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[ Aura ] [ Aura Manipulation ] [ Spirit Control ] [ Spirit Absorb ]

[ Aura ]

The Aura rune is an unusual one, in that the Dreadnought must be standing still to activate it. This present's two problems for the Dreadnought. They're wide open to attack, and they are unable to do anything else while activating the rune. However, the rune makes up for these weaknesses with its sheer power, and intimidating affects. The Aura Rune is represented by a soft glowing outline of the body that matches the Dreadnoughts body in all of it's movements.
The Aura Rune, as stated above, is one of the most difficult Runes to learn initially, mostly because it requires the Dreadnought to harness their own aura. But once it's been mastered, it opens a very powerful future up for the Dreadnought. Keying the Aura Rune, or any other Rune in the series, gives the user a +1 bonus to wits for every level you have in the Aura Rune.


Level 1: Aura Manifestation, allows the Dreadnought to manifest their aura in the physical world. The Aura’s color and shape is determined by the mood of the Dreadnought, and the types of energy they are currently holding. This will normally scare the crap out of someone.
Level 2: Aura Manipulation, allows the Dreadnought to move their aura away from their body for a short period of time. This is initially used to tech young Dreadnoughts how to project their aura, which will help them learn the future powers, but it can also be used to avoid detection on an aura, or an energy scan.
Level 3: Aura Solidification, allows the Dreadnought to harden their aura into a physical form. Aura’s are completely immune to damage, unless the individual is using attacks which specifically target the spirit, or energy of the target. An aura can be solidified for a number of rounds equal to the Dreadnoughts level, or five, whichever is higher. This requires no extra energy expenditure beyond the initial cost.
Level 4: Aura Tendrils, allows the Dreadnought to shift their aura into a mass of tendrils which can be used to attack at a distance, or to hold someone still. The Dreadnought is able to manifest one tendril per level, or five, whichever is higher. The tendrils have a strength equal to the users intelligence, and a dexterity equal to the users wits. They follow the same rules as a solidified aura. Tendrils last for five rounds, or for a number of rounds equal to the Dreadnoughts level, whichever is higher.
Level 5: Aura Charge, allows the Dreadnought to release certain forms of energy into their Aura. This allows them to do special attacks with it, or defend more successfully against energy attacks.


[ Aura Manipulation ]

This Rune allows the Dreadnought to directly interact with, and manipulate, other beings Auras. This rune is represented by a small tendril that forms on the hand of the body represented by the Aura Rune.

Level 1: Aural Invisibility, gives the ability to use your Aura without manifesting it. Can be used at will, with no energy consumption.
Level 2: Aural Sight, allows the user to read and interpret the auras of those around them. The users eyes will typically change color when this is used. This can be turned on and off at will with no energy consumption.
Level 3: Aural Attrition, allows the user to detach a small portion of their aura, and force it into the aura of some other being. This allows the user to always know where they are, and what they’re feeling. Warning, this is only to be done with permission. To those who are not willing, it is akin to rape.
Level 4: Aural Interaction, allows the user to directly attack or manipulate the Aura of another being. This can be used to help protect someone, by charging their aura with your own energy, or it can be used to attack someone, by directly hitting their aura instead of them. Wounds that are inflicted with this attack will appear on the persons body.
Level 5: Aural Transformation, allows the user to blend their aura and their physical body into one. This allows them to travel into the spirit world and physically interact with beings there. It also makes the user immune to physical damage, but, they in this state, they are terribly open to attacks by spirits, and attacks that target the aura or the spirit.


[ Spirit Control ]

The Spirit Control Rune shifts the focus of the first two runes in this series, just slightly, bending them towards that which creates the aura in the first place. The spirit. Or, more appropriately, it allows the user to directly interact with spirits and those who have no body. The Spirit Control Rune is represented by a collar that forms on the aura rune when this rune is finally learned.

Level 1: Spirit Containment, this power allows the Dreadnought to use their aura to capture a spirit. Once you capture it, the spirit can be bargained with, or merely spoken to. Mean Dreadnoughts can even destroy the spirits they capture, which may be appropriate if the spirit is a dangerous, or bothersome one.
Level 2: Spirit Binding, this power allows the Dreadnought to force a contained spirit into a specially prepared item, using a small portion of the Dreadnoughts aura to bind them there. This is most often done to create spiritually powered weapons or defensive items. Some spirits don’t mind this, while others will fight you tooth and nail.
Level 3: Spirit Blocking, this power allows the Dreadnought to keep all spirits out of, or in, a certain area by warding it with a portion of their own aura. These wards may be one way, allowing any spirits in, but not out, or two way, blocking entrance and egress.
Level 4: Combining, this power allows the user to bind multiple contained spirits into a single specially prepared item. This allows the items to increase in strength, or to develop new abilities.
Level 5: Spirit Seizing, this power allows the Dreadnought to rip the spirit out of a dying being, and bind it into a specially prepared item. When this happens, the body of the victim crumbles to dust. This is very difficult (difficulty 9), and leaves the Dreadnought wide open to attack.


[ Spirit Absorb ]

The Spirit Absorb Rune is used by most Dreadnoughts to gain further powers, and extra energy points from spirits or fetishes. The Spirit Absorb Rune is signified by a maw that opens under the Aura rune once you get it.
The Spirit Absorb Rune allows a Dreadnought to literally eat a spirit's energy. This can gain the Dreadnought new powers and energy points, much like the vampirism runes. When using this rune, a maw actually opens in the Dreadnoughts Aura. This maw can take any form the users wants. For instance, it can be a bunch of tiny mouths on the ends of the tendrils, or it can be a huge mouth that opens in the middle of the Dreadnought’s torso. Energy and powers gained in this manner can be retained using the same rules as the vampirism runes. The main difference here is that you’re only allowed to absorb the power from spirits, and you can drain multiple spirits at once. Powers can only be gained if the user concentrates all their efforts on one single spirit.


Level 1: Spiritual Singularity, allows the Dreadnought to absorb up to 100 energy points a round, from just one spirit. Also allows 20 energy points to be drained from a fetish, per round.
Level 2: Spiritual Gathering, allows the Dreadnought to absorb up to 100 energy points a round, from up to 3 separate spirits at once. Also allows 40 energy points to be drained from a fetish, per round.
Level 3: Spiritual Host, allows the Dreadnought to absorb up to 100 energy points a round, from up to ten separate spirits at once. Also allows 60 energy points to be drained from a fetish, per round.
Level 4: Spiritual Devouring, allows the Dreadnought to absorb up to 50 energy points a round, from up to 100 separate spirits at once. Also allows 80 energy points to be drained from a fetish, per round.
Level 5: Maw of the Dark God, allows the Dreadnought to absorb up to 50 energy points a round, from up to 500 separate spirits at once. Also allows 100 energy points to be drained from a fetish, per round.

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