4. Power Word {ASKIIR!}: Psychic Disrupt.
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5. Power Word {KROLAK!}: Neural Disrupt.
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6. Power Word {LIEVZ!}: Life force.
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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.
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
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Clean
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Color
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Dampen
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Dust
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Enrich
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Exterminate or Zap
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Extinguish
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Firefinger
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Float
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Gather
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Gun
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Heat
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Haunting
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Knot
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Know Direction
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Legerdemain
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Mend
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Page Light
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Purify Water
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Sharpen
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Shield
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Slip
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Speed
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Stitch
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Sober
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Stumble
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Temperature
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Tie
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Turn Page
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Unseen Hand
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Weathertell
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Werelight (or Bluelight)
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