress cost and only 3 uses with no stress-for-additional-uses option, 2 Refresh would be fair. But that requires Superb Lore, and it's kinda munchkin-y.
The rainbow[-1]
This is constantly crossing the globe, inspiring people. Some fortunate individuals may trigger the rainbow more than once in their life. It counts as an 'unowned' item, so those affected have their refresh drop by 1 while being influenced by the Rainbow, but this is immediately restored an exchange later.
[-0] Purpose: To inspire and protect mortals
[-0] What it is: a...the rainbow
[-0] Unbreakable: Well, you can split the light, but it'll still be a rainbow.
[+2] Item of Power
[-1] Soulgaze Any two people who can be soulgazed and are looking at a rainbow are drawn into a Soulgaze; however rather than seeing each other, they see the rainbow, and rather than inflicting mental stress, a successful attack places a 'inspired by beauty' manoeuvre on the other gazer, unless
[-0] The Catch: if a gazer either has or intends to drown somebody, they take mental stress instead of the manoeuvre. The Rainbow can and will attack a murderer multiple times, using a different other human each time.
Seelie Police Oath Bible [-1]
[-0] Purpose: To witness the oaths of new police officers, and to help them keep the oath.
[-0] What it is: A King James Bible (still legally required in some parts of the British Commonwealth)
[-0] Unbreakable: cover is dimpled from a bullet shot.
[+2] Item of Power
[-0] Sidhe item Oaths sworn on the Bible are witnessed by the Seelie; they can be compelled as Aspects, and the swearer can spend Fate points on actions taken to fulfill their oath.
[-0] The Catch: Officers who violate their oath will be constantly Compelled to confess and/or resign. An officer who makes the legally appropriate restitution will no longer suffer this Compel.
Unseelie Changeling Courtroom Oath Bible [-1]
[-0] Purpose: To witness the oaths of witnesses in the law courts, and to enslave those who lie under oath
[-0] What it is: A King James Bible (still legally required in some parts of the British Commonwealth)
[-0] Unbreakable: Owners have been know to break weapons on the Bible when challenged to combat over an enslavement, to demonstrate that oaths are more powerful than violence.
[+2] Item of Power
[-0] Sidhe item Oaths sworn on the Bible are witnessed by an Unseelie Changeling; they can be compelled as Aspects, and the swearer can spend Fate points on actions taken to fulfill their oath.
[-3] Changeling Nature Those holding the Bible can - and if oathbroken, must - take Powers from the owning Changeling's power package, limited to those permitted by the possessing Changeling and to a maximum of 3 points. Typically the owner loads oathbreaker up with any Creature Stunts, to make them more useful minions, and (by reducing their refresh) reduce their ability to defy their new master. (The Changeling need not yet have taken the Stunts, merely have inherited them).
[-0] The Catch: If the oathbreaker can somehow confess to the courts their lies, they can 'choose' to once more be vanilla mortal, shedding the Stunts. Owners frequently add the Claws Power to their new minions so that they can no longer speak nor write - and even if oathbreaker can manage to confess, they will then face the legal consequences of lying to the law courts.
Healing Spring [-1]
[-0] Purpose: To heal the suffering
[-0] What it is: a natural spring
[-0] Unbreakable:
[+2] Item of Power
[-6] Mythic Regeneration Anyone bathing in the spring is healed of nearly any injury, so long as the owner spends a Fate point on their behalf.
[-3] The Catch: Holy items [+1], immediately obvious to anyone who has ever heard of the spring [+2]
Crystal Ball[-1]
[-0] Purpose: To know the future
[-0] What it is: a crystal ball
[-0] Unbreakable:
[+2] Item of Power
[-0] Cassandra's Tears
[-3] Lawbreaker 2nd, 4th and 6th Laws, providing +3 shifts to all - including getting more information from the Cassandra's Tears Power, and to persuading other to believe the prophecy. Using this item will rapidly earn any mortal spellcaster Lawbreaker stunts.