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{| class="wikitable"
 
{| class="wikitable"
  
| 1. Power Word {NOGTZ!}: Magic Negation.  
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|1. Power Word {NOGTZ!}: '''Magic Negation.'''
| 2. Power Word {POLRZ!}: Chaos Negation.  
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| 3. Power Word {SHAGSK!): Psychic Defense.   
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| 2. Power Word {POLRZ!}: '''Chaos Negation.'''
|-
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| 4. Power Word {ASKIIR!}: Psychic Disrupt.  
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| 3. Power Word {SHAGSK!): '''Psychic Defense. '''
| 5. Power Word {KROLAK!}: Neural Disrupt.  
+
   
| 6. Power Word {LIEVZ!}:  Life force.
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| 4. Power Word {ASKIIR!}: '''Psychic Disrupt.''' 
|-
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| 5. Power Word {KROLAK!}: '''Neural Disrupt.'''
| 7. Power Word {SCHANG!}: Resume True Form.
 
| 8. Power Word {FORTZ!}: Defensive Luck.
 
| 9. Power Word {LEGANT!}: Pattern Negation.
 
|-
 
| 10. Power Word {VOILE!}: Pain Attack.
 
| 11. Power Word {JASK!}: Trump Disrupt.
 
| 12. Power Word {MAGIQUE!}: Process Surge.
 
 
|-  
 
|-  
| 13. Power Word {QU1MK!}: Process Snuff.
+
| 6. Power Word {LIEVZ!}: Life force.  
| 14. Power Word {OMBRE!}: Shade.
+
   
| 15. Power Word {LUUM!}: Light Strobe.
 
|-
 
| 16. Power Word {AFLAK!}: Spark. 
 
| 17. Power Word {HURG!}: Burst of Magic.
 
| 18. Power Word {MARSK!}: Weaken Structure.
 
|- 
 
| 19. Power Word {HAGGK!}: Thunder. 
 
| 20. Power Word {ZZAAQ!}: Burst of Psyche.
 
| 21. Power Word {WALLA!}: Summon Prepared Table Set Up
 
|}
 
 
 
 
 
===Power Word Descriptions===
 
 
 
1. Power Word {NOGTZ!}: '''Magic Negation'''
 
 
 
This spell allows the disruption of gathering
 
magical energies. As a Sorcerer casts a spell, or releases a
 
stored spell, the Power Word disrupts the elegant structure of a
 
spell and renders it useless. If used fast enough it can also fizzle
 
trap spells or wards before they are unleashed. The more
 
powerful the Psyche of the invoker of the Power Word,
 
relative to that of the source of the Magic, the more effective it
 
will be. It can also be used to neutralize active magic, including
 
shields and wards, and other things charged with magical
 
energies.
 
 
 
2. Power Word {POLRZ!}: '''Chaos Negation'''
 
 
 
Used only against yourself. It works internally, inside your
 
own body, as self protection. Defends against destructive
 
changes to your person that might be rendered by the Logrus,
 
or by other damaging Chaos attacks.
 
 
 
3. Power Word {SHAGSK!): '''Psychic Defense.'''
 
 
 
Creates a burst of internal Psyche, enough to
 
disrupt any contact that you are involved in. Also works great
 
against the pressure of others trying to break into your mind.
 
Lasts only for a second but very useful against unexpected
 
attacks during times of psychic contact, or, for example, during
 
a trump call.
 
 
 
 
 
4. Power Word {ASKIIR!}: '''Psychic Disrupt. '''
 
 
 
Directly affects the creature. Naming the target,
 
especially with its "true name" ("Merlin Askiir!") makes it
 
much more effective. It works to disrupt the concentration of
 
the victim. So, someone with the Logrus or Pattern brought to
 
mind, or someone in a tenuous Trump contact, would lose their
 
focus and have to start over again. Likewise someone casting
 
magic would be interrupted. Against a "named" target it will
 
work no matter what the difference in Psyche. Used without a
 
name, it is possible that the object of the Psychic Disrupt, if
 
superior in Psyche, will be unaffected.
 
Repeated use of the Psychic Disrupt Power Word, against
 
the same opponent, will become less and less effective. Having
 
once felt its effect, the victim can brace for subsequent attacks.
 
 
 
 
 
5. Power Word {KROLAK!}: '''Neural Disrupt.'''  
 
 
 
Directly affects a creature, throwing off their
 
coordination, and causing them to twitch or flinch
 
involuntarily. This is best used in a critical moment of battle,
 
changing the Warfare situation for a moment. Out of combat it
 
works if you need to grab something away from somebody,
 
knock them over, or do something where a momentary break
 
in their coordination comes in handy.
 
Naming the target, like "Oberon Krolak!" makes it
 
effective against that opponent. If the target is unnamed, then
 
the user of the Power Word must have a superior Psyche.
 
After the first time, it's possible for victims to steel their
 
mind against the Power Word, and resist it's effects.
 
 
 
 
 
6. Power Word {LIEVZ!}: Lifeforce.
 
  
This power word generates a burst of living energy in the target.
+
xxxxxxxxxxxxxxxxxx
Doesn't actually have enough time to do any healing, but does
 
break destructive anti-life energies. Also functions well as a
 
"wake up call" for those who are sleeping or unconscious. It's
 
also useful in certain medical emergencies, where the heart,
 
lungs or brain may have "seized" up momentarily. The target
 
will feel "good" briefly, as if they were in the peak of health,
 
regardless of their true condition.
 
  
  
7. Power Word {SCHANG!}: Resume True Form.
 
  
This is a command that forces a person or thing to go
+
7. Power Word {SCHANG!}: Resume True
 +
Form. This is a command that forces a person or thing to go
 
back to their true form. It is only effective on things that are not
 
back to their true form. It is only effective on things that are not
 
currently in their proper shape. It's really useful ir. dir.pelling
 
currently in their proper shape. It's really useful ir. dir.pelling
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8. Power Word {FORTZ!}: Defensive Luck.
 
8. Power Word {FORTZ!}: Defensive Luck.
 
 
Creates an instant of fortunate karma, sort of like a small dose
 
Creates an instant of fortunate karma, sort of like a small dose
 
of "Good Stuff." Results will be either fortunate events for the
 
of "Good Stuff." Results will be either fortunate events for the
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on a patch of ice.
 
on a patch of ice.
  
9. Power Word {LEGANT!}: Pattern Negation.
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9. Power Word {LEGANT!}: Pattern
 
+
Negation. As with Chaos Negation, it's something you cast
As with Chaos Negation, it's something you cast
 
 
against yourself. Works internally as protection against the
 
against yourself. Works internally as protection against the
 
influence of Pattern.
 
influence of Pattern.
  
 
10. Power Word {VOILE!}: Pain Attack.
 
10. Power Word {VOILE!}: Pain Attack.
 
 
Gives a "jolt" of pain to the person or creature at which it is
 
Gives a "jolt" of pain to the person or creature at which it is
 
directed. The momentary pain is a distraction, but does no real
 
directed. The momentary pain is a distraction, but does no real
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11. Power Word {JASK!}: Trump Disrupt.
 
11. Power Word {JASK!}: Trump Disrupt.
 
 
Can be cast against a Trump card, instantly blocking any
 
Can be cast against a Trump card, instantly blocking any
 
active connection. Used either against a card in the caster's
 
active connection. Used either against a card in the caster's
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12. Power Word {MAGIQUE!}: Process Surge.  
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12. Power Word {MAGIQUE!}: Process
 
+
Surge. In any process (fire, magic, pattern, etc.) this adds an
In any process (fire, magic, pattern, etc.) this adds an
 
 
extra burst or push. For example, casting it on a working auto
 
extra burst or push. For example, casting it on a working auto
 
engine would give it a quickie burst of extra power. A campfire
 
engine would give it a quickie burst of extra power. A campfire
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13. Power Word {QU1MK!}: Process Snuff.
 
13. Power Word {QU1MK!}: Process Snuff.
 
 
Momentarily dampens whatever is affected. Throwing it at a
 
Momentarily dampens whatever is affected. Throwing it at a
 
car's engine would cause it to slow slightly, or even stall out. A
 
car's engine would cause it to slow slightly, or even stall out. A
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14. Power Word {OMBRE!}: Shade.  
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14. Power Word {OMBRE!}: Shade. Adds to
 
+
the darkness of all shadows in an area. The effects are spooky,
Adds to the darkness of all shadows in an area. The effects are spooky,
 
 
frightening, scary and forbidding, but with no real effect.
 
frightening, scary and forbidding, but with no real effect.
 
Basically used to disorient and confuse.
 
Basically used to disorient and confuse.
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15. Power Word {LUUM!}: Light Strobe.
 
15. Power Word {LUUM!}: Light Strobe.
 
 
Releases a bright "strobe" or burst of white light. Can emit from
 
Releases a bright "strobe" or burst of white light. Can emit from
 
the character speaking the Power Word, or from an object that
 
the character speaking the Power Word, or from an object that
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16. Power Word {AFLAK!}: Spark.  
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16. Power Word {AFLAK!}: Spark. Creates a
 
+
single spark, like that generated when a match is first struck.
Creates a single spark, like that generated when a match is first struck.
 
 
Only lasts a moment, but it's enough to start a fire, ignite
 
Only lasts a moment, but it's enough to start a fire, ignite
 
something, or, against a living creature, cause a bit of pain.
 
something, or, against a living creature, cause a bit of pain.
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17. Power Word {HURG!}: Burst of Magic.
 
17. Power Word {HURG!}: Burst of Magic.
 
 
Generates a "pulse" of magical energy, either inside the caster's
 
Generates a "pulse" of magical energy, either inside the caster's
 
body, or at some point outside of it (the fingertip, for example).
 
body, or at some point outside of it (the fingertip, for example).
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18. Power Word {MARSK!}: Weaken Structure.  
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18. Power Word {MARSK!}: Weaken
 
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Structure. Temporarily weakens the molecular structure
Temporarily weakens the molecular structure
 
 
of an object. Works best on rigid objects made of metal, stone,
 
of an object. Works best on rigid objects made of metal, stone,
 
glass, and plastic. It's ineffective against organic material,
 
glass, and plastic. It's ineffective against organic material,
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19. Power Word {HAGGK!}: Thunder.  
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19. Power Word {HAGGK!}: Thunder. The
 
+
Power Word, as spoken, is transformed into the sound of
The Power Word, as spoken, is transformed into the sound of
 
 
thunder bolt, just as if a stroke of lightning banged right from
 
thunder bolt, just as if a stroke of lightning banged right from
 
the caster's mouth. Loud, with a sound that carries, and
 
the caster's mouth. Loud, with a sound that carries, and
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20. Power Word {ZZAAQ!}: Burst of Psyche.
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20. Power Word {ZZAAQ!}: Burst of
 
+
Psyche. The caster's Psyche is boosted, just for an instant.
The caster's Psyche is boosted, just for an instant.
 
 
This may be enough to assist at a critical moment of an
 
This may be enough to assist at a critical moment of an
 
attempted Trump call, or during a Psychic battle. It also serves
 
attempted Trump call, or during a Psychic battle. It also serves
 
to brighten the character's Psyche, so that an observer will
 
to brighten the character's Psyche, so that an observer will
 
notice the character.
 
notice the character.
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 +
 +
 
   
 
   
[[ pw work]]
+
{| class="wikitable"
 +
 
 +
|Anatomics
 +
|'''Blend'''
 +
|Blind
 +
|Catfall
 +
|Catfeet
 +
|Chain
 +
|-
 +
|Chill
 +
|'''Clean'''
 +
|Color
 +
|Dampen
 +
|Dust
 +
|Enrich
 +
|-
 +
|'''Exterminate or Zap'''
 +
|Extinguish
 +
|Firefinger
 +
|Float
 +
|Gather
 +
|Gun
 +
|-
 +
|Heat
 +
|Haunting
 +
|Knot
 +
|Know Direction
 +
|Legerdemain
 +
|Mend
 +
|-
 +
|Page Light
 +
|'''Purify Water'''
 +
|'''Sharpen'''
 +
|Shield
 +
|Slip
 +
|Speed
 +
|-
 +
|Stitch
 +
|Sober
 +
|Stumble
 +
|'''Temperature'''
 +
|Tie
 +
|Turn Page
 +
|-
 +
|Unseen Hand
 +
|Weathertell
 +
|Werelight (or Bluelight)
 +
|}

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