Words of Power (Action!)

=Words of Power, Logos Schticks, Rune Words= 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
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
Each Schtick has a unique Primary and Secondary Power that is set when bought and cannot be upgraded with experience.

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

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

Power Words
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.

ZO - Force, Power, Sacrifice
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
80 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
20 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
40 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
60 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
Primary: Secondary:

PUM - Control, Stability, Earth
Primary: Secondary:

GUL - Water, Agility, Insidiousness
Primary: Secondary:

FUL - Light, Life, Day, Warmth
Primary: Secondary:

SOR - Darkness, Death, Night, Cold
Primary: Secondary:

RA - Force, Pressure, Encumbrance
Primary: Secondary: