|
|
(2 intermediate revisions by the same user not shown) |
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
| |
| |- | | |- |
− | |Chill | + | | 7. Power Word {SCHANG!}: Resume True Form. |
− | |'''Clean''' | + | | 8. Power Word {FORTZ!}: Defensive Luck. |
− | |Color | + | | 9. Power Word {LEGANT!}: Pattern Negation. |
− | |Dampen
| |
− | |Dust
| |
− | |Enrich
| |
| |- | | |- |
− | |'''Exterminate or Zap''' | + | | 10. Power Word {VOILE!}: Pain Attack. |
− | |Extinguish | + | | 11. Power Word {JASK!}: Trump Disrupt. |
− | |Firefinger | + | | 12. Power Word {MAGIQUE!}: Process Surge. |
− | |Float
| + | |- |
− | |Gather
| + | | 13. Power Word {QU1MK!}: Process Snuff. |
− | |Gun
| + | | 14. Power Word {OMBRE!}: Shade. |
− | |- | + | | 15. Power Word {LUUM!}: Light Strobe. |
− | |Heat | + | |- |
− | |Haunting
| + | | 16. Power Word {AFLAK!}: Spark. |
− | |Knot | + | | 17. Power Word {HURG!}: Burst of Magic. |
− | |Know Direction | + | | 18. Power Word {MARSK!}: Weaken Structure. |
− | |Legerdemain
| + | |- |
− | |Mend
| + | | 19. Power Word {HAGGK!}: Thunder. |
− | |-
| + | | 20. Power Word {ZZAAQ!}: Burst of Psyche. |
− | |Page Light
| + | | 21. Power Word {WALLA!}: Summon Prepared Table Set Up |
− | |'''Purify Water'''
| |
− | |'''Sharpen'''
| |
− | |Shield
| |
− | |Slip
| |
− | |Speed
| |
− | |- | |
− | |Stitch | |
− | |Sober
| |
− | |Stumble
| |
− | |'''Temperature'''
| |
− | |Tie | |
− | |Turn Page | |
− | |- | |
− | |Unseen Hand | |
− | |Weathertell | |
− | |Werelight (or Bluelight) | |
| |} | | |} |