TEXT: Demonhide Cloak 
  1 armor, warm, worn, magical, weight 1 
  A tattered cloak, stitched from a motely 
  patchwork of unfamiliar hides and 
  leather. Shifting odors waft from it: 
  damp earth, ozone, musk, rust, 
  sulfur, rot.  
  It is not a glamorous garment. 
  Anything but. 
  Noruba’s Ice-Sphere  
  magical, awkward, weight 1 
  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. 
  □ THE FLESH REMEMBERS 
  When you first encounter a demon and search the 
  Cloak’s memories for its like, roll +nothing. 
  10+ The flesh of such a creature is present in the 
  Cloak; you receive a vision of how it was slain. 
  7-9 
  Choose one: 
   - As a 10+, but mark a consequence 
   - The flesh of such a creature is not present in 
  the cloak; you learn nothing 
  6- 
  Mark XP, and the GM makes as a move (which 
  may or may not involve marking a consequence). 
  When you have marked 3 consequences, you gain 
  Unholy Vissage.  
  □ UNHOLY VISAGE  
  When you take the appearance of a demon, roll +CON. 
  On a 10+, hold 3 GUISE. On a 7-9, hold 1 GUISE. On a 6-, 
  hold 1 GUISE, mark XP, and mark a consequence.  
  While you hold GUISE, all perceive you as a demon, and 
  magic that affects demons affects you, too.  You can 
  spend GUISE 1 for 1 to: 
   - Maintain your disguise despite being exposed to 
  divination, sacred light, or daylight  
   - Understand any language you hear, and reply in kind 
   - Shrug off a blow that your demonic form could ignore 
   - Maneuver in a way consistent with your demonic form: 
  flying, leaping, oozing, flitting as a shadow, etc. 
  When you gaze into the Ice-Sphere, your mind is 
  cleared of fear, anger, hatred, or other strong emotions. 
  Take +1 forward to any move in which calmness and 
  serenity apply. 
  When you spend hours and days gazing into the Ice-
  Sphere, roll +INT.  
  10+ Present a hypothesis to the GM: an explanation of 
  a mystery or a prediction based on a given course 
  of events. The GM will confirm your hypothesis (if 
  true) or point out the flaws in your logic; you get 1 
  PREPARATION (per Bolster). 
  7-9 
  As a 10+, but the time spent in meditation weakens 
  your connection to your body. Mark the Weakened, 
  Shaky, or Sickened debility. It remains marked until 
  you have spent a few weeks living wholly in your 
  body and averting your gaze from the Ice-Sphere.  
  6- 
  Mark XP and mark a debility (per the 7-9 result). 
   
  When you mark a debility because of gazing into the 
  Sphere, mark a box: 
  □ □ □ 
  When you mark the last box, you unlock the mysteries of 
  the Ice-Sphere and can use Mindwalking (see reverse).  
  The Cloak's Armor always applies against demons, even 
  if their attacks are piercing or ignore armor. 
  When you draw up the hood of the Demonhide Cloak, 
  you see clearly in darkness. 
  When you  wrap the Demonhide Cloak tightly around 
  you, you pass unnoticed by all so long as you move 
  calmly and carefully and keep out of direct, harsh light. In 
  retrospect, however, they may recall a strange smell. 
   
  When you flay the hide from a demon, tan it, and sew 
  it onto the cloak, mark a box. 
  □ □ □ 
  When you mark the last box, you unlock the mysteries of 
  the Cloak and can use The Flesh Remembers (see 
  reverse).  
   
  By Jeremy Strandberg 2015. Licensed under Creative Commons Attribution 3.0 Unported License.  
  □ MINDWALKING  
  When you project your consciousness into Noruba’s 
  Ice-Sphere and use it as a psychic anchor, your mind 
  can walk the world as a spirit, invisible and insubstantial. 
  Your body, meanwhile, lies insensate. Roll +INT.  
  10+ Hold 3 POWER.  
  7-9 
  Hold 2 POWER 
  6- 
  Hold 2 POWER and mark a consequence. 
  While you are mindwalking, spend your POWER 1 for 1 to: 
   - Manifest as a ghostly voice and/or presence 
   - Manipulate a small (weight 0), unattended object 
   - 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 use Mindwalking, hold +1 POWER. 
  □ FARWALKER  
  You can spend 1 POWER to instantly send you mind to 
  any place you have ever visited, physically or mentally.   
  □ TELEPATHY  
  You can spend 1 POWER to contact the mind of another, 
  communicating with them mentally 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. 
  □ TULPA 
  You can spend 1 POWER to animate a mass of 
  loose material (gravel, snow, leaves, etc.) into a 
  body no larger than your physical self. When you 
  would roll STR, DEX, or CON in this form, use INT 
  instead. Your form has HP equal to your Intelli-
  gence; when reduced to 0 HP, it dissipates. 
  CONSEQUENCES 
  □□□  Your physical body withers and fades. Permanent-
  ly mark one of these debilities: Weakened, Shaky, 
  or Sickened.   
  □  
  Your emotions dull. You can no longer be affected 
  by fear, hate, or other powerful emotions. Alas, you 
  can no longer benefit from Kith and Kin, either. 
   □  
  Replace your drive with Dispassion: Cause 
  an ally or innocent bystander harm through 
  your coldly logical actions. 
  □ 
  Your skin takes on a bluish tinge and your body 
  becomes cold to the touch. You are unaffected by 
  even the bitterest cold, but find heat and warmth 
  unbearable. When you take damage from fire, roll 
  twice and take the higher result.   
  □  
  You draw the attention of some powerful, hungry 
  entity of the spirit world. It has your scent. 
  □ 
  When you die, your mind will linger on as a disem-
  bodied spirit, tethered to the Icy-Sphere.   
  CONSEQUENCES 
  □□  You experience an overwhelming vision, from the 
  point of view of a demon sewn into the Cloak. Ask 
  the GM what you see and when you come to.  
  □□  A number of seems fray and tear. The Cloak loses 
  its powers until you sew a new piece of demon flesh 
  into it. 
  □  
  The Cloak’s stench grows stronger, noticeable even 
  when you go unseen and unheard. You smell faintly 
  of the Cloak even when you aren’t wearing it. 
  □  
  You become incapable of fear while wearing the 
  Cloak. If you wear the Cloak during a session, your 
  Drive becomes Recklessness: cause trouble for 
  your allies by acting with no regard to danger   
   □ 
  You begin to hear the voices of demons and dark 
  creatures sewn into the Cloak. Henceforth, the 
  Cloak becomes a follower (Quality +2, demon-wise, 
  magical, connected [dark powers], cost: chaos and 
  wanton destruction, instinct: to bicker and argue 
  with you).  It’s starting Loyalty is +0. When you 
  would mark a consequence, you can choose to 
  decrease the Cloak’s Loyalty by 1 (down to -3).  It 
  has the following moves: 
   - Reveal a dark and terrible secret, or part of one 
   - Manifest a minor demonic effect 
   -  Refuse to operate for you 
   -  Possess you in your sleep 
  
SOURCE: textdata/thevault/Dungeon World (PbtA) [multi]/Other Contents/Hacks/Stonetop/Artifacts _ Magic Items/Demonhide Cloak _ Ice-Sphere.pdf