Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - timorzo

Pages: [1]
1
DFRPG Resource Collection / Re: Item Of Power Master List
« on: June 10, 2014, 12:06:00 AM »
I tried to clear a few things up, please let me know if I need to clarify further.

Book of Knowledge [-5]
Description: A large old book that when opened describes in detail information regarding items, people, or objects in its presence. This item isn't as famous as other items of power, but the few rumors about this object state that it includes the combined knowledge of all life throughout the world. 
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Scholarship, Lore, Empathy, Investigation.
Effects:
[-0] It Is What It Is. It's a large reference book.
[-0] Purpose: although it is not explicitly known the book seems to try and impart expert knowledge to those who choose to read it. It never shows itself writing but seems to always have written on the page exactly what the viewers were curious to learn.
[-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 reference book not really intended to travel. It is concealable within a large backpack or a duffle bag, but it is really bulky when travelling.
[-2] Worldly Knowledge. This book contains vast amounts of information regarding any non magical items and gives +2 to scholarship to discovering knowledge about anything within its zone including those which are absurd or mundane.
[-2] Supernatural knowledge. This book also contains vast amounts of information regarding any magical items and creatures thus it gives +2 bonus to lore when learning information about anything within its zone.
[-1] People knowledge. This book even contains vast amounts of information regarding people thus it gives +2 to empathy in regards to reading people in its zone.
[-1] Psychometry. when purposefully touching the book to a particular item, the book may project visions of significant events to any person who can see its pages.
[-1] Tool of investigation. When using this book to analyze a clue, examine or interpret its meaning get a +2 to investigate when said clue is in the same zone as the book.

2
DFRPG / Re: Shawn Spencer from Psych
« on: June 09, 2014, 11:40:34 PM »
I guess I wouldn't say he is one of the most powerful mortals alive, but I would say he is a very talented detective. I changed some of his aspects and stats after revisiting some of the details from the show. I would think that 1% or less detectives operate at the level he functions at despite his inexperience with the supernatural.

Aspects

High Concept
"Psychic" Detective

Trouble
Rules, what rules?

Other Aspects
The Gift, I'll Believe you, Plenty of other peoples money

 Superb (+5)
# of slots: 1 Empathy
Great +4
# of slots: 3 Alertness, Investigation, Rapport
Good (+3)
# of slots: 3 Burglary, Contacts, Deceit
Fair (+2)
# of slots: 3 Conviction, Presence, Stealth
Average (+1)
# of slots: 3 Athletics, Driving, Endurance

Stunts & Powers

-1 Best Foot Forward
-1 Corner of My Eye
-1 Honest Lies
-1 Pick Pocket
-1 Quick Eye
-1 Read the Surface
-1 Scene of the Crime
-1 Won't Get Fooled Again

Quick Eye:
When examining a location for clues, your eye is quick to pick out the visual details. Your first Investigation roll to determine deeper details about a scene is two time increments faster than usual.

Scene of the Crime:
You have a practiced eye when combing over a crime scene. In such a circumstance, you gain +1 to your Investigation roll and arrive at your findings one step faster than usual on the time table.

Best Foot Forward:
People just like you, especially when you're deliberately trying to make a good first impression. You gain a +1 on your roll to make a good first impression, and failing that roll cannot give you a negative temporary aspect or make the situation worse.

Read the Surface:
You can get a sense of someone quickly when trying to read them. Your first attempt to read someone takes less than a minute of interaction, instead of the usual ten. Any subsequent efforts with the same person do not enjoy this benefit.
 Won't Get Fooled Again:
It only takes once for someone to lie to you before you start to wise up to it. Once you've discovered a particular person's lie for what it is, you gain a +2 on any future Empathy rolls when dealing with that liar. (This requires a small amount of book-keeping, but the benefits are worth it!)

Honest Lies:
Whenever incorporating a real, valuable piece of the truth (however marginally valuable it may be) into a lie, you gain a +2 on your efforts to pass off the untrue parts.

Pick Pocket:
Whether it's a simple bump-and grab or something more complicated, you're adept at getting people to pay attention to other things while you or an accomplice liberates their pockets of their contents. You may use the Deceit skill to perform pick-pocketing with no increases in difficulty. This includes the filching of small items from a desk or someplace similar. Targets of this action usually oppose with Alertness.

Corner of My Eye:
When successfully rolling Alertness passively to pick up on details, gain an additional 2 shifts. This reflects the ability to pick up on more pieces of information, but it does not improve the depth of that information (which would take things into the realm of Investigation).
 

3
DFRPG / Re: The Doctor and the TARDIS, how to stat?
« on: June 07, 2014, 02:22:47 PM »
Iop:  indestructable
+2 for being obvious
It must have an aspect related to a Time Lord and possibly related to randomly not working.

World Walker:  It can go into the NeverNever and take you anywhere else.  It might cost more than normal world walker if you want to take it out of the dresden genre and let it take you into other dimensions that are not based on earth.

Demense: This power lets you automatically succeed on declarations about things in your demense.  Things like, it has medical supplies, communication devices, weird computer-like thinga-mabobs.  Also, you can declare that time goes slower, or faster, or backwards.  Thus, it can take you through time.  You step into it for 2 minutes and step out of it 200 years later!

Recovery:   While in it, you have access to a recovery power.  Catch +0 Unknown.  Maybe there is a catch, I'm not too up on Dr. Who.  I haven't watched it for 20 years.


I mean, this is just a rough draft of basic powers...but it's a start.

TARDIS [-7]
Description: The TARDIS is a time traveling device known to be in the shape of a blue police box used by the Doctor.
Musts: You must have an aspect related to your possession of this item. additionally anyone trying to use a TARDIS must have 3 Refresh free.  Pure Mortals would have to give up their +2 bonus as well.
Skills Affected: None in particular
Effects:
[-0] It Is What It Is. It's a time-machine.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual that opposes its nature.
[-0] Takes the Doctor to where he needs to go. The TARDIS is said to be conscious and thus may sometimes disobey the directions input by the doctor taking him to where it feel he needs to go.
[-0] Bigger on the inside. Being of Timelord design the TARDIS is bigger on the inside than its external physical dimensions.
[+2] One-Time Discount. although it maybe a clever disguise in 1900's England, most of the time this device isn't too camouflaged.
[-3] Enhanced World Walker:  It can go into the NeverNever and take you anywhere else.  It is enhanced beyond the normal world walker by its ability to be taken out of the dresden genre universe and be put into other dimensions that are not based on earth.
[-4]Demense: This power lets you automatically succeed on declarations about things in your demense.  Things like, it has medical supplies, communication devices, weird computer-like thinga-mabobs.  Also, you can declare that time goes slower, or faster, or backwards.  Thus, it can take you through time.  You step into it for 2 minutes and step out of it 200 years later!
[-2] All Speak: Once psychically linked with the TARDIS you can communicate with all creatures in all languages for an extended time before the power fades

Here is my crack at it

4
DFRPG / Shawn Spencer from Psych
« on: June 07, 2014, 12:43:02 PM »
How would one create Shawn Spencer?

So far here is what I have

Shawn Spencer

Aspects
High Concept
"Psychic" Detective

Trouble
A little too hands on

Other Aspects
Daddy's Little Monster, Psychic Detective,

Fantastic (+6)
# of slots: 2 Empathy, Investigation
Superb (+5)
# of slots: 2 Alertness, Rapport
Great +4
# of slots: 2 Deceit, Performance
Good (+3)
# of slots: 2 Athletics, Burglary
Fair (+2)
# of slots: 2 Conviction, Endurance
Average (+1)
# of slots: 3 Contacts, Presence, Stealth

Stunts & Powers

-1 Best Foot Forward
-1 Corner of My Eye
-1 Document Forging
-1 Honest Lies
-1 I Know Just the Guy
-1 Impersonator
-1 Listening
-1 Personal Magnetism
-1 Pick Pocket
-1 Quick Eye
-1 Read the Surface
-1 Scene of the Crime
-1 Won't Get Fooled Again

Quick Eye:
When examining a location for clues, your eye is quick to pick out the visual details. Your first Investigation roll to determine deeper details about a scene is two time increments faster than usual.

Scene of the Crime:
You have a practiced eye when combing over a crime scene. In such a circumstance, you gain +1 to your Investigation roll and arrive at your findings one step faster than usual on the time table.

Listening:
You can tune out your other senses and simply focus on your hearing, making you able to pick up faint sounds with astonishing clarity. Gain a +4 on your Investigation roll when Listening; however, your Alertness drops to Terrible while doing so, due to the exclusion of your other senses. If a conflict begins while you are Listening, it will take a full exchange for your Alertness to return to normal once you stop.

Impersonator:
Given a few hours to study someone's behavior and modes of speech, you may imitate their mannerisms and voice, using Performance instead of Deceit to convince someone you are that person. Without strongly controlling the circumstances (e.g., impersonating someone over the phone), such impersonations won't last very long. If combined with the Makeup Artist stunt and plenty of preparation, you may use either Performance or Deceit to pull off a full impersonation, using the better skill for all relevant rolls and getting a +1 against Investigation rolls trying to penetrate the disguise.

Personal Magnetism:
You have a calm confidence that others find appealing. When rolling Presence to establish a passive reaction to you, make the roll at +2.

Best Foot Forward:
People just like you, especially when you're deliberately trying to make a good first impression. You gain a +1 on your roll to make a good first impression, and failing that roll cannot give you a negative temporary aspect or make the situation worse.
 Read the Surface:
You can get a sense of someone quickly when trying to read them. Your first attempt to read someone takes less than a minute of interaction, instead of the usual ten. Any subsequent efforts with the same person do not enjoy this benefit.

Won't Get Fooled Again:
It only takes once for someone to lie to you before you start to wise up to it. Once you've discovered a particular person's lie for what it is, you gain a +2 on any future Empathy rolls when dealing with that liar. (This requires a small amount of book-keeping, but the benefits are worth it!)

Document Forging:
You are trained in the forging of official documents (such as ID, birth records, and the like) or letters. You can roll Deceit to create these documents, but using them or planting them where they will be of use (like in a library or government office) might require the use of other skills, such as Burglary or Stealth. Anyone exposed to these documents gets an Alertness or Scholarship roll to spot the deception; the difficulty is equal to your roll to make the document. Likewise, your roll is also the difficulty for any Investigation rolls to suss out your forgery.

Honest Lies:
Whenever incorporating a real, valuable piece of the truth (however marginally valuable it may be) into a lie, you gain a +2 on your efforts to pass off the untrue parts.

Pick Pocket:
Whether it's a simple bump-and grab or something more complicated, you're adept at getting people to pay attention to other things while you or an accomplice liberates their pockets of their contents. You may use the Deceit skill to perform pick-pocketing with no increases in difficulty. This includes the filching of small items from a desk or someplace similar. Targets of this action usually oppose with Alertness.

I Know Just the Guy:
When you're looking to gather some information from your network of contacts, you have unerring instincts for finding the right person, fast. When using the Gathering Information trapping, your efforts are at a +1 and are 1 time increment faster.

Corner of My Eye:
When successfully rolling Alertness passively to pick up on details, gain an additional 2 shifts. This reflects the ability to pick up on more pieces of information, but it does not improve the depth of that information (which would take things into the realm of Investigation).
 

Am I on the right track or is he significantly under or over powered?

 

5
DFRPG Resource Collection / Re: Item Of Power Master List
« on: June 06, 2014, 11:39:05 PM »
Hi it has been awhile since I have posted anything, but a player asked me to put together an item designed for a researcher, I put together this and I wanted to hear your thoughts.

Book of Knowledge [-5]
Description: A large old book that when opened describes in detail information regarding items, people, or objects in its presence. This item isn't as famous as other items of power, but the few rumors about this object state that it includes the combined knowledge of all life throughout the world. 
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Scholarship, Lore, Empathy, Investigation.
Effects:
[-0] It Is What It Is. It's a large reference book.
[-0] Purpose: although it is not explicitly known the book seems to try and impart expert knowledge to those who choose to read it. It never shows itself writing but seems to always have written on the page exactly what the viewers were curious to learn.
[-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 reference book not really intended to travel. It is concealable within a large backpack or a duffle bag, but it is really bulky when travelling.
[-2] Worldly Knowledge. This book contains vast amounts of information regarding any non magical items and gives +2 to scholarship to anything within its presence including those which are absurd or mundane.
[-2] Supernatural knowledge. This book also contains vast amounts of information regarding any magical items and creatures thus it gives +2 to lore to anything within its presence.
[-1] People knowledge. This book even contains vast amounts of information regarding any people thus it gives +2 to empathy in regards to discerning aspects of people in its presence.
[-1] Psychometry. when purposefully touching the book to a particular item, the book may project visions to any viewer.
[-1] Tool of investigation. When using this book to analyze a clue or interpret its meaning get a +2 to investigate


6
DFRPG Resource Collection / Re: Item Of Power Master List
« on: April 19, 2012, 11:56:00 PM »
Marci's Roller Skates [-0]
Description: A pair of pink and white rollerskates created as a gift to a powerful wizard's spoiled neice.
[-0] Purpose: To punish the person who wear's the skates.
[-0] It is what it is: A set of magical roller skates
[-0] Unbreakable. As an item of power, this item cannot be broken except with a magical ritual that opposes its nature.
[+2] Removing Skates: Before the skates can be taken off they first must be soaked for 2 hours in public fountain that is consecrated with a coin from the year and country the skates were made, 1972 America, and they need to be dried off with werebear fur.
[+1] One-Time Discount. A set of roller skates
[-2] Magical Skating: The rollerskates add +3 to athletics rolls when used to determine number of zones moved, and negates difficult terrain.
[-1] Skate Pro: The wearer recieves +2 to any performance check regarding advanced techniques, or tricks on roller skates.

The Eye of God [-3]
Description: An eye that when surgically implanted, can give true sight, seeing through all veils, and lies.
Musts: You must have an aspect related to your possession of this item.
[-0] Purpose: To see things for what they really are.
[-0] It is what it is: An eyeball that looks vaguely human.
[-0] Unbreakable. As an item of power, this item cannot be broken except with a magical ritual that opposes its nature.
[+1] One-Time Discount. An eye is easily concealed. Just keep it closed.
[-3] True Seeing: The owner receives a +5 bonus to perceive veils, shapeshifts, and glamours.
[-1] Added Insight: Gives a +2 bonus to empathy when trying to discern the truth.

The Staff of Phibus [-3]
Description: A powerful staff once belonging to an ancient but powerful politician and buissnessman. A man who was said to at one time own all the farms in the world, but that was a myth, or was it?
Musts: You must have an aspect related to your possession of this item.
[-0] Purpose: The staff is known for it's accelerated growing properties, and for spiritual enhancement.
[-0] It is what it is: A six foot tall staff made of a distinct but unique type of wood.
[-0] Unbreakable. As an item of power, this item cannot be broken except with a magical ritual that opposes its nature.
[+2] One-Time Discount. A staff is rather large and un-hideable.
[-4] Staff of Growth: All Plants in the zone the staff occupies and all adjacent zones increase rate of growth multiplied by the wielder's conviction score, and if concentrated on the rate of growth can increase by 20 times the wielder's conviction roll.
[-1] Nature Channel: Gives a +2 bonus to any spells used to interact with or enhance nature.

7
DFRPG / Re: Cursed Items
« on: April 19, 2012, 11:18:22 PM »
Red Ink
Description: A cheap plastic pen that influences the user's mind, and uses their blood for ink.

Purpose: To punish people for their sins.

It is What It Is: A cheap plastic pen.


Suggested Aspects:
Eye of the Beholder: After first physical contact with the pen, the wielder sees a fancy fountain pen instead.

Feeling a Little Woozy: The ink used in the pen is actually the wielder's blood, extracted without visible wounding.

This Writes Funny: To the wielder anything written with the pen, looks normal, but in reality it lists the wielder's most regrettable deeds.

Get Your Own: The wielder experiences paranoia, and is overly protective of the pen.

Sucked Dry: The pen will eventually suck you dry of all your blood, and you will die, forever.

8
DFRPG / Re: Cursed Items
« on: April 18, 2012, 01:06:22 AM »
Considering that Powers - even from cursed items - come out of a player's Refresh total, I wonder if Dresden Files needs cursed items in the same way that they function in, say, Dungeons & Dragons (where cursed items are a consequence of reckless looting).

My thought was to use the cursed items as plot devices rather than loot.

Most of the good cursed items would be NPC territory, where a GM doesn't necessarily need to worry quite so much about Refresh spent on Powers.

For the most part, my intention was for the GM to use these items (as per a plot device). I am not unwilling to let PCs have them, but it was not my goal.

Are you intending these cursed items to have the consequences cancel out the advantages, such that they become -0 Refresh components of a character?

I didn't make them with refresh in mind, but if you were to stat them out, I would expect that they would have -0 Refresh or even positive refresh, if that was possible.


9
DFRPG / Re: Cursed Items
« on: April 18, 2012, 12:16:45 AM »
I did notice that there was cursed IoP thread that died a year ago, http://www.jimbutcheronline.com/bb/index.php/topic,24181.msg1024524.html#msg1024524

I wanted to make a thread that discussed more aspect based cursed items than cursed Iop

10
DFRPG / Cursed Items
« on: April 18, 2012, 12:13:20 AM »
I noticed there wasn't a place to put true cursed items, and I wanted to share some of mine in order to get feed back and some other ideas for cool cursed items.
____________________________________________
Red Marble Sword
Description: A sword that chooses a wielder, for life, to carry out justice. The sword deals great misfortune to wielders other than its owner.

Musts: Aspect related to the possession of the item, and the pursuit of justice in all areas of life.

Purpose: To seek justice.

It is What It is: Long sword made of red marble.


Stats & Abilities:
Weapon: 5


Suggested Aspects:
Pseudo-Intelligence: The sword has a nature and goals it wishes to accomplish.

Chosen Owner: The sword chooses a wielder it finds worthy of its justice.

Bad Luck for Everyone but Me: If anyone other than the owner wields this sword, misfortune strikes them down (e.g. accidentally killing or maiming a loved one).

Inescapable Bond: The sword will always try to find its way back to its wielder by any means necessary.

Piqued Interest: The sword has the ability to look enticing or interesting to facilitate its travel back to its owner.

Only Death will Separate Us: Even if the chosen wielder revokes his path of justice, the sword will stay with him, usually trying to cause his death, until his death or reclaimation of virtue.

No Deed To Small: The wielder must always strive to be good (i.e. robbing a bank and snubbing a beggar are both "bad" in the sword's eyes, albeit varying in magnitude). If the wielder accumulates these "bad" actions, he must cleanse himself through an appropriate religious ritual or "good" act.

Unbreakable: This item cannot be broken except with a magical ritual that opposes its nature.
_____________________________________________
Panda Mask
Description: A hollowed-out panda head made, for his new ruler, by a spiteful Chinese warlord after being conquered.

Purpose: To humiliate the wearer.

It is What It Is: A mask made from a panda's head.


Stats & Abilities:
Fire Resistance: The wearer gains Armor:2 against fire attacks.

Humiliated: Social attacks against the wearer are treated as Weapon:2.


Suggested Aspects:
Audience Request: The mask forces the user to perform tasks requested by any audience.

Sad Clown: The wearer always seems to be a good mood no matter the situation.

It Wasn't So Bad: If the wearer manages to remove the mask, they will inexplicably feel the urge to wear it again.

Easy for You, Not for Me: The wearer needs an extreme amount of discipline to remove the mask for themselves. On the other hand, other people can remove it easily.

Not so Resistant After All: The mask can be destroyed after being burned for an extended amount of time.
_____________________________________________
Hatred's Necktie
Description: After discovering an infidelity, a witch enchanted her husband's necktie. He was veiled with the town's most hate inducing form, and was hunted down before arriving at his mistresses' home.

Musts: Not already have a veil.

Purpose: To create a veil over the wearer that represents something hated by the viewer.

It is What It Is: A necktie.


Suggested Aspects:
Dapper Hatred: Whatever form the wearer appears to be in will always have a necktie on.

Loosened by Death: Once tied, the necktie cannot be loosened until the wearer dies.

Forgiveness is Your Only Refuge: Someone must feel true forgiveness to cut off the necktie.

Stain Proof: The necktie is always immaculately clean, even after being soaked in blood.

Oh God What Have We Done: The necktie loosens itself upon death and the veil disappears.

Piqued Interest: The necktie looks enticing, even next to a dead body.

11
DFRPG Resource Collection / Re: Item Of Power Master List
« on: April 16, 2012, 11:13:16 PM »
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.

Marci's Roller Skates [-1]
Description: A pair of pink and white rollerskates created as a gift to a powerful wizard's spoiled neice.
[-0] Purpose: To punish the person who wear's the skates.
[-0] It is what it is: A set of magical roller skates
[-0] Unbreakable. As an item of power, this item cannot be broken except with a magical ritual that opposes its nature.
[+2] Removing Skates: Before the skates can be taken off they first must be soaked for 2 hours in public fountain that is consecrated with a coin from the year and country the skates were made, 1972 America, and they need to be dried off with werebear fur.
[+1] One-Time Discount. A set of roller skates
[-2] Magical Skating: The rollerskates add +3 to athletics rolls when used to determine number of zones moved, and +2 on difficult terrain.
[-2] Skate Pro: The wearer recieves +3 to any performance check regarding advanced techniques, or tricks on roller skates.

One-shot items are never Items Of Power.

The box is designed to work everytime it is opened, not just the first time.

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.

The Eye of God [-4]
Description: An eye that when surgically implanted, can give true sight, seeing through all veils, and lies.
Musts: You must have an aspect related to your possession of this item.
[-0] Purpose: To see things for what they really are.
[-0] It is what it is: An eyeball that looks vaguely human.
[-0] Unbreakable. As an item of power, this item cannot be broken except with a magical ritual that opposes its nature.
[+1] One-Time Discount. An eye is easily concealed. Just keep it closed.
[-4] True Seeing: The owner receives a +5 bonus to perceive veils, shapeshifts, and glamours.
[-1] Added Insight: Gives a +2 bonus to empathy when trying to discern the truth.

12
DFRPG Resource Collection / Re: Item Of Power Master List
« on: April 15, 2012, 09:56:05 PM »
The Eye of God [-4]
Description: An eye that when surgically implanted, can give true sight, seeing through all veils, and lies.
Musts: You must have an aspect related to your possession of this item.
[-0] Purpose: To see things for what they really are.
[-0] It is what it is: An eyeball that looks vaguely human.
[-0] Unbreakable. As an item of power, this item cannot be broken except with a magical ritual that opposes its nature.
[+1] One-Time Discount. An eye is easily concealed. Just keep it closed.
[-2] True Seeing: The ability to see through all veils, shapeshifts, and glamours.
[-3] Godly Insight: Gives a +6 bonus to Empathy when trying to discern the truth.

13
DFRPG Resource Collection / Re: Item Of Power Master List
« on: April 12, 2012, 12:04:34 AM »
I was trying to make a few more items of power, and was wondering if you guys could give me an opinion on them. Specifically, I'm wondering if these would also be better represented as aspects. Thanks again and sorry for the volume of questions.

Marci's Roller Skates [-1]
Description: A pair of pink and white rollerskates created as a gift to a powerful wizard's spoiled neice.
[-0] Purpose: To punish the person who wear's the skates.
[-0] It is what it is: A set of magical roller skates
[-0] Unbreakable. As an item of power, this item cannot be broken except with a magical ritual that opposes its nature.
[+2] One-Time Discount. A set of roller skates that NEVER can come off.
[-2] Magical Skating: Rollerskates add to athletics rolls when used to determine number of zones moved, regardless of terrain
[-1] Skate Pro: Gives the wearer a +2 to any performance check regarding skilled moves, or tricks on roller skates

The Box For Marci's Roller Skates [-3]
Description: A box left among valuables, to entice thieves to open it, resulting with their face being permanently melted off.
[-0] Purpose: To punish people who open the box, who presumably are stealing other valuables.
[-0] It is what it is: A box that when opened melt's who ever opened it's face off
[-0] Unbreakable. As an item of power, this item cannot be broken except with a magical ritual that opposes its nature.
[+1] One-Time Discount. A box the size of a shoebox.
[-4] Faceoff: Whoever opens the box receives the extreme physical consequence of melted face.
[-0] Untouchable: When opened, the box generates large amount of heat. This renders the box untouchable until the target's face is melted.

14
DFRPG Resource Collection / Re: Item Of Power Master List
« on: April 10, 2012, 05:21:59 PM »
Everyone thank you for the help. I guess I still have a few questions about cursed items. I come from a DnD background, where cursed items are rather common, and I was wondering how cursed items compare and contrast with items of power.

15
DFRPG Resource Collection / Re: Item Of Power Master List
« on: April 07, 2012, 11:05:32 AM »
I was trying to stat up this item, and was looking for some feedback, thanks in advanced.

Red Marble Sword [+5]
Description: A sword that chooses a good knight to carry out justice, following him till his death. The sword deals great misfortune to those other than the chosen knight who dare to wield it.
Musts: Must be good in order to be the chosen owner.
[-0] Purpose: To seek justice, in the hands of a worthy knight.
[-2] It is what it is: Longsword made of red marble, weapon 5
[-0] Unbreakable. As an item of power, this item cannot be broken except with a magical ritual that opposes its nature.
[+2] One-Time Discount. A sword is hard to hide.
[+3] The Catch: The sword chooses an owner, and if someone other than the owner wields it, terrible things happen. (i.e. accidently slaying ones brother, or mistakenly maiming a friend).
[+1] Purity of Heart: If the owner is not pure of heart, the sword will do mildly annoying things, like leap from the owner's hands during combat.
[+1] Inescapable Bond: The sword will always find a way back to the owner by compeling as many inoccent people as it needs in order to return to the owner's hands.

The knight has to be good, and if he robs a bank, or even snubs a beggar, the knight will need to go to confession, or do a good deed, in order to purify his heart. The amount the sword acts out, or the probability the sword acts out is proportional to the amount of impurity.

Pages: [1]