Major Arcana - Azure Hand (2-Up)
Major Arcana - Azure Hand (2-Up)
Major Arcana - Azure Hand (2-Up)
RESONANCE
AZURE HAND Requires: Battery, Eye of the Storm
, close, magical, awkward When you have captured a tremendous elemental force (like that from a storm or
wildfire) and then channel it into the eddies of air or earth, pick 1 from the list below
A thick staff of gray metal, topped with a plate of aetherium in the shape of a styl-
and roll +INT: on a 10+, it comes to pass; on a 7-9, it will come to pass if you choose
ized hand. The palm is embossed with a cloud and lightning bolt, and the whole
to mark a consequence; on a 6-, mark a consequence and prepare for the worst.
thing is more than a little top-heavy. It smells of ozone, and your spine never ceases
to tingle in its presence. A potent storm or earthquake builds, unleashing itself within the next few hours.
The weather for the next few weeks is abnormal, hotter or colder, wetter or
When you bear the Azure Hand, you sense sources, currents, and reservoirs of dryer, windier or more still, per your desires (though nothing too extreme).
energy much like you sense the pull of gravity or the position of your own hand. You The weather for the next few months is generally favorable; any steading in
can closely study such energy and Discern Realities about it. the area gains advantage to its next Seasons Change roll.
When you brandish the Azure Hand at a source of elemental energy, roll +CON: on
a 10+, you gather the energy about the Hand in a swirling vortex for as long as you CONSEQUENCES
grip the staff or until you choose 1 from the list below; on a 7-9, as a 10+, but the
vortex is unstable and maintaining it requires all your focus. You are burned by the power you attempt to wield. Mark a debility and
take 2d4 damage (ignores armor).
Direct the energy into a vessel able to contain it
Discharge the energy harmlessly into the earth You become bound to the staff. You can call it to your hand from up to far
Fling the energy, rolling +INT to Volley (near, thrown, dangerous), infliciting range, but you fully suffer the effects of any harm or magic visited upon it.
damage and other effects of the GM’s choosing Your eyes become a solid bluish white, darkening or brightening with your
Use the energy to fuel or empower some other magic mood. You now see energy patterns, glowing brightly, which can obscure facial
On a 6-, instead of marking XP, mark 1: expressions and other details unless you focus.
Your skin takes on a bluish tint; your hair is steaked with white; the air about
llll
you thrums with power. Sensitive beings can easily sense your presence, even
Each time you mark 1, ask the GM how the power goes out of control. from afar.
When you make the last mark, you unlock the mysteries of the Azure Hand— Henceforth, any storm in your presence is unnaturally strong. If you spend a
choose one of the moves on the reverse, and erase all marks above. summer or a winter in a steading or within a day’s march of one, the steading
loses 1d4-1 Surplus due to storms.
Your body pulses with barely controlled energy. Henceforth, when you roll
+CON and get a 6-, you unleash bolts of elemental power all about you (1d10
damage, near, area, forceful, dangerous) in addition to whatever else the GM says.