Words of Power (Action!)

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Words of Power, Logos Schticks, Rune Words[edit | edit source]

This set of Schticks has a lot of different names. It's supposed to create a set of support schticks for warrior-like types (those with mid to high Focus scores).

Difference vs other schticks[edit | edit source]

Each Word schtick has a Primary power and a Secondary Support power. Each Word schtick cannot be upgraded. Each schtick combines with other Words in some way, offering a bonus to other Words, or it can be used to power the Primary Word.

No Upgrade[edit | edit source]

Each Schtick has a unique Primary and Secondary Power that is set when bought and cannot be upgraded with experience.

Timing[edit | edit source]

It takes an Action to Call a single Word of Power, and an Action for each subsequent Word, except for the Speed Secondary Power that converts a Word so that it may be Called together with another Action.

Primary Word[edit | edit source]

Any number of Words may be strung together. The first Word in the Call sets the Primary Effect.

Secondary Words[edit | edit source]

Any Word but the First in a Call may provide its Secondary Effect, if applicable.

Power Words[edit | edit source]

Words that do not combine with the Primary Word in a Call may be used to enhance the Call. Each Word used in this way provides the equivalent of a point of Power.

Logos Words[edit | edit source]

ZO - Force, Power, Sacrifice[edit | edit source]

4 points.
Primary: Gain 1 point of Soul.
Primary: Wound: Gain 2 points of Soul.
Primary: Power: Gain: Attack: Ranged Energy attack [Thrown+d10]+Perception+4 / Thrown+Soak.

Secondary: This Word now counts as if 2 points of Soul were spent.
Secondary: Wound: This Word now counts as if 3 points of Soul were spent.
Secondary: Power: Add d10 AV or EV to any Word. No combination of Schticks including this one may provide more than 2 extra positive dice on AV or EV.

KATH - Speed, Movement, Wind[edit | edit source]

8 points.
Primary: Gain Power Movement until or during next Sequence.
Primary: Gain Power Initiative until or during next Sequence.
Primary: Power: You regain d10 Shots at end of Sequence.
Primary: Attack: All within 60 degree cone are targeted. Intimidate+[Power+4] vs Stunt+Toughness. No Wounds. Toughness Shockpoints cause automatic Knockdown.
Primary: Action: Perform 2 Actions.


Secondary: Speaker may make an extra Move with next Action.
Secondary: Speaker gains 1 Shot.
Secondary: Speaker gains 3 Initiative until or during next Sequence
Secondary: An enhanced Attack causes Knockdown on Toughness Shockpoints.
Secondary: One subsequent Word of Power may be spoken as a Free Action. This is a Free Action.

KU - Perception, Empathy, Senses[edit | edit source]

2 points.
Primary: Gain Power Perception until or during next Sequence.
Primary: Gain Power points in a Social Attribute until or during next Sequence.
Primary: Power: Gain Night Vision until or during next Sequence.
Primary: Power: Gain special Sense until or during next Sequence.

Secondary: Free Action: Perception roll.
Secondary: Free Action: Social roll.

MEN - Knowledge, Wisdom, Time[edit | edit source]

4 points
Primary: Gain Power Intelligence until or during next Sequence.
Primary: Power: Remember something.
Primary: Gain:Power: Perform Free Action.


Secondary: Non-instant duration Primary Power gains: Duration of Power sequences.
Secondary: Next Action provides 3 Shots, 1 Presence, 1 Luck or 1 Power if it succeeds.
Secondary: Power: Gain a d10 to your next Int-based Skill Action.

GAR - Enemy, War, Fire[edit | edit source]

6 points.
Primary: Action: Interaction/Leadership+Charisma/Interaction/Leadership+Empathy. Cause Power points of Impairment in target until or during next Sequence.
Primary: Ignore Power points of Impairment until or during next Sequence.
Primary: Power: Stance: Do Power+4 Fire Damage to all in Close Combat.
Primary: Power: Gain: Attack: Ranged Fire attack [Guns+d10]+Power+4 / Guns+Soak.

Secondary: Leave a fiery trail that does Power+4 Fire Damage until or during next Sequence.
Secondary: Ignore 1 point of Impairment until or during next Sequence.
Secondary: Power: Remove a Power, Luck or 3 Shots in target.
Secondary: Wound: Cause a Wound and 5 Shockpoints in target.

WES - Friend, Help, Healing[edit | edit source]

Primary:

Secondary:

PUM - Control, Stability, Earth[edit | edit source]

Primary:

Secondary:

GUL - Water, Agility, Insidiousness[edit | edit source]

Primary:

Secondary:

FUL - Light, Life, Day, Warmth[edit | edit source]

Primary:

Secondary:

SOR - Darkness, Death, Night, Cold[edit | edit source]

Primary:

Secondary:

RA - Force, Pressure, Encumbrance[edit | edit source]

Primary:

Secondary:

Sets[edit | edit source]

Futhark Runes[edit | edit source]

Diabolic Runes[edit | edit source]

Angelic Words[edit | edit source]