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| | 5. Power Word {KROLAK!}: '''Neural Disrupt.''' | | | 5. Power Word {KROLAK!}: '''Neural Disrupt.''' |
| | 6. Power Word {LIEVZ!}: '''Life force.''' | | | 6. Power Word {LIEVZ!}: '''Life force.''' |
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| xxxxxxxxxxxxxxxxxx
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|
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| 7. Power Word {SCHANG!}: Resume True
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| Form. 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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|
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|
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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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|
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| 9. Power Word {LEGANT!}: Pattern
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| Negation. 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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|
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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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|
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|
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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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|
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| 12. Power Word {MAGIQUE!}: Process
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| Surge. 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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|
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|
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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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|
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|
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| 14. Power Word {OMBRE!}: Shade. Adds to
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| 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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|
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|
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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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|
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|
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| 16. Power Word {AFLAK!}: Spark. Creates a
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| 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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|
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|
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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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|
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|
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| 18. Power Word {MARSK!}: Weaken
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| Structure. 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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|
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|
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| 19. Power Word {HAGGK!}: Thunder. The
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| 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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|
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|
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| 20. Power Word {ZZAAQ!}: Burst of
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| Psyche. 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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|
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|
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|
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|
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| {| class="wikitable"
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|
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| |Anatomics
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| |'''Blend'''
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| |Blind
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| |Catfall
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| |Catfeet
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| |Chain
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| |- | | |- |
| |Chill | | | 7. Power Word {SCHANG!}: Resume True Form. |
| |'''Clean''' | | | 8. Power Word {FORTZ!}: Defensive Luck. |
| |Color | | | 9. Power Word {LEGANT!}: Pattern Negation. |
| |Dampen
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| |Dust
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| |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
| |
| |'''Purify Water'''
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| |'''Sharpen'''
| |
| |Shield
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| |Slip
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| |Speed
| |
| |- | |
| |Stitch | |
| |Sober | |
| |Stumble | |
| |'''Temperature'''
| |
| |Tie
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| |Turn Page
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| |- | |
| |Unseen Hand | |
| |Weathertell
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| |Werelight (or Bluelight) | |
| |} | | |} |