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[ Charisma ] [ Empathy ] [ Emotion ] [ Control ]

[ Charisma ]

The Charisma Rune does just what it sounds like it does, it raises your charisma to new heights, allowing you to rally people together for a common cause, or to hang on to your friends when someone tries to manipulate them. Charisma runs in opposite lines as Manipulation, in that Manipulation works subtly, and is more often than not filled with lies and deceit. Charisma is pure, honest, and very forthright about things. At least for us it is. The Charisma Rune is represented by a closed fist that appears on the opposite forearm from the Manipulation Rune.

The Charisma Rune gives you one extra point in charisma per level of the Rune. This is considered a ghost point, in that it gives you an extra die to roll, but it doesn't count for purposes of the actual stat in itself. IE: a Dreadnought with a 4 in charisma, who has the Charisma Rune at level 5, has an effective 9 dice to roll when Charisma is in use, but their rating is still just 4.


[ Empathy ]

Empathy is a measure of how well you can read other peoples emotions. This comes in handy when your trying to commiserate with someone, or figure out who in the room is making other people uneasy. It's also a good way to figure out who to leave alone, or who needs comforting. The Empathy Rune is represented by a little ring that appears on one of the fingers of the closed fist. The ring has a small stone set in it, and the stone changes color to match your own mood.

The Empathy Rune gives you extra points in empathy, like the points gained by the Charisma Rune, they are ghost points. You get one point per level of the Rune, these points can either go to empathy, or they can go to Charisma. If they go to Charisma, they can be added to any points already gained from the Charisma Rune.


[ Emotion ]

Emotions are an integral part of almost every persons life. By first recognizing the Emotions someone is feeling, and determining their mood, it is possible to stimulate some new emotion in them. This can make them more, or less, willing to listen; or it could make them get violent, or grow very calm and docile. The Emotion Rune is represented by a small ring that appears next to the one formed by the Empathy Rune. This ring also has a stone set in it, but this stone changes color to show the mood any individual affected by this Rune is in.

The Emotion Rune is unlike most other Rune in this series, in that it actually has some level powers other than just giving you extra dice to use. First off, it gives you one automatic success in any Charisma, or empathy, related dice roll, per level of the Rune. Second, it allows you to alter peoples Emotions in a minor way. That doesn't mean that you can shift people from feeling love to feeling hatred, it doesn't work that way. You could possibly shift a person from love, to like, or vice versa. Anyways, there are too many emotions to list them all, so use your own judgment. As you progress in levels, you can't make more violent shifts in emotion, but you can shift the emotions of a larger group of people who are feeling about the same, in the same direction. This can cause riots. The range is roughly 20 feet per level.


[ Control ]

Control is something that we rarely have over ourselves, let alone anyone else. However, with this Rune, we not only get to take full control of ourselves, with a lot of practice, we can also take partial control of another person. This control does not extend to every aspect of their life. You cannot force a person to think a certain way, nor can you force a person to kill someone. The Control Rune is represented by a glove that forms over the fist. The rings are still visible through the glove.
Control is a very hard thing to master. There are so many different facets of life, that it's almost impossible to map them all, and then say that we can control every single one of them. Still, with this Rune we can come a bit closer. Each level in this Rune gives you 2 automatic successes on any Empathy or Charisma Roll, but not at the same time.

Level 1: Personal Insight- This level gives you some extra insight into how you think, how you act, and how you function in society as a whole. Only through self knowledge can we ever hope to control ourselves.
Level 2: Personal Help- Only those who help themselves, can truly hope to have outside help in their life. At this level Dreadnoughts can not only deduce what's wrong with themselves, they can also start to fix the problems they have, or find those who can.
Level 3: Personal Mastery- At this level a Dreadnought knows their strengths, their weaknesses, and their fears. This allows them to isolate problems in their life, and eliminate them, making them much more effective at their job, and in life in general.
Level 4: Outside Insight- This allows a Dreadnought to, over time, get an inside look into how a person acts, and why they act that way to help someone, or to control them, you need to know everything about them.
Level 5: Outside Control- This level has two powers, the first one is that it allows a Dreadnought to take the knowledge they have of someone, and use it against them, either for their detriment, or for their own good. This can come into play a number of ways. IE: "I know that you're really good at working with diamonds and gold. I also know that you've got a penchant for smoking, and that you've been trying to quit for 15 years. You help me, and I can promise that you'll no longer crave nicotine… You want to stop smoking first? Sure, lets just make up a little contract here…"

The second power this Runes gives, is that the Dreadnought who possesses it at this level, can no longer be controlled by anything, or anyone. This includes, but is not limited to: charm spells, the influences of drugs, Psionics that affect your thinking, sleep spells, and a huge number of other things that a Delegate considers to be Outside Control.

© 1997 phyrexian@dreadnoughts.com