Editing Costs & Powers-Jeweled Amber

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 94: Line 94:
  
 
=='''[[Power Words]]'''==
 
=='''[[Power Words]]'''==
 +
 +
 +
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.
 +
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
 +
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
 +
magical alterations in just about anything. Shape Shifters, and
 +
things with the power of Shape Shifting, can resist the effects,
 +
but only with effort.
 +
If used against an unnamed target the caster will need a
 +
Psyche advantage. However, even if the Power Word fails, it is
 +
likely that any shape-shifted subject will have reacted in some
 +
way. Repeated use against the same opponent will be
 +
gradually less and less effective.
 +
 +
 +
8. Power Word {FORTZ!}: Defensive Luck.
 +
 +
Creates an instant of fortunate karma, sort of like a small dose
 +
of "Good Stuff." Results will be either fortunate events for the
 +
caster, or minor accidents befalling the opposition. It can only
 +
be used once in any given combat location. It is best used when
 +
some event seems to be dependent on chance. For example, it's
 +
timely to use it just as the enemy's foot is about to touch down
 +
on a patch of ice.
 +
 +
9. Power Word {LEGANT!}: Pattern Negation.
 +
 +
As with Chaos Negation, it's something you cast
 +
against yourself. Works internally as protection against the
 +
influence of Pattern.
 +
 +
10. Power Word {VOILE!}: Pain Attack.
 +
 +
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
 +
damage. Named victims are affected, regardless of Psyche.
 +
However, if the victim is not named, then resisting is possible
 +
for opponents with a superior Psyche. The main effect is one of
 +
surprise, so using it more than once against tough opponents is
 +
pretty useless. On the other hand, wimpy or cowardly victims
 +
can be driven into helpless terror by repeated uses.
 +
 +
 +
11. Power Word {JASK!}: Trump Disrupt.
 +
 +
Can be cast against a Trump card, instantly blocking any
 +
active connection. Used either against a card in the caster's
 +
hand, or, by pointing, at a nearby card. If the caster is receiving
 +
a Trump contact, where the other party is holding the card, it
 +
can be cast through the contact. In this latter case, it will
 +
succeed only if the caster has Psychic superiority. Only works
 +
against a card that is currently in use, not a similar card in
 +
another deck.
 +
 +
 +
 +
12. Power Word {MAGIQUE!}: Process Surge.
 +
 +
In any process (fire, magic, pattern, etc.) this adds an
 +
extra burst or push. For example, casting it on a working auto
 +
engine would give it a quickie burst of extra power. A campfire
 +
would briefly flare up. The most it can do is double the energy
 +
exchange rate of the normal reaction.
 +
 +
 +
13. Power Word {QU1MK!}: Process Snuff.
 +
Momentarily dampens whatever is affected. Throwing it at a
 +
car's engine would cause it to slow slightly, or even stall out. A
 +
campfire would dim, but a flickering candle flame would likely
 +
go out altogether. The effect is to dampen the reaction rate
 +
down momentarily.
 +
 +
 +
14. Power Word {OMBRE!}: Shade. Adds to
 +
the darkness of all shadows in an area. The effects are spooky,
 +
frightening, scary and forbidding, but with no real effect.
 +
Basically used to disorient and confuse.
 +
 +
 +
15. Power Word {LUUM!}: Light Strobe.
 +
Releases a bright "strobe" or burst of white light. Can emit from
 +
the character speaking the Power Word, or from an object that
 +
is being touched. Useful in temporarily blinding an opponent
 +
(at least the first time), but pretty useless for illumination.
 +
 +
 +
16. Power Word {AFLAK!}: Spark. 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
 +
something, or, against a living creature, cause a bit of pain.
 +
Spark must be generated at a fingertip, or somewhere on the
 +
caster's body.
 +
 +
 +
17. Power Word {HURG!}: Burst of Magic.
 +
Generates a "pulse" of magical energy, either inside the caster's
 +
body, or at some point outside of it (the fingertip, for example).
 +
Sometimes useful for activating magical items. Definitely
 +
visible as a "flare" of magic for anyone observing with mystic
 +
Logrus sight or by other means of detection.
 +
 +
 +
18. Power Word {MARSK!}: Weaken
 +
Structure. Temporarily weakens the molecular structure
 +
of an object. Works best on rigid objects made of metal, stone,
 +
glass, and plastic. It's ineffective against organic material,
 +
including flesh, bone, wood, cotton or wool cloth, and most
 +
rope. Won't work against magic or mystic items. Timing is
 +
important when using this Power Word, as it is best used at the
 +
exact moment of impact. For example, so an enemy's weapon
 +
or armor might shatter when struck.
 +
 +
 +
19. Power Word {HAGGK!}: Thunder. The
 +
Power Word, as spoken, is transformed into the sound of
 +
thunder bolt, just as if a stroke of lightning banged right from
 +
the caster's mouth. Loud, with a sound that carries, and
 +
startling. About the worst damage possible is temporary
 +
deafness if shouted directly into the ear of a victim.
 +
 +
 +
20. Power Word {ZZAAQ!}: Burst of
 +
Psyche. The caster's Psyche is boosted, just for an instant.
 +
This may be enough to assist at a critical moment of an
 +
attempted Trump call, or during a Psychic battle. It also serves
 +
to brighten the character's Psyche, so that an observer will
 +
notice the character.
 +
 +
[[ pw work]]
  
 
=='''Mark of Mandalay'''==
 
=='''Mark of Mandalay'''==

Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see RPGnet:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)