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Physical Mastery [ Physical Focus ] [ Physical Fitness ]
[ Physical Machine ] [ Physical Mastery ]
[ Physical Mastery Rune Secondary Powers Explained ]

[ Physical Mastery ]

The Physical Mastery Rune series is unlike any other rune before it. The powers in this series are almost all the same, they only get a little stronger as you go. The Physical Mastery Rune is depicted by a small, thin, metallic colored band that forms around their biceps, neck, chest, and upper legs. The bands are intricately detailed at closer inspection, and appear to be made of thousands of tiny filaments which are wound around each other. As the runes progress in level, and in power level, they grow thicker and more pronounced. Bonuses are cumulative, and are used for either extra dice on rolls, or automatic successes. Power Level's 1 and 3 may only be used with one physical stat each round, though that stat may be a different one each round.
Each of the runes in this series has a secondary set of abilities that are gained due to the constant flow of Physical energy through the Dreadnoughts body. The secondary abilities are gained after the Dreadnought masters each level of the Rune in question, so a Templar will not start out with the secondary ability just by gaining access to the Rune in question, but will have to master the first level of it before the first secondary ability will manifest. Below is a short list of possible secondary abilities. See Physical Mastery Rune Secondary Powers Explained for more information.
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.

[ Physical Focus ]

Dreadnoughts with this rune have the ability to focus their energy into one physical stat of their choice each round. This can give them faster movements, stronger attacks, or better damage soaking abilities.

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

Level 1: Running speed x2
Level 2: Jumping distance x2
Level 3: Ambidexterity/Multidexterity (if the user has more than two prehensile limbs), +1 Permanent Health Level
Level 4: Able to lift normal weight x2
Level 5: Running speed x10


[ Physical Fitness ]

At this level the Dreadnought has mastered the art of boosting one stat a round, and can now boost all three simultaneously, giving them power in the battlefield like you wouldn't believe.

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

Level 1: +1 Permanent Health level
Level 2: Running Speed x25
Level 3: Jumping Distance x10
Level 4: +2 Permanent Health Levels
Level 5: Able to lift normal weight x10


[ Physical Machine ]

At this level the Dreadnought is able to focus on their body so well that they can automatically succeed at any one physical endeavor they attempt a round.

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

Level 1: +2 Permanent Health Levels
Level 2: Running Speed x50
Level 3: Ability to lift normal weight x25
Level 4: +1 attack per round, per arm (or leg, for kicking)
Level 5: +2 Permanent Health Levels


[ Physical Mastery ]

At this level the Dreadnought can automatically succeed at any, and all, physical attempts they make. Doing tons of damage, almost always hitting, and taking damage almost as well as a Dragoon. Much to the chagrin of their opponents.

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

Level 1: Attacks per round x2
Level 2: +2 Permanent Health Levels
Level 3: Shapeshift, one Hybrid form
Level 4: Automatic dodge on every incoming attack you see
Level 5: Shapeshift, two more hybrid forms


[ Physical Mastery Rune Secondary Powers Explained ]

Due to the Templars close association with Physical Energy, and their almost perpetual link to it, as they gain levels in the Physical 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 Physical based runes of the same level or lower. The Physical Based Runes are Strength, Stamina, and Speed. The powers listed under the Physical Master 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 Physical Focus Rune, you can take a point of dexterity for your first ability when you reach level two in the Rune. When you reach Level Three, you can take an ability from either strength, or stamina, but not from Dexterity because you chose that last time, so you go for Stamina, and get an extra health level. Upon reaching level 4, you can chose a power from Dexterity or Strength, but not stamina, because you chose that category last time.
Going a bit further, once you finish the Physical Focus Rune, and move on to your next set of runes, you can chose one more ability to go with the Physical focus Rune, after reviewing your previous selections, you find that you decided to take a point of dexterity for the first power, an extra health level for the second power, another point of dexterity for the third one, and a point of strength for the fourth one. So, because you want to run faster, you take boosted running speed for your fifth, and last, power. Upon getting the Physical Fitness Rune, you decide that you would like to have an extra attack per round, so you take that as your first power. But wait, you’re last power was from the Speed 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 Physical Focus Rune, you are limited to the powers of the other Physical Runes that are of the exact same level, or lower. Ie, Strength Rune level 1, Stamina Rune level 1, and Speed 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 Physical Machine Rune decided to take enhanced running speed as one of their powers, it would give them a running speed of times 100, instead of the normal times 50. 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