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Contents
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Also Called
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Capabilities
The user can release/use life-force to attacks of various shapes and/or intensities, either
projected, used as a part of melee attacks, etc.
Applications
Expanding Life-Force Bolts: Project life-force that expands rapidly on contact with
an object.
Formulated Life-Force Blasts: Release blasts of life-force in a form of a creature or
object.
Hand Blasts: Release life-force blasts from hands.
Life-Force Ball Projection: Create and launch spheres of life-force.
Life-Force Beam Emission: Release beams of life-force.
Life-Force Blast: Release life-force over a specific target area.
Life-Force Bolt Projection: Release low powered projectiles of life-force.
Life-Force Bomb Generation: Create bombs/explosions of life-force.
Life-Force Breath: Discharge life-force blasts from mouth.
Life-Force Bullets: Fire in short sequence over a wide area.
Life-Force Infusion: Empower and energize anything touched or used (usually a
weapon) with life-force.
Life-Force Pillar Projection: Project life-force pillars.
Life-Force Vortex Creation: Create spiral/vortex of life-force.
Life-Force Wave Emission: Send out a wave of life-force that repels everything.
Missile Generation: Create missiles of life-force.
Obscured Attacks: Channel attacks through a medium.
Omnidirectional Life-Force Waves: Send out a wave of life-force in all directions.
Reflective Attacks: Release attacks of life-force that can bounce off of any surface.
Scatter Shot: Release life-force blasts that split into multiple fragments.
Sword Beam Emission: Release life-force blasts from swords and other such bladed
weapons.
Wave Motion Blast: Launch a massive wave of life-force.
Zap: A tiny short release of life-force to cause pain or discomfort, usually too lowpowered to be destructive.
Associations
Ergokinetic Combat
Force-Field Generation
Life-Force Constructs
Life-Force Manipulation
Life-Force Mimicry
Power Augmentation
Projectile Enhancement
Solidification
Volatile Constructs
Limitations
Using too much life force may cause one to become exhausted, wounded, or die.
Users may not be immune to effects of own blast.
Firing may be involuntary reaction, or released in constant stream.
Users may be over-charged/wounded if too much energy is used at once.
Users need control to avoid unnecessary destruction.