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Items Of Power

This page contains a number of fan-made Items Of Power, sorted by category and ready
for use in any game.

The contents of this page are available as a word document here:


http://dl.dropbox.com/u/43356063/Item%20of%20power%20list.docx.

WEAPONS

THE SWORD OF THE REVOLUTION [-4]

Description: The sword wielded by George Washington during the American Revolution
has been instilled with the power of freedom and the American Dream.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Weapons
Effects:
[-0] Purpose. The Sword of the Revolution may only be wielded in support of the cause
of freedom. If the wielder deprives another of free will or acts to deny the fundamental
equality of all beings, then the sword will immediately fall out of the wielder's hand.
[-0] It Is What It Is. A very well made hangar-type sword. Weapon 3.
[-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 Revolution is not easy to conceal, because
it's a full-sized sword.
[-2] Let Freedom Ring. The wielder may draw the sword from its sheath to create a
sound like a ringing bell clearly and audibly in an area including its current zone and all
adjacent zones. The radius may be doubled for each point of mental stress the wielder
takes when drawing the sword. Those within the affected area are protected from mind-
clouding supernatural effects by a block based on an Intimidation roll made by the
wielder. This same roll is used as a maneuver against any non-corporeal entities to startle
them and drive them off.
[-1] True Aim. When swung in keeping with its purpose, the Sword of the Revolution
grants a +1 bonus to the wielder’s Weapons skill.
[-3] All Creatures Are Created 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 Sword of the Revolution 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 - particularly handy when facing ultra-tough
Denarians or true dragons. Whatever abilities a creature may have, the job of the Sword
of the Revolution is creating a mostly even playing field – or something very much like it
– between mortal and monster.
CRUCIFIXION WHIP [-3]

Description: An ancient Roman flagrum. In other words, a heavy leather whip weighted
with small balls of lead. It was used to whip Jesus Christ before his execution, and as a
result it has acquired a great deal of magical power.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Weapons
Effects:
[-0] Purpose. The Crucifixion Whip's powers come from the White God. It is only
magical when used by a Christian. The bearer doesn't have to live up to any moral
standard, though: this item was once used by the Spanish Inquisition.
[-0] It Is What It Is. It's a heavy whip. Weapon 1 when the Touch Of Agony power is not
in use.
[-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. Whips are conspicous things.
[-1] Holy. As one might expect from an item that draws its power from the blood of
Christ, the Crucifixion Whip is holy. Its touch is like that of holy water.
[-4] Touch Of Agony. This item is an instrument of torture, and its powers reflect that.
Anyone struck by the whip suffers intense agony, like that suffered by Jesus on the cross.
The Crucifixion Whip is weapon 4, is wielded with Weapons, and attacks the mental
stress track. It may also be used to make Weapons maneuvers based around the infliction
of pain at a +2 bonus.

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.
HUNTER'S SPEAR [-4]

Description: A Sidhe-bone spear, made by the Erlking for his Emissary. It increases the
user's speed and grants some access to the Erlking's natural power.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Weapons, Conviction, Athletics, Alertness, Stealth, Lore, Discipline
Effects:
[-0] Purpose. This item was made by the Erlking to aid in the hunt. If the wielder ever
ceases to be a hunter, as defined by the Erlking, this item will not work for him in a
mundane or a magical sense.
[-0] It Is What It Is. It's a spear, much like the ones once used to hunt wild boar. Weapon
3.
[-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 as long as some people are tall. You can't just slip it into
your pocket.
[-2] Inhuman Speed. The user of this speed moves with the unaffected grace of a
predatory beast.
[-4] The Magic Of The Hunt. The user of this spear may use the magic of the Erlking for
himself. This is a form of Sponsored Magic.

HVíTURGALDUR [-1]

Description: A warhammer made for use against evil magic. It was crafted by Brokk and
Eiti, the dwarves that crafted Mjolnir and other artifacts. Thor gave them a lock of his
hair, which was fashioned into the handle, while Odin blessed the iron used for the head
of the hammer with good magics. The dwarves toiled for three days crafting the hammer,
which is known as Hvíturgaldur (which means White Magic in icelandic).
Musts: You must have a destiny to use this item, and that destiny must be represented by
a template or aspect. You must be able to craft magical items or use magic that protects,
dispels, heals and manipulates wind and lightning.
Skills Affected: Weapons, Lore
Effects:
[-0] Protector Of White Magic. Hvíturgaldur's purpose is to oppose black magic and
defend white magic. If anyone ever attempts to use it to break any of the laws of magic,
harm an innocent, destroy good magical works, or empower evil magical works, then the
act automatically falls and the bond between the wielder and Hvíturgaldur is broken. The
bond can only be restored by a magical ritual wherein the wielder cleanses and purifies
his body and soul.
[-0] It Is What It Is. It's a two handed warhammer with magical runes all over it. Weapon
3.
[-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. A two-handed warhammer is not a subtle item.
[-1] Holy. This item is sacred. Its touch is like that of holy water.
[-1] True Aim. This item is a superlative weapon. So long as its wielder acts in
accordance with its purpose, add 1 to that wielder's Weapons skill.
[-1] Inscriptions. The runes on this item are not just fancy writing. They consitute 4
Enchanted Item slots, which the user may fill with enchanted items or potions related to
healing, dispelling, protection, or storms.

CLOTHING AND JEWELRY

CLOAK OF MIDWINTER NIGHT [-2]

Description: A magical cloak woven by Mother Winter. It grants a miniscule fraction of


her limitless power to its wearer.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Athletics, Endurance, Discipline, Deceit
Effects:
[-0] Purpose. The Cloak was made to serve the cause of Winter. It will not function
except for those who are loyal to the Unseelie Court.
[-0] It Is What It Is. As named, it is a heavy, floor length cloak woven of a thread so deep
blue as to be practically identical to the night sky. When worn by its owner under the
stars, they are reflected in its threads as if it was a mirror. The interior is lined with pure
white fur from what seems to be a polar bear, which never stains.
[-0] Unbreakable. The Cloak cannot be destroyed except through a ritual dedicating it to
Summer in the presence of the Summer wellspring or the will of its weaver Mother
Winter.
[+2] One-Time Discount. The Cloak is rather obvious, partly because of its resemblance
to the night sky.
[-2] Faerie Glamours. The wearer of the cloak may use the Glamours power. Of note,
when the power of Winter or any other true magic is used, any Seemings will vanish,
revealing the cloak and wearer for what they are, and cannot be reapplied for the
remainder of the scene, though veils made with this power will still work.
[-2] Winter's Blessing. The fabric of Mother Winter provides protection exceeding that
of mundane steel. The owner of the cloak is granted Inhuman Toughness.
[+1] The Catch (Seelie Magic). The power of Summer burns away that of Winter,
penentrating the Cloak's protection.
[-1] Flight. The owner of the cloak is granted the Wings power, as the cloak billows out
and transforms into 30-foot wide wings that are white on top and black below. This may
not be disguised by a Seeming, though the wearer may still be Veiled.

SEALSKIN SELKIE ROBE [-1]

Description: The Sealskin Selkie Robe is an Item Of Power very similar to those used by
hexenwolves. However, it transforms you into a seal instead of a wolf.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Alertness, Investigation, Athletics, Discipline, Others
Effects:
[-0] It Is What It Is. This is a fur robe, made from the complete skin of an adult harbor
seal. Watch out for PETA.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with certain
powerful magical rituals.
[+2] One-Time Discount. The Sealskin Selkie Robe is the skin of an actual seal. Very
conspicous.
[-1] Echoes of the Beast. The Sealskin Selkie Robe gives its wearer access to some of the
natural abilities of a seal. It gives a +1 bonus to hearing-based skill checks, allows the
user to see in the dark, and allows rudimentary communication with aquatic life.
[-1] Beast Change. As aforementioned, the Sealskin Selkie Robe lets you turn into a seal.
[+1] Human Form. When the wearer is in seal form, the robe also grants access to the
following powers:
[-1] Aquatic. Seals can't actually breathe underwater, but they might as well be able to.
[-1] Demonic Co-Pilot. The Co-pilot is an animal spirit, not a demon of rage or hunger.
However, it creates a link to the wearer; if another possess the robe, it functions as a
potent material link to her, as strong as her True Name and thus can be used to bind her.
Loaning the robe to someone else bonds the spirit to them.

THE RING OF ANUBIS [-1]

Description: A ring of black obsidian set in the shape of an open eye. The wearer of the
ring carries the Mark of Anubis and has his power over things dead.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Social and perception skills.
Effects:
[-0] Purpose. This ring was made to serve Anubis. It provides no magical benefit unless
its user does exactly that.
[-0] It Is What It Is. It's a ring. No real practical applications.
[-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. A small ring like this one is easily concealed.
[-1] Ghost Speaker. The Emissary of Anubis holds dominion over dead things.
[-1] Marked By Power (Anubis). This ring makes it clear that the wearer is a servant of
the god Anubis.

TINFOIL HAT [-1]

Description: A hat made out of shiny tinfoil. The perfect thing to keep out government
mind-control beams.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Discipline, Conviction
Effects:
[-0] Purpose. This item was built to protect people from dangers that don't exist. It will
not function for anyone who isn't truly paranoid.
[-0] It Is What It Is. It's a hat made out of tinfoil. It's shiny and it makes you look like a
loon.
[-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 Tinfoil Hat is shiny and very obvious.
[-8] Mental Immunity. No form of magical mind control can penetrate the Tinfoil Hat.
[+5] The Catch (Only against mind control magic). But other mental attacks ignore it
completely.

MEGINGJORO [-1]

Description: Thor's wolf-hide belt. Doubles its wearer's strength.


Musts: You must have an aspect related to your possession of this item.
Skills Affected: Might, Fists, Weapons
Effects:
[-0] It Is What It Is. It's a belt. Pretty stylish.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with certain
powerful magical rituals.
[+1] One-Time Discount. A belt isn't exactly hard to hide.
[-2] Twofold Strength. Megingjoro increases its wearer's strength. As long as the wearer
maintains physical contact with Megingjoro, increase that wearer's strength by one step.
(Normal strength becomes Inhuman, Inhuman becomes Supernatural, etc.)

JARNGREIPR [-2]

Description: Jarngreipr is an iron gauntlet, originally worn by Thor. It provides protection


from lightning.
Musts: You must have an aspect related to your possession of this item.
Skills Affected:
Effects:
[-0] It Is What It Is. It's an iron gauntlet. Weapon 1 with Fists, and good justification for
unarmed parries.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with certain
powerful magical rituals.
[+1] One-Time Discount. It's not hard to hide a glove.
[-8] Physical Immunity. The owner of Jarngreipr is immune to electricity as long as he
remains in physical contact with the gauntlet.
[+5] The Catch (Not Electricity). The gauntlet's protection is rather narrowly focused.

CROWN OF THE IRON SPIRES [-1]

Description: An ornate iron crown that grants rulership of The Iron Spires, which is a
region of the Nevernever.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Discipline
Effects:
[-0] It Is What It Is. A huge, fancy crown made entirely out of iron. Nothing shiny, no
jewels.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with certain
powerful magical rituals.
[+2] One-Time Discount. It isn't easy to hide a gigantic iron crown.
[-1] Demense. The wearer of this crown is the master of The Iron Spires and everything
that lives there.
[-1] Improved Demense. The environment of The Iron Spires is rather dangerous.
Attacks with the Demense power granted by this item are weapon 2.
[-2] Swift Transition. The wearer of this crown can enter The Iron Spires from anywhere
in the world.
[+1] No Mortal Home. Sometimes, the wearer will be pulled into The Iron Spires against
their will.

MAEVE'S LOCKET [-5]

Description: A small locket made of never-melting ice. It was made by the Winter Lady
for her Emissary.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Conviction, Discipline, Lore, Survival, Investigation
Effects:
[-0] Purpose. This item was made to serve Maeve. In will cease to work if she so wishes.
[-0] It Is What It Is. A small locket made out of ice. It's quite beautiful, and it always
feels cold to the touch.
[-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. It's not hard to hide a locket.
[-2] Worldwalker. Maeve's power breaks the borders between worlds.
[-4] Unseelie Magic. A mere fraction of the Winter Lady's power, but potent
nonetheless.

SEVEN LEAGUE BOOTS [-5]

Description: A pair of ancient and battered leather horseman’s boots, worn butter-soft.
Tooled leather is readily apparent on the leg, sides and cuff. It was obviously an
expensive pair of boots, and well loved and lived. The Seven League Boots are a well
known piece of European lore, about a pair of boots that enable the wearer to take strides
of seven leagues—or 21 miles. The origin of the legend is thought to have come from
horse-couriers, whose feet only touched the ground when they swapped out their tired
horse for a fresh one.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Athletics, Alertness, Stealth
Effects:
[-0] Purpose. These boots are made for walking.
[-0] It Is What It Is. The boots are just that: a nice pair of old-style horseman’s boots,
possibly belonging to a noble cavalry officer or courier. They are soft, snug and oh-so-
comfortable.
[-0] Unbreakable. The boots are indestructible save through a dedicated magical ritual
that would pervert their purpose, which would probably be something along the lines of
binding or imprisoning the boots.
[+1] One-Time Discount. The boots are not terribly hard to hide.
[-6] Mythic Speed. The Boots grant speed such as is only known in myth — myths often
featuring the boots themselves. They don't actually make your steps 21 miles long, but
the speed that they give you can make it seem that way.

SEVEN LEAGUE BOOTS [-3]

Description: A pair of ancient and battered leather horseman’s boots, worn butter-soft.
Tooled leather is readily apparent on the leg, sides and cuff. It was obviously an
expensive pair of boots, and well loved and lived. The Seven League Boots are a well
known piece of European lore, about a pair of boots that enable the wearer to take strides
of seven leagues—or 21 miles. The origin of the legend is thought to have come from
horse-couriers, whose feet only touched the ground when they swapped out their tired
horse for a fresh one.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Investigation, Lore, Survival
Effects:
[-0] Purpose. These boots are made for walking.
[-0] It Is What It Is. The boots are just that: a nice pair of old-style horseman’s boots,
possibly belonging to a noble cavalry officer or courier. They are soft, snug and oh-so-
comfortable.
[-0] Unbreakable. The boots are indestructible save through a dedicated magical ritual
that would pervert their purpose, which would probably be something along the lines of
binding or imprisoning the boots.
[+1] One-Time Discount. The boots are not terribly hard to hide.
[-2] Swift Transition. With these boots, short hops through the Nevernever are easy to
accomplish.
[-2] Worldwalker. These boots let you walk anywhere you please. Crossing the globe in
a short walk is simple.

OTHER

THE LAMP OF DIOGENES [-3]

Description: A small clay oil lamp. The great philosopher Diogenes carried it during the
day in his constant search for an honest man. Whether he gave it its powers or simply
used them is an open question.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Conviction, Discipline, Empathy
Effects:
[-0] Purpose. The Lamp of Diogenes was created to aid in the search for a truly honest
person. Its magical powers will not function if its owner abandons that search or is
themself dishonest.
[-0] It Is What It Is. The Lamp of Diogenes is a lamp. If you light it, you get light.
[-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. The Lamp of Diogenes is small and easily concealed.
[-1] Soulgaze. The Lamp of Diogenes grants insight into the natures of men.
[-2] Enhanced Soulgaze. The Lamp of Diogenes makes its owner better able to withstand
the results of a Soulgaze. What's more, it increases the impact of seeing its owner's soul
greatly. Add two to your Conviction skill and two to your Discipline skill when using
those skills in a Soulgaze.
[-1] Searching For An Honest Man. The Lamp of Diogenes makes people's emotions
obvious so as to aid its owner's search for an honest man. Add two to your Empathy skill
when using it to read people.

ARMAGEDDON SIGN [-1]

Description: This object consists of two large wooden boards, attached by two ropes, and
must be worn over the shoulders to work. The boards are painted with appropriate
doomsday signs. Due to the magical powers of the sign, the user suffers no real ill effect
from shouting at the top of his lungs for hours at near-zero temperatures.
Musts: You must have an aspect related to your possession of this item.
Skills Affected:
Effects:
[-0] Purpose. This object was designed to enable the user to preach about the apocalypse.
If the user doesn't spend a significant fraction of his time shouting about the end of the
world, he cannot use this item.
[-0] It Is What It Is. A sandwich-board sign, with "THE END IS NIGH!!!!" or something
similar printed on the front.
[-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. This sign is the exact opposite of subtle and concealable.
[-2] Inhuman Toughness. No matter how harsh the conditions, the bearer of the
Armageddon Sign is not deterred.
[-2] Inhuman Recovery. Even after hours of continous shouting, the user of this item can
shout for hours more.
[+1] The Catch. The Toughness powers granted by this item do not function unless the
user is shouting.

THE GALLOWS EYE [-3]

Description: A carved wooden false eye, worn smooth, with a twisted grain running
throughout. This eye was carved from a used gallows tree, upon which a character's
trusted captain had been hung. Now, that character wears the eye as a macabre
memorial... and to make use of the spirit-sight it grants.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Lore, Discipline, Investigation
Effects:
[-0] It Is What It Is. A false eye. Thus, in order to make use of the Gallows Eye, a
character must lose an eye and place the Gallows Eye in its stead. The eye does not grant
standard binocular 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.
[-0] Unbreakable. The Gallows Eye cannot be destroyed save by the use of a
necromantic ritual similar to a ghost-binding or the Darkhallow.
[+1] One-Time Discount. The Gallows Eye is easily concealed. Just keep it closed.
[-1] Ghost Speaker. The Gallows Eye brings the user close to the world of the dead,
allowing him to see and interact with ghosts.
[-1] The Sight. Although The Gallows Eye doesn't work like a normal eye, you can see
through it. The metaphorical images seen by the user when doing so will tend towards the
deathly.
[-1] Spirit Sensitivity. The Gallows Eye makes it easier to see the spooky side of the
world. Add two to your Lore skill when using it as a substitute for Alertness or
Investigation on top of the bonus from The Sight.
[-1] Psychometry. If you stare at something through The Gallows Eye, you might see
more than you want to.

ROBOTIC BATTLESUIT [-8]

Description: A robotic battlesuit used by Hitler. Seriously. This is not a joke.


Musts: You must have an aspect related to your possession of this item. Also, you must
have at least 40 skill points, Great Discipline, Good Conviction, Good Intimidation,
Average Deceit, Average Presence, Average Empathy and a skill cap of at least Superb.
Skills Affected: Many
Effects:
[-0] Purpose. This suit was created to kill people. It will not work for people who are not
directly responsible for large-scale death and destruction.
[-2] It Is What It Is. It's a robotic battlesuit. Armour 4. Plus, it's mounted with weapon 6
chainguns and a weapon 4 grenade launcher that affects entire zones. Its fists are weapon
2.
[-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. This item is not easy to hide.
[-2] Hulking Size. It's a big suit.
[-2] Inhuman Strength. Motors in the arms aid the user physically.
[-4] Supernatural Toughness. It's not easy to hurt a guy in a robotic battlesuit.
[+2] The Catch (Hexing). It is machinery, after all.
[-1] Shrug It Off. Use Endurance to defend against Physical attacks.
[-1] Skill-Simulating Systems. The onboard computers (from the 1940s!) of this suit give
the suit the following skills. The user may use them instead of his own by taking a
supplemental action to switch.
Superb: Guns, Endurance
Great: Might, Discipline, Fists
Good: Intimidation, Conviction, Alertness
Fair: Athletics, Weapons, Investigation
Average: Presence, Empathy, Deceit

VITAMIN W [-2]

Description: A small bottle of drugs that somehow never runs out. The drug in the bottle
is a combat drug that causes the body of the user to create a number of chemicals. These
chemicals are useful, but likely to harm the user.
Musts: You must have an aspect related to your possession of this item. Such an aspect
will likely relate to an addiction, since Vitamin W is both physically and mentally
addictive.
Skills Affected: Endurance, Fists, Deceit
Effects:
[-0] It Is What It Is. A bottle of pills. Looks like something that you could buy at any
pharmacy.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with certain
powerful magical rituals.
[+1] One-Time Discount. The bottle is not hard to hide. It'd fit cleanly into an ordinary
pants pocket.
[+1] Side Effects. These drugs are not good for you. This power is identical to Feeding
Dependency except that it uses the physical stress track and is resisted with the
Endurance skill. In addition, the stress inflicted by it does not go away when you make a
defence roll against it. Instead of feeding on blood or emotions, you must receive
extended medical attention to remove the effects inflicted by this power.
[-1] Synthetic Adrenaline. Taking Vitamin W forces your body beyond the safe limits
that we normally impose upon ourselves. This power is identical to Demonic Co-Pilot,
except that it uses the physical stress track and is resisted with the Endurance skill.
Instead of being restricted by the agenda of your sponsor, you may only use this power to
benefit purely physical actions.
[-1] Addictive Saliva. People under the effects of Vitamin W release heroin through their
salivary glands.
[-2] Venomous Sweat. Vitamin W causes its user to sweat poison. You may make Fists
maneuvers to inflict POISONED aspects as though you had the Venomous Claws power.

TEMPORAL ACCELERATOR [-2]

Description: A watch more accurate than the universe. If the watch slows down, then so
does the flow of time for everyone but the user.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Athletics, Alertness, Endurance, Stealth
Effects:
[-0] It Is What It Is. It's a watch that keeps absolutely perfect time. Even atomic clocks
can't match its accuracy, although relativistic time distortion can affect it.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with certain
powerful magical rituals.
[+1] One-Time Discount. It's not hard to hide a watch.
[-2] Inhuman Speed. By causing time to slow down slightly, the user becomes faster in
comparison to the world.
[-2] Inhuman Recovery. Being on a faster timeline than the world at large means that
you heal faster than the world at large.
[+1] The Catch (No Total Recovery). This item does not in fact provide any form of
magical healing; it just makes natural healing faster. As such, it does not aid in the
recovery of injuries that will not heal naturally.

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