Editing Power Words

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 1: Line 1:
 
{| class="wikitable"
 
{| class="wikitable"
  
| 1. Power Word {NOGTZ!}: Magic Negation.  
+
| 1. Power Word {NOGTZ!}: '''Magic Negation.'''
| 2. Power Word {POLRZ!}: Chaos Negation.  
+
| 2. Power Word {POLRZ!}: '''Chaos Negation.'''
| 3. Power Word {SHAGSK!): Psychic Defense.
+
| 3. Power Word {SHAGSK!): '''Psychic Defense. '''
 
|-
 
|-
| 4. Power Word {ASKIIR!}: Psychic Disrupt.  
+
| 4. Power Word {ASKIIR!}: '''Psychic Disrupt.'''
| 5. Power Word {KROLAK!}: Neural Disrupt.  
+
| 5. Power Word {KROLAK!}: '''Neural Disrupt.'''
| 6. Power Word {LIEVZ!}:   Life force.  
+
| 6. Power Word {LIEVZ!}: '''Life force.'''
 +
 +
 
 +
xxxxxxxxxxxxxxxxxx
 +
 
 +
 
 +
 
 +
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.
 +
 
 +
 
 +
 +
 +
{| class="wikitable"
 +
 
 +
|Anatomics
 +
|'''Blend'''
 +
|Blind
 +
|Catfall
 +
|Catfeet
 +
|Chain
 
|-
 
|-
| 7. Power Word {SCHANG!}: Resume True Form.
+
|Chill
| 8. Power Word {FORTZ!}: Defensive Luck.
+
|'''Clean'''
| 9. Power Word {LEGANT!}: Pattern Negation.
+
|Color
 +
|Dampen
 +
|Dust
 +
|Enrich
 
|-
 
|-
| 10. Power Word {VOILE!}: Pain Attack.
+
|'''Exterminate or Zap'''
| 11. Power Word {JASK!}: Trump Disrupt.
+
|Extinguish
| 12. Power Word {MAGIQUE!}: Process Surge.
+
|Firefinger
|-  
+
|Float
| 13. Power Word {QU1MK!}: Process Snuff.
+
|Gather
| 14. Power Word {OMBRE!}: Shade.
+
|Gun
| 15. Power Word {LUUM!}: Light Strobe.
+
|-
|-  
+
|Heat
| 16. Power Word {AFLAK!}: Spark. 
+
|Haunting
| 17. Power Word {HURG!}: Burst of Magic.
+
|Knot
| 18. Power Word {MARSK!}: Weaken Structure.
+
|Know Direction
|-
+
|Legerdemain
| 19. Power Word {HAGGK!}: Thunder. 
+
|Mend
| 20. Power Word {ZZAAQ!}: Burst of Psyche.
+
|-
| 21. Power Word {WALLA!}: Summon Prepared Table Set Up
+
|Page Light
 +
|'''Purify Water'''
 +
|'''Sharpen'''
 +
|Shield
 +
|Slip
 +
|Speed
 +
|-
 +
|Stitch
 +
|Sober
 +
|Stumble
 +
|'''Temperature'''
 +
|Tie
 +
|Turn Page
 +
|-
 +
|Unseen Hand
 +
|Weathertell
 +
|Werelight (or Bluelight)
 
|}
 
|}
  

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)