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Some Examples of Power Words
1. Burst of Strength {GERWAH!} Momentarily boosts the character's strength, allowing them to land a powerful blow, or lift an object heavier than they could normally.
2. Burst of Speed {ZAPHT!} Momentarily speeds the character up. Most useful when you are trying to escape/outrun someone and a last burst of speed would really help. Can be a slight benefit in combat by speeding up a swing, but really designed for running, dodging and diving for cover.
3. Induce Euphoria {BLISS!} The target feels happy and euphoric for a few seconds. An unaggressive target will generally stop noticing what is going on around them for the duration. While not as useful in combat as a Neural Disrupt, it has the advantage that the target may not realize that the happiness was caused by someone else.
4. Induce Fear{PEURZ!} Fills the target with irrational terror. If the user of the Power Word has a superior Psyche, the target will lose all concentration and panic for a second. Animals, or creatures of similarly low intelligence, will generally bolt and keep running even after the fear fades, not realizing that the fear was produced by a Power Word.
5. Magic Reflection {SHOOP!} This Power Word allows the reflection of released magical energies back towards their caster, thus indirectly affecting them. Both Warfare and Psyche factor into the effectiveness of this Power Word. If the Warfare of the caster is greater than the Power Word user, the cast spell will hit the user before he or she can utter the word. Naming the target, like "Oberon Shoop!", makes it effective against that opponent. If the target is unnamed, then the user of the Power Word must have a superior Psyche in order to reflect magic back onto the caster; the spell will merely be disrupted, otherwise.
6. Scan Environment {KHAZZAT!} Provides the user with a momentary impression of psychic presences in his or her immediate environment along with a vague sense of their strength, positions, and nature. It's mostly useful for getting a snapshot of the user's current tactical position.
7. Shield {DINK!} Creates a circular, invisible shield of about one meter diameter that protects against physical attack from a direction specified by the user. The shield only lasts a second, so timing is important in the use of this power word.
8. Push {GLANNATH!} Applies an instantaneous force along the straight line between the user of the power word and the center of mass of the target, pushing it directly away from the person who spoke the word. This cannot be applied separately to something that is an integral part of a person or an object, so it can't really be used to trip people unless they just happened to be standing in front of a conveniently located short object.
9. Pull{THROK!} As Push, except that, instead of a push, the force pulls the object directly toward the speaker of the power word.
10.Mend{SCRING} Joins together a recent break in an object to make it whole. Must be used almost immediately after the break occurred. Has little effect on wounds of living creatures. It might work on a just-severed finger, but probably wouldn't do anything useful for a just-severed head. It has _no_ effect on patching the wounds of Real (read: Amberite or Chaosian) individuals.
11.Loosen{GROOG} Unties a single fastening, like a tied shoelace, a button, a zipper, or a knot. Doesn't do anything to locks or magically bound objects.
12.Dampen{NI} Moistens a single object, causing an amount of water to materialize upon it that is approximately equal to a rather heavy dewfall.
13.Dry{THARG} Reverse of Dampen; removes excess moisture from a single object. (Cannot be used to harm a living creature by dehydrating it, but can be helpful if one gets caught out in the rain.) |