Difference between revisions of "Power Words"

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| 2. Power Word {POLRZ!}: '''Chaos Negation.'''  
 
| 2. Power Word {POLRZ!}: '''Chaos Negation.'''  
 
| 3. Power Word {SHAGSK!): '''Psychic Defense. '''  
 
| 3. Power Word {SHAGSK!): '''Psychic Defense. '''  
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|-
 
| 4. Power Word {ASKIIR!}: '''Psychic Disrupt.'''  
 
| 4. Power Word {ASKIIR!}: '''Psychic Disrupt.'''  
 
| 5. Power Word {KROLAK!}: '''Neural Disrupt.'''  
 
| 5. Power Word {KROLAK!}: '''Neural Disrupt.'''  

Revision as of 20:54, 30 April 2024

1. Power Word {NOGTZ!}: Magic Negation. 2. Power Word {POLRZ!}: Chaos Negation. 3. Power Word {SHAGSK!): Psychic Defense.
4. Power Word {ASKIIR!}: Psychic Disrupt. 5. Power Word {KROLAK!}: Neural Disrupt. 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 Blend Blind Catfall Catfeet Chain
Chill Clean Color Dampen Dust Enrich
Exterminate or Zap Extinguish Firefinger Float Gather Gun
Heat Haunting Knot Know Direction Legerdemain Mend
Page Light Purify Water Sharpen Shield Slip Speed
Stitch Sober Stumble Temperature Tie Turn Page
Unseen Hand Weathertell Werelight (or Bluelight)