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[ Awareness ] [ Seraph ] [ Reconstruction ] [ Creation ]
[ Dreadnought Seraphs ]

[ Awareness ]

The Awareness Rune allows the user to get a mental picture of a living individuals state of being. This can range anywhere from their health, to their true form. The Awareness Rune is represented by an intricate pattern of curved and angled lines that form a knotted square. The inside of the square is empty.

Level 1: Health, allows you to tell, with a glance, how healthy an individual is.
Level 2: Emotion, allows you to tell, with a glance, what emotions an individual is feeling.
Level 3: Spirit, allows you to tell, with a glance, what state an individuals spirit is in.
Level 4: Balance, allows you to tell, with a glance, how balanced an individual is.
Level 5: True form, allows you to tell, with a glance, what an individual really is.


[ Seraph ]

The Seraph Rune has two basic functions. The first is used to reverse the affects of Undeath. The affected individual does not have to have been animated by the Dreadnought, or by any Dreadnought at all. This normally requires a contested roll of the undeads willpower, versus the Dreadnought's willpower, difficulty is equal to the target's willpower. Undead created by the Dreadnought do not get to resist. Then again, Dreadnoughts rarely, if ever, destroy their own undead. The second usage of this rune, is to boost the life energy in an individual to a point where their body and soul become a unified whole that is greater then the sum of its parts. We typically refer to this as Seraphication. Dreadnought Seraphs work along the same lines as Dreadnought undead, only they use positive energy to animate themselves, and are a culmination of body and soul, instead of using negative energy, and being a soul bound to a body. The Seraph Rune is represented by a glowing sun that appears above the Awareness Rune.
This rune also has a secondary ability, which is normally used when the Dreadnought is trying to get it up in level. It may be used to charge something with Positive Energy. This is especially important, since Positive Energy is required to turn someone into a Seraph. It may provide up to one point of Positive Energy per round, per level you have it at. So someone with the Seraph Rune at level five, can create up to five points of Positive Energy per round. Each level has two ratings beside it. The first is the type of Seraph the Dreadnought may create. The second is the type of undead the Dreadnought may destroy. And the third is the number of Positive energy points it requires to do either.
For specific information relating to the use of this rune, see the Dreadnought Seraphs and the Creating Seraph Minions sections. The guidelines must be strictly adhered to if the rune is to be used, and for it to be successful.

Level 1: Imbued / Spirit / 50
Level 2: Avatar / Zombie / 100
Level 3: Guardian / Vampire / 400
Level 4: Incarnation / Lich / 2000
Level 5: Seraphim / Golum / 4000


[ Reconstruction ]

The Reconstruction Rune is used to either undo physical destruction, or to create huge amounts of an inanimate object. It is represented by a small circle that continually breaks, and then fixes itself. It sits inside the Awareness Rune.
For each level of this rune there are two figures, the first is an indication of how large an object you can create, this figure is the radius of the sphere. Any object created by this rune will be roughly spherical in shape, and made from the same elements as the earth around you. The second figure tells you what items or objects can be fixed using this rune. Of course, using it at the same level as the Destruction Rune will automatically negate the Destruction Runes affects. Use of this rune is not an instantaneous thing. Even after you've spent the energy on it, it requires some time work. For every 50 feet in radius you try to create, it requires a full hour for the object to form. For fixing things, it requires a half hour per level of the rune you're using it at.

Level 1: 100 feet/ pottery, wood
Level 2: 500 feet/ glass, metallic wire
Level 3: 500 yards/ weaker metals, stone
Level 4: 1500 yards/ normal metals, gems
Level 5: 5 miles/ magical items, complex items


[ Creation ]

The Creation Rune is not to be used indiscriminately. Its power is extremely dangerous, and tends to be addictive. The Creation rune actually builds life forms directly out of pure energy. It condenses the energy into DNA, then into cells, then into the creatures. These creatures are living beings. The Creation Rune is represented by a shifting of the entire Awareness Rune series. The knotted square increases in intricacy until the lines run together and expand into a winged individual in the shape of the Dreadnought. The Reanimation Rune and Summoning Rune expand to surround the figure, giving it an angelic look.

Level 1: Single cell creatures may be created.
Level 2: Small Multicellular creatures may be created.
Level 3: Unintelligent animals may be created.
Level 4: Intelligent animals may be created.
Level 5: Entire Biospheres of creatures may be created.

[ Dreadnought Seraphs ]

The Dreadnought Seraph are a lot different from the Undead. The first major difference is that the Seraphs are living, breathing (well usually breathing), beings who have allowed themselves to be put on a higher plane by their Dreadnought Master. Seraphs, also unlike the Undead, always have two, or more, forms that they can switch between at a moments notice. On the same note, Seraphs are always stronger then their counterpart Undead, on a one on one basis, if the Seraph is in its battle form.
Making a Seraph is a lot like making an undead. The Dreadnought finds a suitable being (non-Dreadnought), and makes a deal with them. In exchange for the powers granted a Seraph, the Seraph must serve, etc… The details are almost always different, and always singular to a particular Dreadnought's preferences. Any kind of being can become a Seraph, except Undead. The most commonly used ones are actually Shapeshifters, you'll find out why later.
There are rules, however, that must be abided by when making Seraphs.

1. The being must be alive at the time of transformation. Yes, this means that if they die, they must be brought back to life before they can be transformed.
2. The being can not have been an undead, of any sort. If they were, the transformation kills them.
3. A seraph must have been lawful, and they must remain lawful, and must remain relatively neutral after the transformation. If they do not, they will lose their abilities till they redeem their self. There is only one exception to this rule. Avatars will always mirror the Dreadnoughts alignment, no matter what.
4. Finally, before someone can become a Seraph, they must be bound to their Dreadnought master. This is done through the use of the Friends and Family Subrune. This allows the Dreadnought to keep close tabs on the Seraph, and vice versa.

Seraphs are most often used as personal bodyguards. Their increased physical prowess, impressive abilities, and imposing figures make them very suited for these jobs. The funny thing is, most people don't even know someone's a Seraph until it's too late. You see, all Seraphs have at least one thing in common, the Shapeshifting Subrune. This is a granted for the Seraphs, since they have to have it to access their secondary abilities. Each Seraph has two, or more, forms depending on their level, and what race they were before the transformation. They have a humanoid form, since they're usually the most inconspicuous, and a Celestial Form, which varies from type to type. It requires a set number of energy points for a Seraph to transform, and each transformation normally lasts for about an hour. They can be turned off before then. For the Incarnations, each transformation lasts until they cancel it, with no upward limit on time.
Just like with undead, it takes both time, and lots of resources to keep up with a whole horde of Seraphs. But there are some balancers. First of all, you can only have 15 Seraphs at one time, total. If you already have 15, and you try to make one more, it'll fail, and probably kill the being.
Like I said before, it takes time to make Seraphs. How much? The same amount of time it takes to make an undead of the same level. Five days for an Imbued, a week for an Avatar, a full month for a guardian, half a year for a Incarnation, and a full year for a Seraphim. And, just like with Undead, you can only create one Seraph at a time. So no, you can't pump out 15 Imbued in one week. Just one every five days. And if you're currently working on a Seraphim, I hope you don't need to create any other types of Seraph for a while, because interrupting the process means you have to start all over again.
Like Undead, Seraphs can be upgraded to the next power level once you get strong enough to make them. I would strongly recommend doing this, as it allows you to have your maximum number of Seraphs at once, without sacrificing empty slots for long periods of time.
Luckily, it is possible to create a Seraph at the same time as an Undead. So that should help to keep you busy. Lastly, before we get into their personal information, if a Seraph dies, they automatically turn into a soul gem and teleport back to their master. It requires 10 energy points per level of the Seraphim, and one half the normal time it takes to create them to bring them back.

[ Imbued ]

The Imbued are kind of like the fodder of the Dreadnought Seraphs. They're good for one or two things, but beyond that, they're pretty weak in comparison. Imbued have two forms, unless they were a Shapeshifter before the transformation. The first is their natural form, which is normally humanoid. The second is of a much larger humanoid, with some form of glowing weaponry at their disposal. These can be claws, swords, whips etc. Imbued get an additional two points in each Physical stat when they transform, and are capable of hitting Ethereal creatures with their weapons, as are all Seraphs. They also gain three health levels on top of their usual number, and have ten energy points at their disposal, which regenerate themselves while the Imbued is sleeping. Imbued are allowed to have one extra subrune beyond the mandatory ones. It requires one energy point for an imbued to transform. You may have up to 15 Imbued at one time.

[ Avatar ]

Avatars are kind of like the personal incarnations of the Dreadnoughts. They're typically used either as messengers, or as proxies when the Dreadnought cannot be present. Avatars also have two forms, with the usual modifier. The first is their natural form. The second is a larger form that looks like a being created out of pure energy. They carry no weapons. The second form gains an additional three points in each of its physical stats, an additional three health levels, and is capable of harming Ethereal creatures. They are capable of channeling their master's personality, and thoughts, when they transform, being literally controlled at a distance. Making them wonderful messengers, since the Dreadnought can just send them without the message, and then takes over the body to deliver it once they get there. It's also much safer than going yourself, sometimes. Also, once per year, an Avatar may channel their master's actual powers through their body. This allows the Dreadnought to help its avatar fight in times of great need, or when the Avatar isn't strong enough to do something itself. Avatars get 20 energy points of their own to spend. These energy points regenerate themselves while the Avatar is sleeping. Avatars are allowed to have up to three extra subrunes beyond the mandatory ones. It requires 2 energy points for an Avatar to transform. You may have up to 10 Avatars at one time.

[ Guardian ]

Guardians are the elite bodyguards of the Seraphs. As such, they are very useful as personal bodyguards. Not so much for you, but for your friends and family members. A well trained Guardian can normally take on up to four opponents at one time, and some have even been known to beat a DemiLich in one on one combat. Remember earlier, where it reads that some of the Seraphs have more than two forms, well this is one of the two groups that does. Guardians actually have 4 forms, and unlike the other Seraphs, their bonuses to stats and health levels apply no matter what form they're in. Speaking of which, they receive five automatic successes on every physical roll, +5 health levels, a natural armor rating of 5 (ten soak dice), and 40 energy points, which they regenerate while sleeping. The four forms they have are as follows.
First, they have their normal, humanoid form. A Guardian's body is normally plated, under the skin, with an exoskeleton of metallic plates and wires, making them highly resistant to weapons of all kinds. This Exoskeleton is not visible unless the Guardian's skin gets cut. It also changes with them, remaining in place no matter what form they're in. Treat them as if they have the survival rune at level five for purposes of what will, or will not harm them. Guardians always carry a weapon, usually something big and heavy that does lots of damage.
Second, they have an animal form. This is normally something large and dangerous, which can move fast if the situation dictates. This form is normally used to either run down opponents, or scout ahead of a party. It's also a nice way of keeping the attention off of yourself if someone's looking for a human. This form gets +2 to dexterity, and +2 to perception.
Third, they have a war form. This form is normally a crossbreed of the human and animal form, kind of like a Dragoon's shapeshifting form. Whatever it is, it's normally huge, and very dangerously armed with teeth and claws, if not some other weapons. This form receives a +4 to its physical stats, +3 to intimidation, and an additional +3 health levels.
Fourth, the guardians have a special angelic form which allows them to protect others more effectively. In this form, the guardian's body shrivels slightly as it sprouts four gigantic wings (50+ foot wingspan). These wings can be drawn into a sphere shaped ball around the Guardian, and up to ten other creatures if they gather in closely. The wings act as a 5th level energy shield, protecting everybody inside them from all physical harm for up to 10 rounds. This form is purely defensive, and does not allow the Guardian, or anyone else inside the wings, to attack. Guardians are capable of having up to five extra subrunes in addition to their mandatory ones. It requires five energy points for a Guardian to transform.
You are allowed to have up to 5 guardians at one time.

[ Incarnation ]

If the guardians are the elite bodyguards of the Seraphs, the Incarnations are the special forces. Known less for their fighting skills than they are for their ability to blend into different environments, the Incarnations are the spies, and the watchers of the Seraphs. Like the Guardians, the Incarnations have more than one form. In fact, that's putting it mildly, Incarnations have hundreds of forms. In all their forms, they gain the same bonuses, five automatic successes on any mental roll, and three automatic successes on any social roll. Incarnations have the ability to shift their body into any shape, and almost any size they want. They can change their color, their texture, their aura, everything about them can be changed at a moments notice. They do have two problems when it comes right down to it. First, they're horrible at fighting. They can form bone weapons form their body, but they don't do much damage, and are normally better for assassination than fighting. Second, they can't shift while in the presence of a non-Dreadnought, a non-Seraph, or a non-Undead.
Incarnations get +10 health levels, due to their shifting ability, and 75 energy points to spend, which they normally regenerate while sleeping. It requires only two energy points for an Incarnation to transform, but they must spend ten each morning or they won't be able to transform during the day.
You may have up to 3 Incarnations at one time.

[ Seraphim ]

The Seraphim are, by and large, the best type of minion that can be created by a Dreadnought. The Seraphim are the most elite fighters of the bunch, and have been known to maim their opponents intentionally, giving them a fair warning for a first offence. The Seraphim have two forms, but most of their bonuses only apply in their transformed state. The bonuses that apply to both states are as follows. First, Seraphim don't see in just one direction, they see in all directions. Forwards, backwards, sideways, up down, etc… Second, Seraphim see through all illusions and are immune to mental attacks and manipulation. Third, Seraphim are immune to poisons and acids. What does all this add up to? Simple, they can't be surprised, and they can't be killed indirectly.
In their normal form, be it human or otherwise, they only have their normal abilities.
Their secondary form is that of a huge winged being. They generally stand somewhere around 20 feet tall, and are outlined with a brightly glowing halo of sunlight. They have huge wings, just one set, which flow out to just under 40 feet on each side. Their wings are feathery, but made of opaque crystals which are all razor sharp. And yes, they can be used for flight. Their body sprouts a secondary set of arms under the first set, and all four hands hold huge swords which glow with the same sunlight as their bodies. They are typically clothed in a toga of sorts, which flows around the body, but doesn't seem to be hooked anywhere. In Seraph form they gain the following stat adjustments:
+20 health levels
+5 to all physical stats
+4 to all mental stats
+3 to all social stats
+5 to intimidation
5 automatic successes on all physical rolls
They also have 150 energy points which they can use at their discretion, which they regenerate while sleeping, and are allowed to have up to five subrunes in addition to the mandatory ones. It requires 20 energy points for a Seraphim to transform.
You may only have 2 Seraphim at one time.


[ Creating Seraph Minions ]

Creating any type of Minion is tough work for even the most dedicated Dreadnought. It requires long hours, and lots of time spent in the lab. That's right, in the lab. This can't be done just anywhere, it requires the proper tools, and the proper knowledge, before you can even start to create a minion. Undead require one type of setup, and Seraphs require another. For the duration of the transformation, the recipient must remain in the lab under constant supervision. This typically requires helpers, at least till you have some minions formed. Each Minion requires a certain amount of time to create, this is listed under the topic headings. Recipients are typically kept in a fluid chamber, which is filled with a special liquid that keeps the body alive in the case of Seraphs, or in a state of preservation in the case of Undead.
Every Seraph requires a minimum of 10 Positive energy points per day while in the tank, or they won't transform. Any more is just a waste, and any less means that you have to start over again. The process of pumping someone full of Positive Energy every day is what gives them their base energy points, obviously those that take longer get more energy out of it. These Energy points are used both for transformations, and for using the subrunes that the Seraph may get. Every Seraph gets the Friends and Family subrune so their Dreadnought creator can monitor their health. When a Dreadnought makes a Minion, they typically have someone else imbue them with the subrunes. The cost for these subrunes may be considerable, or it may be mild depending on the level and nature of the runes needed. To become a Seraph, the being must meet all of the requirements listed above, and, they must also meet all the requirements listed below. After that, it's the Dreadnought's job to make sure everything gets done right. To actually create a Seraph, then Dreadnought must meet all the listed requirements, and, once the requirements have been met, the Dreadnought must use the Seraph rune on the being once more, and make at least 5 cumulative successes per level of the Seraph, over the course of the day. The difficulty of the roll is the same as it normally would be to use the rune. Each type of Minion requires certain things to make the transformation work, these are listed below.

[ Imbued ]

Imbued require half a week in the tank, and 50 points of Positive energy, total, just to have a shot at becoming a Seraph. Imbued also require a weapon of some sort, preferably one that was owned before they become a Seraph. The weapon only requires 1 point of positive energy per day to transform into an Imbued's special weapon. If an Imbued gets a sub-Rune, other than the Friends and Family one, it's usually something to either help them move around better, like Teleportation, or something to help them fight specific foes, like Light, or Plasma. The subrune can be changed whenever the Dreadnought feels like changing it, or getting it changed.

[ Avatar ]

Avatars require a full week in the tank, and a total of not less than 100 Positive energy points, just to have a shot at becoming an Avatar. Avatars get the External Psionics subrune, which allows the Dreadnought to communicate through their body, and to send thoughts directly into their mind (see Telepathy, and Domination). They also get the Internal Psionics subrune, which allows them to use a modified version of Mind Meld to create their pure energy form. All energy absorbed in this manner is saved up and transferred to their Dreadnought master once it hits a certain level. The Dreadnought can only gain energy points from this, not health levels, or willpower points, etc… Avatars may also have up to three extra subrunes, one of which is generally combat oriented, and another that is typically defensive in nature. These sub-runes may be changed at the Dreadnoughts discretion.

[ Guardian ]

Guardians, believe it or not, actually take more effort to make than any other type of minion. Guardians require a full month in the tank after their body has been prepared. They also require a minimum of 400 positive energy points in total. The process is unbelievably difficult, and typically requires not only subrunes, but it also generally requires the help of an Illusion of Perfection, a Dragoon, a Blades of Life, and either a Templar, or a Mountain of Air. The Templars are typically preferred, because they're not as likely to play a 'harmless little prank'. Most of the NecroSeraphim groups have a couple class members who have all of the necessary runes for the Guardian creation. Their services will cost a lot, but it's well worth it, since they normally have a lot of experience in these matters. Guardians require a metallic exoskeleton, and a reinforcing endoskeleton to be put in place under the skin, without disturbing the rest of the body. This requires putting the being into a sort of stasis, then cutting, and pulling back the skin so the plates and wires can be anchored, attached, or at least set into place. The plates normally have to be shaped to fit an individuals body, which is normally accomplished with the Liquification Rune, or by a Templar with Elemental Mastery. The Illusion of Perfection is normally required to alter the body slightly, so the muscles will still work right, and so the body won't reject the metallic implants. The type of metal used may have additional benefits, such as making the guardian immune to some types of attack, but that costs a lot more. After the metal is in place, it is bonded to the body so it will change along with the Guardian as they shift form. There have been unfortunate instances where this step was skipped, and the Guardian's body has been shredded more than once by metallic implants that don't shift. Guardians require the following subrunes so they can function properly. The Shapeshifting subrune, at level 3, to facilitate three extra forms. The Shield Rune for the wings powers, and the Physical Mastery subrune for the physical powers. They are also allowed up to five extra subrunes for their own personal use. One of these is typically teleportation to facilitate their guard abilities. The others are normally defensive in nature, whether directly or indirectly, or they're for general use, like fire or water. The five extra subrunes can be changed at the Dreadnoughts discretion. A guardians weapon is typically something huge and heavy, and it's normally imbued with energy while the Seraph to be is in the tank.

[ Incarnation ]

Incarnations aren't quite as difficult to make as guardians, they just take longer. Incarnations require a half a year in the tank, and a minimum of 2000 positive energy points to have a shot at becoming a Seraph. Incarnations require extensive preparatory work before they ever go into the tank. Most of this work is done by an Illusion of Perfection, using the Bodily Alteration Rune to make the being capable of the shapeshifting feats that the Incarnations are known for. This requires a total of 40 successes on Bodily Alteration Rune usage rolls over the course of a week. Incarnations require the Bodily Alteration subrune, the Liquification subrune, and the Shapeshifting subrune for their powers to work properly. Incarnations are allowed up to 5 extra subrunes, most of which are either used for spying, like the sensory runes, or for social interaction. These runes can be changed by the Dreadnought master at their discretion.

[ Seraphim ]

The Seraphim are relatively easy to create, they just take forever. Ok, not forever, but they do take a full year in the tank, and a minimum of 4000 points of Positive Energy to even have a shot at becoming a Seraphim. Seraphim require the Vision subrune, the Purification subrune, the Defensive Psionics subrune, the Light subrune, and the Shapeshifting subrune. A Seraphim's weapons are typically made to order by the Templars. They make them out of unbreakable sun crystals, made by combining the para-element of light and the element of earth, and then let the NecroSeraphim imbue them with Positive Energy. Seraphim are allowed five extra subrunes, which are typically used for defense, general traveling, or for general use. These sub-runes may be granted or changed by the Dreadnought master at their discretion.


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