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| 21. Power Word {WALLA!}: Summon Prepared Table Set Up
 
| 21. Power Word {WALLA!}: Summon Prepared Table Set Up
 
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|}
 
 
===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.
 
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]]
 

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