Miscellaneous Marvelous Items, Generic

Ability Description
Angel Feather Healing Grant Hope 2d6, Resurrection, Grant Hope; No Conscious Control
Faery Door Travel to either faery or another door closest to your destination. Leave the door behind. Doors go both ways.
Hand, Vampires’ Cut off own hand; place Vampires’ Hand on stump; gain Transfer BODY to END, BODY, STUN 2d6, and gain a mental connection to a vampire. Hand looses power if vampire destroyed. Fail EGO roll and take 2d6 HKA
Hand, Wights’ Cut off own hand; place Wights’ Hand on stump; gain HKA 2d6 NND (Living; +0), Does BODY, and an evil voice in your head. Fail EGO roll and take 2d6 HKA
Mirror on the Wall Gain (to the best of the Mirrors’ powers of observation) the true answer to one question per day.
Seven-League Boots Each effortless half-phase stride carries you “Seven Leagues”
Two-Faced Coin 6d6 Luck, 6d6 Unluck
Angel Feather
Effect: Healing Grant Hope 2d6, Resurrection, Grant Hope; No Conscious Control
Target: One Character
Duration: Instant
Range: Touch
END Cost: N/A
Skill Roll: N/A
Point Cost: 80 AP/23 RP
SP Cost: Priceless

Description: It might seem but a seaguls’, did it not have more lustre than mere matter could account for.

Game Information: Healing BODY 2d6, Resurrection, Grant Hope (+1/2), Reduced Endurance (0 END; +1/2) (80 Active Points); No Conscious Control (-2), IAF (-1/2)

Faery Door
Effect: Travel to either faery or another door closest to your destination. Leave the door behind. Doors go both ways.
Target: Nearby/Nearby
Duration: Persistent/Persistent
Range: Faery/Door Anywhere In The World
END Cost: N/A
Skill Roll: N/A
Point Cost: 70 AP/36 RP

SP Cost: 36,000

Description: Place the door against a wall and focus on either faery or traveling to another door. If to a door you use, the door you travel to will be the closest to your destination, anywhere in the world. If faery you travel to, your exit and return will be the immediate counterpart to your location in the mundane world.

Game Information:
Faery Door: Multipower, 70-point reserve, (70 Active Points); all slots OAF Arrangement (-1 1/4)

  1. Door to Faery: Extra-Dimensional Movement (Faery), Affects Desolidified Intangibility (+1/4), Persistent (+1/4), Reduced Endurance (0 END; +1/2), Constant (+1/2), Usable Nearby (+1) (70 Active Points); OAF Arrangement (-1 1/4)
  2. Faery Door to Faery Door: Teleportation 13m, Persistent (+1/4), Reduced Endurance (0 END; +1/2), Constant (+1/2), Usable Nearby (+1), MegaScale (1m = 1,000 km; +1 3/4) (65 Active Points); OAF Arrangement (-1 1/4), Can Only Teleport To Floating Fixed Locations (Other faery doors; -1/2)
Hand, Vampires’
Effect: Cut off own hand; place Vampires’ Hand on stump; gain Transfer BODY to END, BODY, STUN 2d6, and gain a mental connection to a vampire. Hand looses power if vampire destroyed. Fail EGO roll and take 2d6 HKA
Target: Self
Duration: Instant
Range: Self
END Cost: 9
Skill Roll: EGO roll at -9
Point Cost: 90 AP/17 RP
SP Cost: 6,000

Description: Only the desperate, foolish, vile or mad would willingly cut off their own hand and place the hand of an undead being on the stump – And most who do end up in the last two categories, anyway.

Game Information: Severe Transform 6d6 (Character into Character with Vampires’ Hand, which does Transfer BODY to END, BODY, STUN 2d6, Side Effect (Characters’ mind is connected to mind of vampire; -1/2), Hand Looses Power If Vampire Destroyed (-1/2), Cutting off hand) (90 Active Points); OAF Expendable (Difficult to obtain new Focus; Vampires’ Hand; obtain focus from vampire; -1 1/4), Requires A Roll (EGO Characteristic roll; Jammed; -1), No Range (-1/2), Side Effects (2d6 HKA; -1/2), Extra Time (Full Phase, -1/2)

Hand, Wights’
Effect: Cut off own hand; place Wights’ Hand on stump; gain HKA 2d6 NND (Living; +0), Does BODY, and an evil voice in your head. Fail EGO roll and take 2d6 HKA
Target: Self
Duration: Instant
Range: Self
END Cost: 9
Skill Roll: EGO roll at -9
Point Cost: 90 AP/19 RP
SP Cost: 6,000

Description: Only the desperate, foolish, vile or mad would willingly cut off their own hand and place the hand of an undead being on the stump – And most who do end up in the last two categories, anyway.

Game Information: Severe Transform 6d6 (Character into Character with Wights’ Hand, which does HKA 2d6 NND (Living; +0), Does BODY, Side Effect (Evil urges; -1), Cutting off hand) (90 Active Points); OAF Expendable (Difficult to obtain new Focus; Wights’ Hand; obtain focus by cutting off Wights’ Hand; -1 1/4), Requires A Roll (EGO Characteristic roll; Jammed; -1), No Range (-1/2), Side Effects (2d6 HKA; -1/2), Extra Time (Full Phase, -1/2)

Mirror On The Wall
Effect: Gain (to the best of the Mirrors’ powers of observation) the true answer to one question per day.
Target: Self
Duration: Persistant
Range: Hearing
END Cost: N/A
Skill Roll: N/A
Point Cost: 166 AP/60 RP
SP Cost: 150,000

Description: By addressing the Mirror, then posing an inquiry, the questioner can gain the answer to many a wonder. However, be warned: The Mirror answers to tell the truth, not please the questioner.

Game Information: Detect The answer to one question a day 28- (Hearing Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Penetrative (Scrying wards), Perceive into a related group of dimensions (The material plane and nearby planes), Telescopic: +32, Tracking, MegaScale (1m = 1 km; +1) (166 Active Points); OAF Bulky Unbreakable (-1 1/2), Incantations (“Mirror, Mirror, on the wall…”; -1/4)

Seven-League Boots
Effect: Each effortless half-phase stride carries you “Seven Leagues”
Target: Self
Duration: Constant
Range: Persistent
END Cost: N/A
Skill Roll: N/A
Point Cost: 146 AP/58 RP
SP Cost: 29,000

Description: The wearer can stride tirelessly, seven leagues at a time – And exactly seven leagues every time.

Game Information: Running +39m (51m total), No Gravity Penalty (+1/2), Reduced Endurance (0 END; +1/2), MegaScale (1m = 1 km; +1), Cannot alter scale (-1/4), Noncombat Acceleration/Deceleration (+1) (146 Active Points); OIF (-1/2), Lockout (Any form of movement which uses the feet to move; -1/2), Cannot Alter Meters Of Running; Run Exactly “Seven Leagues” (-1/2)

Two-Faced Coin
Effect: 6d6 Luck, 6d6 Unluck
Target: Self
Duration: Persistent
Range: Self
END Cost: N/A
Skill Roll: N/A
Point Cost: 30 AP/9 RP
SP Cost: Priceless. There ain’t enough money in the world to pay most people to take it.

Description: The owner of this coin has good and bad luck in full measure. The coin can only be transfered through legal means.

Game Information: Luck 6d6 (30 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (6d6 Unluck; -2), IIF (A gold coin with one scratched side; -1/4)

Miscellaneous Marvelous Items, Generic

A Few Slight Delays Narf_the_Mouse