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Noruba's Ice SphereFront
A perfect sphere of dark ice, the size of a fist, never melting, hard as stone, and set like a gaudy gem at the end of a finely wrought torc. Or not a torc, perhaps, but maybe a ring that once sat upon some giant's finger?
Staring into the icy sphere brings a sense of calm, serenity, and detachment. Indeed, a lesser mind might find itself staring into its depths for hours on end.
When you peer into the Ice Sphere, your mind is cleared of strong emotions.
When you gaze deeply into the Ice Sphere and ponder a situation, puzzle, or mystery, ask the GM one of the questions below. The GM will answer honestly. Who benefits (or would benefit) from __? What about __ isn't what it seems to be? How could I learn more about __? What's the most likely outcome if __? What am I overlooking? After the GM answers, roll +INT: on a 10+, hold 2 Acumen; on a 7-9, hold 1. ◇◇ While acting on the GM's answer, you can spend Acumen 1-for-1 to:
- Ask another question from the list above, and get an honest answer
- Treat a 6- that you rolled as a 7-9, or a 7-9 as a 10+
- On a 6-, your connection to your body weakens—mark a debility and mark 1 circle. The debility lasts until you spend a few days living wholly in your body and averting your gaze from the Ice Sphere.
When you make the last mark, you unlock the mysteries of the Ice Sphere and can use Mindwalking (see reverse).
Reverse
Mindwalking
◇◇◇◇ When you use the Ice Sphere as a psychic anchor, your consciousness leaves your body and walks the world as a spirit, invisible and insubstantial. Roll +INT: on a 10+, hold 3 Power; on a 7-9, hold 2 Power; on a 6-, hold 2 Power and mark a Consequence. While mindwalking, you may spend your Power, 1-for-1 to:
Manifest as a ghostly voice and/or presence
Manipulate an unattended item (small or ◇, no bigger)
Return instantly to the Ice Sphere from any distance For every 2 Consequences you mark, gain one of the following moves:
A Mighty Will
When you mindwalk, hold +1 Power.
Farwalker
When you mindwalk, you may spend 1 Power to instantly send your mind to any place you have ever visited, physically or mentally.
Telepathy
When you mindwalk, you may spend 1 Power to become able to communicate mentally with someone nearby, as long as you remain in their presence. They can choose whether to respond, and can attempt to ignore you, but cannot shut you out completely without magic of their own.
Thoughtcrafter
When you mindwalk, you may spend 1 Power to animate a mass of loose material (gravel, snow, leaves, etc.) into a body no larger than your own. When you would roll STR, DEX, or CON in this form, use INT instead. This form has 10 HP. When reduced to 0 HP, it dissipates and you return to your physical body.
Consequences
Mark consequences as they apply.