To use this Trick, the Translator makes a Smarts role as usual against a TN of 5.
If an extra success is achieved, the Translator scrambles her own speech centers for a
period of up to 24 hours. The Translator may end this effect at any time. While under the effects of this
Trick until its expiration, the Translator cannot speak, understand, write or even think any
comprehensible language. Although they can be forced to drop the effect, they cannot be forced to speak
anything understandable, even inadvertently.
At first this may seem remarkably useless. However, a Translator under the effects of Babble is immune to
persuasion: bluff, charm, interrogation, and any verbal form of seduction and taunt (the Guide can
apply penalties for non-verbal forms of those two sub-skills). Anyone using the Skimming
Trick, or any other Power or Trick that relies on understanding what the Translator is thinking, gains
no benefit.
Another Translator may attempt to decipher the babblings of a Babbled Translator. In this case, they
make a normal Smarts roll to translate, in an opposed roll against the roll the Babbling
Translator made to scramble his speech centers. The Translator, if successful in understanding the
"babbled" language, may then for example assist an Interrogator so that persuasion: interrogation
could be used normally.
The "language" chosen each time the Translator scrambles his speech centers is totally random. She
cannot "resuse" a previously Babbled language, and someone who has Translated a previous random
language must start again to translate the new "language".
This trick allows the Freezer to control the shape that the
ice is formed into. With an extra success on the Spirit roll to freeze
something, the ice can be shaped into virtually anything the Freezer wants
(given enough water). Common items are bars (or whole cages) and weapons.
For most physical objects, use the rules for ice shields when it come to
durability. For weapons: they are not as sturdy as real weapons (to be,
they would have to be incredily thick or heavy). Every time the weapon is
used roll a d6 (open-ended) if you roll a 12 the weapon breaks. For every
round after the first, add one to this roll. If the ambient temperature is above
freezing, roll 2d6 and take the highest (very hot environments could call
for 3 or more d6, Guide's call). Naturally you can't form complicated
devices like guns, but swords and clubs are fair game.