One of the options available to players in our recent Fantasy Fate offering (links provided below) is access to what are known as Items of Power. This category is a catch-all for abilities that are derived from possession of an object that is imbued with supernatural powers.
Some items transcend the source of their power, and take on a reputation and personality of their own. These items may be unique, or severely limited in number, and available only through sacrifice and tireless searching. They may be powered by divine, natural, or other mystical sources. In any case, their possession may give the user a new reputation or personality of their own.
By using wondrous components to draw supernatural power for a character, these examples grant some in-game benefits that would be unavailable or quite expensive for players during basic character creation. GMs who want to help their players customize their own Items of Power of some renown can check out Your Story, page 167. Note that taking an item of power prevents you from being a “Pure Mortal”.
DIVINE VESSEL [-3]
Description: Some mortals are so eager to serve the gods that they will play host to a divine messenger. This Divine Vessel usually receives a tattoo or brand, in the shape of a holy icon or symbol, that serves as a portal for the holy visitor to enter, and act through the character.
Musts: Each faith has ancient rites of purification and summoning that must be undertaken in order for the pact to be made. The messenger has an agenda, which should be established by the GM. In addition, the user must have an Aspect that directly references the pact with a higher being.
Skills Affected: Discipline, Conviction, others.
Effects: The Messenger. You gain +1 on any skill roll that’s in keeping with the messenger’s agenda. When doing so, you must roll Discipline against the result, as if you were defending against an attack. Failure to defend results in mental stress as if from an attack; psychological consequences that result are set by the GM, in line with the messenger’s agenda.
Channeling. (YS181) You gain this lesser form of evocation, as the Messenger can be petitioned to manifest supernatural powers through your physical form. This ability always uses either the Spirit or Soulfire element; you must decide which as soon as this pact is made.
Inhuman Strength. (YS183) The divine being that shares your physical form also shares with you a fraction of its divine power.
CORVUS CHARM [-3]
Description: The Corvus Charm is an obsidian vial into which the wearer places a piece of flesh, a lock of hair, or drops of blood from another being. The energy of the charm allows the wearer to use an age-old magic of trickster gods, giving them the face of almost anyone.
Musts: The wearer of the charm must have seen their target, and possess some piece of their physical being. In addition, the user must have an Aspect that directly references this Item of Power.
Skills Affected: Deceit, others.
Effects: Mimic Form. (YS177) The user may use the charm to adopt the physical appearance and mannerisms of another living being, provided some piece of the being’s physical self is contained within the charm.
Mimic Ability. (YS176) The user may pay a Fate point to mimic an ability from the being in the charm, so long as the being is alive and in the physical plane; that is, not in the Nevernever. The charm’s Mimic Ability power may be used multiple times in the same scene.
GLAMOUR GLASS [-3]
Description: The Glamour Glass looks like a large mirror, whether fancy salon quality or simply polished glass with smoothed edges. Its surface seems to reflect light constantly, with dazzling motes sparkling close to its surface. This glass will allow the user to create potent and believable seemings that come out the mirror into real life.
Musts: The user must be of a blood line of at least Half-elf, if not Full-blooded Elf. In addition, the user must have an Aspect that directly references this Item of Power.
Skills Affected: Discipline, Deceit.
Effects: Greater Glamours. (YS166) The surface of the glass can reflect almost anything imaginable into true being. The user gains +2 to any roll used to create such a seeming.
STAFF OF THE WALL [-3]
Description: The Staff of the Wall may also take the shape of a cane, club, or walking stick; its physical form is ultimately dictated by its bearer’s personality. In every manifestation, however, it is a solid, sturdy item that is crafted by hand and covered with a continuous blanket of mystic runes. They have stood guard against all manner of threats with all manner of men for centuries.
Musts: A Staff of the Wall must be completely enveloped by its runes, with no empty space showing. In addition, at least one of the runes must have been added by the bearer. Finally, the user must have an Aspect that directly references this Item of Power.
Skills Affected: Lore, Conviction, Discipline.
Effects: Ritual. (YS181) The Ritual spell casting tied to the Staff of the Wall is always used for warding, as described in YS276. The bearer gains +2 to all of their rolls when creating wards using the Staff of the Wall.
Bless This House. (YS187) The character’s presence in a place is potent proof against the supernatural, increasing the strength of its threshold. The Staff of the Wall can even create a threshold where one did not previously exist, equal to half the Conviction of the bearer (rounded up).