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Mental Mastery [ Mental Focus ] [ Mental Acuity ]
[ Mental Blade ] [ Mental Mastery ]
[ Mental Mastery Rune Secondary Powers Explained ]

[ Mental Mastery ]

The Mental Mastery Rune series is like the Physical Mastery Rune Series. The powers in this series are almost all the same, they only get a little stronger as you go. The Mental Mastery Rune is depicted by a small, thin, metallic colored band that forms around the Dreadnought's head. The band is intricately detailed at closer inspection, and appears to be made of thousands of tiny filaments which are wound around each other. As the runes progress in level, and in power level, it grows thicker and more pronounced. Bonuses are cumulative only within each power level, and are used for either extra dice on rolls, or automatic successes. Power Level's 1 and 3 may only be used with one mental stat each round, though that stat may be a different one each round. Dreadnoughts with the Mental Mastery Runes may still get the other three Mental Runes- Mental, Aura, and Psionics. By spending double the normal amount of energy, they may even use them at the same time.
Note: The secondary powers listed under rune are for Templars only. The powers are only generated because of the always on function of being a class rune. Other Dreadnoughts will have to settle for just the boost in stats.

[ Mental Focus ]

The first power level of the Mental Mastery Rune series allows the Dreadnought to focus their energy into their mind, sharpening one trait at a time to levels unknown to mortals. This allows them to perceive more, to think faster, and to learn faster than was formerly possible. All bonuses are cumulative.

Level 1: +1 to any one mental stat.
Level 2: +1 to any one mental stat.
Level 3: +1 to any one mental stat.
Level 4: +1 to any one mental stat.
Level 5: +1 to any one mental stat.

After careful study, and long hours of experimentation, it was actually found that that these Runes have a secondary purpose that goes beyond the mental boosting. Each level actually grants the user various abilities from other mind based Runes. The following list is a pretty standard group of powers that most Dreadnoughts with these runes gain at each level. There is a little bit of mobility within the levels, since some people show signs of having powers that either aren’t listed, or haven’t been cataloged yet.

Level 1: Speed Reading
Level 2: Mind Block (Psionic Defense)
Level 3: Photographic Memory
Level 4: Aura Tendrils
Level 5: Thought Perception


[ Mental Acuity ]

The second power level in the rune series allows the Dreadnought to focus their energy into all three mental abilities at once! Their thoughts will be clearer, their mind work faster, and they will perceive things a lot faster than normal.

Level 1: +1 to all three mental stats.
Level 2: +1 to all three mental stats.
Level 3: +1 to all three mental stats.
Level 4: +1 to all three mental stats.
Level 5: +1 to all three mental stats.

Dreadnoughts with Mental Acuity make seemingly impossible mental tasks seem common and easy. Their boosted minds handle even the hardest tasks with little more effort than normal people use to tie their shoes. It used to be thought of as just a coincidence that the Dreadnoughts with this rune series could transcend normal mental limitations. As with the first Rune in this series, Dreadnoughts with this Rune show some signs of having special abilities which go above and beyond the normal mind boosting. The following list shows what the most common abilities are, but these are just the norm, not everyone will gain the same abilities or even get them in the same order.

Level 1: Aural Invisibility
Level 2: Iron Wall (Psionic Defense)
Level 3: Mental Transfer
Level 4: Time Sense
Level 5: Telekinesis


[ Mental Blade ]

Dreadnoughts with this rune have sharpened their mind to a razors edge, allowing them to automatically succeed whenever they need to perceive, remember, or figure something out.

Level 1: +1 automatic success to any one mental stat.
Level 2: +1 automatic success to any one mental stat.
Level 3: +1 automatic success to any one mental stat.
Level 4: +1 automatic success to any one mental stat.
Level 5: +1 automatic success to any one mental stat.

Dreadnoughts with this Rune also gain abilities above and beyond those normally gained. These powers are not quite as common as the lower level ones, but are still manifesting as time goes on. The main problem with these expanded abilities is that a lot of Dreadnoughts don’t let anyone know that they have them. This could either be for self preservation, or just to keep that extra little hidden ability that might mean the difference in a fight. For whatever reason, those who have come forward have shown pretty much the same powers, but, as with everything, there is a bit of leeway in the powers. The following list is a general one, and only shows the most common abilities.

Level 1: Biofeedback
Level 2: Aural Sight
Level 3: Teleportation
Level 4: Spirit Binding & Combining
Level 5: Domination


[ Mental Mastery ]

Dreadnoughts with this rune have gone beyond the limits of normal minds. By honing and pushing their mental skills to the farthest point possible, they have achieved a new level of conscious thought. They automatically succeed at any mental task they try.

Level 1: +1 automatic success to all three mental stats.
Level 2: +1 automatic success to all three mental stats.
Level 3: +1 automatic success to all three mental stats.
Level 4: +1 automatic success to all three mental stats.
Level 5: +1 automatic success to all three mental stats.

The extra abilities gained from Mental Mastery are rather sparse, for now, since even less Dreadnoughts have come forward about their new powers. The powers listed below are rather generic, but appear to be the most common ones so far.

Level 1: Planar Teleportation
Level 2: Spirit Absorb (10 points a round)
Level 3: Psychic Crush
Level 4: Spiritual Devouring
Level 5: Mind Eater

[ Mental Mastery Rune Secondary Powers Explained ]

Due to the Templars close association with Mental Energy, and their almost perpetual link to it, as they gain levels in the Mental Mastery Rune Series they will find themselves gaining secondary powers and abilities that can be used with normal energy expenditure. After each new level is gained within the Rune series, a new ability will be gained. This new ability coincides with a level from one of the other three Mentally based Runes of the same level or lower. The Mental Based Runes are the Mental Rune, Aura Rune, and Psionics. The powers listed under the Mental Mastery Rune Series are merely suggestions, or those powers that seem to be the most popular.
Literally speaking, the power can come from any of the three other Runes, but each individual Rune may only be targeted every other time you gain a new power within a single power level of a particular Rune.
In other words, if you’re working on the Mental Focus Rune, you can take a power from any of the three Mind Based Runes, so you chose the Mental Rune for your first ability when you reach level two in the Rune. When you reach Level Three, you can take an ability from either Aura, or Psionics, but not from the Mental Rune because you chose that last time, so you go for Psionics, and get Mind Block. Upon reaching level 4, you can chose a power from the Aura Rune or Mental Rune, but not Psionics, because you chose that category last time.
Going a bit further, once you finish the Mental Focus Rune, and move on to your next set of runes, you can chose one more ability to go with the Mental Focus Rune, after reviewing your previous selections, you find that you decided to take Speed Reading for the first power, Mind Block for the second power, a Photographic Memory for the third one, and Aura Tendrils for the fourth one. So, because you want to be able to read peoples thoughts, you take Mental again for your fifth, and last, power. Upon getting the Mental Fitness Rune, you decide that you would like to have Telekinesis, so you take that as your first power. But wait, you’re last power was from the Mental Rune series. It doesn’t matter, you’ve started a new Power Level, so the powers you chose for the last one don’t matter, because you’re working with a different Rune.
Now that selection has been explained, let me go a little deeper into the actual powers themselves. At each level, you can only chose powers of that level or lower. So, when you gain your first secondary power ever with the Mental Focus Rune, you are limited to the powers of the other Mental Runes that are of the exact same level, or lower. Ie, Aura Rune level 1, Mental Rune level 1, and Psionics Rune level 1. That’s it.
As you progress, you can still chose powers from Lower Level Runes, But once they are two Power Levels or more removed from the one you are working on, the powers they give you are roughly twice the strength that they would normally be. For example, if a templar working on the Mental Machine Rune decided to take Aura Tendrils as one of their powers, it would give them Tendrils that were twice as strong, instead of the normal ones. This is due to the power difference between the Runes, and the enhanced energy flows that third and fourth power level Runes possess.
Instead of doubling the strength of a lower level power, it is also possible to take two powers from separate Runes of the same level, as long as they are both at least two levels lower than the one you are working on.
As another alternative, when you have an available slot for a new power, you may create your own, or simply take the one listed under the Rune. If you want to create your own, you must have the permission of the GM, and must take into consideration the power level of the Rune itself, and the overall strength of the power you wish to create. As always, the GM always has the final say in the matter.


© 1997 phyrexian@dreadnoughts.com