Index | The Jackal Within? | Character Creation | Power Words
Introduction
Power Words are a limited form of magic, used mostly in a defensive way. Power words are easy to cast, instantaneous in effect, but have no lasting effect. Because any Power Word involves channeling a burst of Psyche, they are always noticeable, never concealed.
Attribute Tip for Power Words.
More important than anything in using Power Words is Psyche. The higher the Ranking in Psyche, the more powerful the impact that the Power Word will have on its target. This is especially important in battling Spell Casters, where an inadequate Psyche, weakly driving a Power Word, may not be enough to break their concentration. Endurance is also important, since each use of a Power Word is a drain on the character's life force.
Learning Power Words.
Well, they don't have to take the form of Power "words," they could as easily be gestures, signs, whistles, finger snaps, or whatever the character likes.
Unlike other forms of Magick, which use the power of the Flow, Power Words are based on the power of the character who speaks them. Power Words aren't just words, they're actually a linkage, a magical connection, built into the body of character who owns them.
Range, duration and the effects of Power Words are all restricted to the immediate time and place of the caster. The effects are somewhat uncertain since the raw power used does not take into account the variables of the flow's influence in a particular place.
Purchasing Power Words is a straightforward process; each Power Word costs 1 character point.
The power words listed below are the ones that are well known. Players can use the "word" listed, or invent their own. It's also possible to invent new Power Words. Bear in mind
that, like all other Power Words, they must have an instantaneous effect. New Power Words must be approved by the Game Master.
Counteracting Power words.
A drawback to Power Words is that they are fairly simple and routine. If an opponent is prepared, it's possible to overcome them. However, counteracting Power Words requires specific measures.
For example, the most common Power Word, Magic Negation, breaks up a spell in mid-casting, while the Sorcerer is weaving the spheres of the spell. The Magic Negation Power Word wouldn't work against an instantaneous spell. It's also possible for a Sorcerer to be prepared in advance for a Power Word, and to defend against it. The preparation would require that the Sorcerer would have had to come to the conflict prepared with a protective spell. Such a spell would only be good against the Power Words the Sorcerer knows. Since Power Words are unique to each character, a Sorcerer can't make any sort of general or "all purpose" magical defense against Power Words.
For this reason characters with Power Words tend to be rather secretive. They only use them in genuine emergencies. That way they greatly reduce the chance of being observed, and of having their Power Words countered by others.
Making up new Power words.
So long as the restrictions are followed, players are allowed, or even encouraged, to make up their own Power Words. In general terms, Power Words have to be fast and easy. Fast, in that
what they do should happen in a flash. Easy means they can't do anything complicated or that requires explaining or defining conditions. For example, most Sorcerer's spells are complex enough to require several parts or phases, something impossible with a Power Word.
Power Word Energy Drain.
Since Power Words use the energy of the character, rather than magical energies, they tend to be rather draining. For most Aktiri, most of the time, this is no particular problem. However, any character with low Endurance can be tired by the use of a Power Word. A character of greater Endurance, while not usually troubled, should beware of using Power Words when engaged in some other difficult task.
Twenty Power Words
1. Power Word {NOGTZ!}: Magic Negation.
This spell allows the disruption of gathering magical energies. As a Sorcerer casts a spell, or releases a stored spell, the Power Word disrupts the elegant structure of a spell and renders it useless. If used fast enough it can also fizzle trap spells or wards before they are unleashed. The more powerful the Psyche of the invoker of the Power Word, relative to that of the source of the Magic, the more effective itwill be. It can also be used to neutralize active magic, including shields and wards, and other things charged with magical energies.
2. Power Word {POLRZ!}: Flow Negation.
Used only against yourself. It works internally, inside your own body, as self protection. Defends against destructive changes to your person that might be rendered by the Flow, or by other damaging attacks.
3. Power Word {SHAGSK!): Psychic Defense.
Creates a burst of internal Psyche, enough to disrupt any contact that you are involved in. Also works great against the pressure of others trying to break into your mind. Lasts only for a second but very useful against unexpected attacks during times of psychic contact, or, for example, during a trump call.
4. Power Word {ASKIIR!}: Psychic Disrupt.
Directly affects the creature. Naming the target, especially with its "true name" ("Merlin Askiir!") makes it much more effective. It works to disrupt the concentration of the victim. So, someone with the L o p s or Pattern brought to mind, or someone in a tenuous Trump contact, would lose their focus and have to start over again. Likewise someone casting magic would be interrupted. Against a "named target it will work no matter what the difference in Psyche. Used without a name, it is possible that the object of the Psychic Disrupt, if
superior in Psyche, will be unaffected. Repeated use of the Psychic Disrupt Power Word, against the same opponent, will become less and less effective. Having once felt its effect, the victim can brace for subsequent attacks.
5. Power Word {KROLAK!}: Neural Disrupt.
Directly affects a creature, throwing off their coordination, and causing them to twitch or flinch involuntarily. This is best used in a critical moment of battle, changing the Warfare situation for a moment. Out of combat it works if you need to grab something away from somebody, knock them over, or do something where a momentary break in their coordination comes in handy. Naming the target, like "Oberon Krolak!" makes it effective against that opponent. If the target is unnamed, then the user of the Power Word must have a superior Psyche. After the first time, it's possible for victims to steel their mind against the Power Word, and resist its effects.
6. Power Word {LIEVZ!}: Lifeforce.
Power Word generates a burst of living energy in the target. Doesn't actually have enough time to do any healing, but does break destructive anti-life energies. Also functions well as a "wake up call" for those who are sleeping or unconscious. It's also useful in certain medical emergencies, where the heart, lungs or brain may have "seized up momentarily. "he target will feel "good briefly, as if they were in the peak of health, regardless of their true condition.
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 in dispelling 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 {FORIZ!}: 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!}: Wmp Disrupt.
Can be cast against a "rump 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 {QUIMK!}: 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 {OWRE!}: 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.