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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===
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| 1. Power Word {NOGTZ!}: '''Magic Negation'''
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| This spell allows the disruption of gathering
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| magical energies. As a Sorcerer casts a spell, or releases a
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| stored spell, the Power Word disrupts the elegant structure of a
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| spell and renders it useless. If used fast enough it can also fizzle
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| trap spells or wards before they are unleashed. The more
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| powerful the Psyche of the invoker of the Power Word,
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| relative to that of the source of the Magic, the more effective it
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| will be. It can also be used to neutralize active magic, including
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| shields and wards, and other things charged with magical
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| energies.
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| 2. Power Word {POLRZ!}: '''Chaos Negation'''
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| Used only against yourself. It works internally, inside your
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| own body, as self protection. Defends against destructive
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| changes to your person that might be rendered by the Logrus,
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| or by other damaging Chaos attacks.
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| 3. Power Word {SHAGSK!): '''Psychic Defense.'''
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| Creates a burst of internal Psyche, enough to
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| disrupt any contact that you are involved in. Also works great
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| against the pressure of others trying to break into your mind.
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| Lasts only for a second but very useful against unexpected
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| attacks during times of psychic contact, or, for example, during
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| a trump call.
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| 4. Power Word {ASKIIR!}: '''Psychic Disrupt. '''
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| Directly affects the creature. Naming the target,
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| especially with its "true name" ("Merlin Askiir!") makes it
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| much more effective. It works to disrupt the concentration of
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| the victim. So, someone with the Logrus or Pattern brought to
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| mind, or someone in a tenuous Trump contact, would lose their
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| focus and have to start over again. Likewise someone casting
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| magic would be interrupted. Against a "named" target it will
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| work no matter what the difference in Psyche. Used without a
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| name, it is possible that the object of the Psychic Disrupt, if
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| superior in Psyche, will be unaffected.
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| Repeated use of the Psychic Disrupt Power Word, against
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| the same opponent, will become less and less effective. Having
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| once felt its effect, the victim can brace for subsequent attacks.
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| 5. Power Word {KROLAK!}: '''Neural Disrupt.'''
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| Directly affects a creature, throwing off their
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| coordination, and causing them to twitch or flinch
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| involuntarily. This is best used in a critical moment of battle,
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| changing the Warfare situation for a moment. Out of combat it
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| works if you need to grab something away from somebody,
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| knock them over, or do something where a momentary break
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| in their coordination comes in handy.
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| Naming the target, like "Oberon Krolak!" makes it
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| effective against that opponent. If the target is unnamed, then
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| the user of the Power Word must have a superior Psyche.
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| After the first time, it's possible for victims to steel their
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| mind against the Power Word, and resist it's effects.
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| 6. Power Word {LIEVZ!}: Lifeforce.
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| This power word generates a burst of living energy in the target.
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| Doesn't actually have enough time to do any healing, but does
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| break destructive anti-life energies. Also functions well as a
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| "wake up call" for those who are sleeping or unconscious. It's
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| also useful in certain medical emergencies, where the heart,
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| lungs or brain may have "seized" up momentarily. The target
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| will feel "good" briefly, as if they were in the peak of health,
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| regardless of their true condition.
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| 7. Power Word {SCHANG!}: Resume True Form.
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| This is a command that forces a person or thing to go
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| back to their true form. It is only effective on things that are not
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| currently in their proper shape. It's really useful ir. dir.pelling
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| magical alterations in just about anything. Shape Shifters, and
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| things with the power of Shape Shifting, can resist the effects,
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| but only with effort.
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| If used against an unnamed target the caster will need a
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| Psyche advantage. However, even if the Power Word fails, it is
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| likely that any shape-shifted subject will have reacted in some
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| way. Repeated use against the same opponent will be
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| gradually less and less effective.
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| 8. Power Word {FORTZ!}: Defensive Luck.
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| Creates an instant of fortunate karma, sort of like a small dose
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| of "Good Stuff." Results will be either fortunate events for the
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| caster, or minor accidents befalling the opposition. It can only
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| be used once in any given combat location. It is best used when
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| some event seems to be dependent on chance. For example, it's
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| timely to use it just as the enemy's foot is about to touch down
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| on a patch of ice.
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| 9. Power Word {LEGANT!}: Pattern Negation.
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| As with Chaos Negation, it's something you cast
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| against yourself. Works internally as protection against the
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| influence of Pattern.
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| 10. Power Word {VOILE!}: Pain Attack.
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| Gives a "jolt" of pain to the person or creature at which it is
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| directed. The momentary pain is a distraction, but does no real
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| damage. Named victims are affected, regardless of Psyche.
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| However, if the victim is not named, then resisting is possible
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| for opponents with a superior Psyche. The main effect is one of
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| surprise, so using it more than once against tough opponents is
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| pretty useless. On the other hand, wimpy or cowardly victims
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| can be driven into helpless terror by repeated uses.
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| 11. Power Word {JASK!}: Trump Disrupt.
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| Can be cast against a Trump card, instantly blocking any
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| active connection. Used either against a card in the caster's
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| hand, or, by pointing, at a nearby card. If the caster is receiving
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| a Trump contact, where the other party is holding the card, it
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| can be cast through the contact. In this latter case, it will
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| succeed only if the caster has Psychic superiority. Only works
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| against a card that is currently in use, not a similar card in
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| another deck.
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| 12. Power Word {MAGIQUE!}: Process Surge.
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| In any process (fire, magic, pattern, etc.) this adds an
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| extra burst or push. For example, casting it on a working auto
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| engine would give it a quickie burst of extra power. A campfire
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| would briefly flare up. The most it can do is double the energy
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| exchange rate of the normal reaction.
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| 13. Power Word {QU1MK!}: Process Snuff.
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| Momentarily dampens whatever is affected. Throwing it at a
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| car's engine would cause it to slow slightly, or even stall out. A
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| campfire would dim, but a flickering candle flame would likely
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| go out altogether. The effect is to dampen the reaction rate
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| down momentarily.
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| 14. Power Word {OMBRE!}: Shade.
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| Adds to the darkness of all shadows in an area. The effects are spooky,
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| frightening, scary and forbidding, but with no real effect.
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| Basically used to disorient and confuse.
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| 15. Power Word {LUUM!}: Light Strobe.
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| Releases a bright "strobe" or burst of white light. Can emit from
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| the character speaking the Power Word, or from an object that
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| is being touched. Useful in temporarily blinding an opponent
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| (at least the first time), but pretty useless for illumination.
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| 16. Power Word {AFLAK!}: Spark.
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| Creates a single spark, like that generated when a match is first struck.
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| Only lasts a moment, but it's enough to start a fire, ignite
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| something, or, against a living creature, cause a bit of pain.
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| Spark must be generated at a fingertip, or somewhere on the
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| caster's body.
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| 17. Power Word {HURG!}: Burst of Magic.
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| Generates a "pulse" of magical energy, either inside the caster's
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| body, or at some point outside of it (the fingertip, for example).
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| Sometimes useful for activating magical items. Definitely
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| visible as a "flare" of magic for anyone observing with mystic
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| Logrus sight or by other means of detection.
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| 18. Power Word {MARSK!}: Weaken Structure.
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| Temporarily weakens the molecular structure
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| of an object. Works best on rigid objects made of metal, stone,
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| glass, and plastic. It's ineffective against organic material,
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| including flesh, bone, wood, cotton or wool cloth, and most
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| rope. Won't work against magic or mystic items. Timing is
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| important when using this Power Word, as it is best used at the
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| exact moment of impact. For example, so an enemy's weapon
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| or armor might shatter when struck.
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| 19. Power Word {HAGGK!}: Thunder.
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| The Power Word, as spoken, is transformed into the sound of
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| thunder bolt, just as if a stroke of lightning banged right from
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| the caster's mouth. Loud, with a sound that carries, and
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| startling. About the worst damage possible is temporary
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| deafness if shouted directly into the ear of a victim.
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| 20. Power Word {ZZAAQ!}: Burst of Psyche.
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| The caster's Psyche is boosted, just for an instant.
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| This may be enough to assist at a critical moment of an
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| attempted Trump call, or during a Psychic battle. It also serves
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| to brighten the character's Psyche, so that an observer will
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| notice the character.
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| [[ pw work]]
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| ===Cantrips=== | | ===Cantrips=== |
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| |Werelight (or Bluelight) | | |Werelight (or Bluelight) |
| |} | | |} |
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| | ===Magery=== |
| | [[Rede's Magery]] |
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| ===Thievish Skills === | | ===Thievish Skills === |
| | | [[Rede's Thievish]] |
| ====Thievish Tops==== | | ====Thievish Tops==== |