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  • File :1221847833.jpg-(282 KB, 900x900, Rune Diagram.jpg)
    282 KB Runic Magic Anonymous 09/19/08(Fri)14:10 No.2616123  
    Hey again, /tg/, for something like the sixth time (I've lost count).

    To those who didn't see, or didn't bother, with the earlier threads, i'm designing a magic system for a game, and have solicited /tg/'s help, successfully one some occasions, not so on others.

    At any rate, this is what we have so far- Normal runic casters work magic by stringing a number of runes together into a symbolic description of the effect they are trying to create, with the power of the spell defined by the runes own power (Outer circle = lesser, middle circle = major, inner circle = greater) and the strength of the symbolic description. Their magic is restricted by the number of runes they have mastered and the number of runes they can string together. (An apprentice caster may know seven lesser runes, and be able to combine three, while an archmage may know every lesser rune, ten major and two greater, and be able to string nine together into one spell)

    There are two variant casters- Tattoo'd Runecasters and Rune Warriors, but i'll get to them in a bit.

    Pic is a redone version of the Rune Chart drawn up in the first thread, although the person who did it for me says its crap, and i should have someone more skilled redo it.
    >> Anonymous 09/19/08(Fri)14:15 No.2616172
    I really like it. Can I have an example of stringing them together? Like, if I made a "Fire of Smiting" spell, would shit get done?

    Also, the chart is not half bad, but does look like someone spent way too much time in MSPaint. Try getting someone with Photoshop and make it sexy.
    >> Anonymous 09/19/08(Fri)14:19 No.2616204
    Bump, because I wanna see an example.
    >> Anonymous 09/19/08(Fri)14:21 No.2616216
    I had to stop myself from yelling out loud when I saw this thread.

    Something I helped start is actually turning into a semi-serious idea. At least, /tg/ is productive again.
    >> Anonymous 09/19/08(Fri)14:22 No.2616224
    >>2616172
    Yeh, I made it in Firefox. Its Barely Better than MS paint.
    >> Anonymous 09/19/08(Fri)14:22 No.2616227
    >>2616123
    Well, I'm the fag who Norsed the chart and it's looking a helluva lot flasher than what I got you.
    >> Anonymous 09/19/08(Fri)14:22 No.2616230
    Just one problem: it's Smiting, not Smiteing.
    >> Anonymous 09/19/08(Fri)14:23 No.2616234
    >>2616224
    Think you mean Fireworks
    >> Anonymous 09/19/08(Fri)14:23 No.2616237
    >>2616172

    Each combination of runes doesn't only have one use. A Fire + Smiting combination could blast someone with holy fire, incite the fires of wrath in an ally, or simply allow you to smack a firey foe with holy wrath.
    >> Anonymous 09/19/08(Fri)14:31 No.2616312
         File :1221849065.jpg-(24 KB, 941x620, WarriorRuneChart.jpg)
    24 KB
    Anyway, onto the two variant caster types, who still need a lot of work.

    Tattoo'd casters vary from the standard in that they store their runes on their bodies, not in their minds. While they have greater flexibility (i.e. a wider library of runes), they have less mastery over the runes they have available. (Mastery = unconscious knowledge of what a rune entails, allowing use of it. Someone with true mastery over the rune of fire understands fire almost perfectly at a subconscious level, allowing them to accurately mentally describe the effect they wish to achieve. Tattoo'd casters, who divorce the runes form their minds to an extent, get a lesser version of this, though i'm not sure how it'd apply rules-wise)

    Rune Warriors inscribe runes onto their armour and weapons, as Fractured Runes. They usually appear as random assortments of lines, but when used in a manouver coalesce into the required runes. This reduces their energy expenditure, and allows powerful effects, but reduces their flexibility (not sure how to make this work, each piece of equipment is isolated from others, cannot mix runes on armour with runes on sword/shield?)

    Tattoo'd casters use normal runes, but Rune Warriors have access to special warrior runes (possibly). Warrior rune chart is attached, though at the moment it needs serious work.
    >> Anonymous 09/19/08(Fri)14:37 No.2616363
    So, you need to be a higher level to use the inner circles, correct?

    Because if you made a Death, Matter, Energy, and Fire combination, it could easily result in a nuclear explosion, from the looks of it.

    So there's two kinds, Rune casters and tattoo'd ones...hmmm. Basically, Magicians and Adepts in Shadowrun, but far more awesome and advanced. I remember one other time you posted this, how the effect could be different according to what you inscribed the runes on. I'm seeing limitless possibilities, which is totally jawsome. My only concern would be how many runes they can master. Is there a maximum for each class?
    >> Anonymous 09/19/08(Fri)14:40 No.2616389
    >>2616363
    I remember a maximum based on stats - INT for casters and STR for runewarriors, or the system's equivalent.
    I think. Lemme check suptg.
    >> Anonymous 09/19/08(Fri)14:44 No.2616422
    >>2616389
    Here we go. (intellect+runes)*2 and (runes+essence)/2 where runes is the character's skill level in runes, and intellect and essence are the stats.
    >> Anonymous 09/19/08(Fri)14:45 No.2616430
    >>2616389

    Alright. Well OP, lemme know when you have the system done, because I will seriously use this and FUND IT. Only thing I need now is some fluff.
    >> Anonymous 09/19/08(Fri)14:47 No.2616441
    >>2616422

    Sounds good. If I rolled this, I'd play a caster that specializes in rebirth and undead runes, and most things related. Maybe a fire one. Because I like fire.
    >> Anonymous 09/19/08(Fri)14:50 No.2616479
    I'd play a Disgruntled Cook who Puts Fire and Water runes on a Teapot for instant Boiling Water.
    >> Anonymous 09/19/08(Fri)14:51 No.2616483
    >>2616363
    Dunno if it was said yet or not, but I think the inner runes shouldn't be learned like the outer ones, but become available when you have the corresponding lesser runes e.g. Heat and Light for Fire. Sorry if I'm reposting unknowingly.
    >> Anonymous 09/19/08(Fri)15:11 No.2616597
    System basics;

    Mechanic: Skill + Stat + D10

    Stats:
    Physique; General fitness, strength and endurance
    Reaction; Mental and physical quickness and dexterity
    Intellect; Mental strength and processing power. logical, literal thought.
    Essence; Mental flexibility and creativity. Lateral, metaphorical thought.

    Skill list is stolen from Unisystem, modified to fit the setting, and has Runes added.

    I still need to work out equations for health and mana-equivalent, but all in good time.
    >> Anonymous 09/19/08(Fri)15:18 No.2616618
    Setting basics;

    Very low civilisation world. Countries are little more than groups of villages who decided to work together, and full scale wars are rare. Craftsmanship and technology is more advanced than you might think, with plate being possible (though still difficult) for normal warriors to aquire, due to the common use of Runes in the manufacturing process.

    Virtually everyone knows a rune or two, to help them with the daily tasks of living, and a genius craftsman is just as adept with runes as a great mage, but applies them to a different task.

    The world is scattered by ruins from various sources. some are the constructs of runelords long dead, or the leavings of long lost civilisations. some are harmless, others perilous, and its irritatingly hard to know which is which.

    Most of the land is covered by great forests and mighty plains, or soaring mountains and cold ice. all these places hold darker things, which live to trouble the minds of honest men.

    Only humans have formed open civilisation, and if others do exist, its within secret places where the boots of men have not yet trodden, or have trod once, and then stopped dead.

    more claptrap coming shortly.
    >> Anonymous 09/19/08(Fri)15:33 No.2616681
    Continued;

    Religion is odd, with the True Rune being almost universally acknowledged as existing and being the closest thing to a truly divine being concievable, being an ultimate description and method of control of all that is. If a thinking being could master it, they could become a true, omnipotent, god.

    Lesser gods exist, and are generally thought to be humans who have mastered, then amplified, a greater rune, taking it into themselves and merging with its essence. They don't act often, but when they do it is impressive. There's no knowledge of what restricts them in their actions, or even if they are actually restricted by any other than themselves.

    The true evil in the game, and all the demons and dark god, come from Un-runes. An un-rune is, essentially, a dark invertion of a rune, creating a sigil which unmakes reality, erasing it as if it had never been. Students of Un-runes seek to obliterate true runes, eventually actualising the Untrue rune, and thereby ending existence. What motives these madman hold is unknown, as seemingly noone would benefit from their victory.
    >> Anonymous 09/19/08(Fri)15:44 No.2616742
    The setting has a surprisingly advanced level of knowledge about the world, mostly due to the "Mastery" inherent in runes- the fact that you gain an almost perfect, albeit subconscious, understanding of all concepts related to a rune upon its implantation in the psyche. This leads to an almost "runepunk" feel- Highly advanced applications of relatively simple technology, combined with runic magic.
    >> Anonymous 09/19/08(Fri)15:59 No.2616849
    The known world is one large, ovoid continent, with cold "poles" at top and bottom, a belt of tropics and deserts in the middle, and temperate zones in between the two. The north is more mountainous, while the south is wetter, with more rainfall and rivers.

    Isn't it odd how i just talk to myself for ages?

    There's a good mix of cultures and ethnicities, and although people are suspicious of strangers, the trading of stories with travellers is a universal tradition, used to maintain trust and enhance the oral tradition. Nomads, caravans and groups of various sorts are common sights all through the lands, bringing knowledge, merchandise or services to wherever needs them.
    >> Anonymous 09/19/08(Fri)16:01 No.2616861
    >>2616849
    Go on OP, I'm sure others are listening and learning.
    >> Anonymous 09/19/08(Fri)16:17 No.2616951
    >>2616861

    Well, with evidence of one person reading the thread, i feel it justified to go on.

    Runes are the main source of personal power. Any amount of skill with a sword can be bypassed or augmented by a basic understanding of runes. As such, runes are some of the most important things in life. Most lesser runes are freely given and learned, although due to limits on mental capacity, people don't usually hold more than one or two at a time. However, Major runes and Great runes are much harder to find or learned, generally treated as treasured secrets. Learning a rune requires one who has mastered it to impart to you their mastery, giving you the ability to understand what the rune represents, and thereby utilising its powers.

    Runic tattoo's are a simple and growing market, not in the grand manner of the Tattoo'd caster, but in simple things like tattoo's for strength for manual labourers or protection from fire on the hands of a blacksmith. Tattoo'd casters can make a good deal of money by providing their services, as Tattoo's of this type do not interfere with the general low level casting generally known. Heroes are less likely to get this form of tattoo's, as they can conflict with higher casting or manouvers.
    >> Anonymous 09/19/08(Fri)16:40 No.2617081
    Level of civilisation is generally proportional to how far you are from the center of the landmass, with the edges home to primitive (Though, not nescessarily stupid or unsuccessful) tribes, and a great city (Think jerusalem) at the center of the large central desert. the rest of the desert is the realm of bedouins and nomads, with a ring of lesser cities surrounding the center, and quite prosperous ports on the edges. The temperate regions near the desert are wide, flat planes, with mongol-esque horse tribes and china-esque civilisation to the south, and native american style horsemen and incan style civilisation to the north. Further out, the temperate regions are european in style, with a large forest that seems to go on forever, dotted with hamlets and castles. As you get further, the forests become dominated by evergreens, and a harsh russian-style culture in the south, advanced-inuit in the north. The edges of the poles are plagued by viking-esque raiders, who live in isolated coves or a belt of islands surrounding the continent.

    Yeah, i love taking real life cultures and dropping them into fantasy worlds. so much easier than doing the work of making your own.
    >> Anonymous 09/19/08(Fri)16:50 No.2617162
    >>2616861
    I approve, go on this thing is awesome
    >> Anonymous 09/19/08(Fri)17:03 No.2617249
    Eh, thats as much history i can bullshit for one day. I'd really like to get some discourse going about the alternate Rune-users, as a party with only Runecasters could get, well, a little boring after a while.

    I'll just set out the roles and balance i saw between the different types. Each runeclass has four important aspects- Number of runes, length of spells, power of spells and degree of mastery(flexibility of use- greater understanding gives greater control)

    Casters have moderate number of runes, moderate power and moderate lengths, but the highest mastery (so far)

    Warriors have a low number of runes (still high compared to normal folks), high power, moderate lengths and a focused form of mastery, giving them a perfect understanding of how to use the runes in a conjunction with combat skills, but very little mastery of the rune independently.

    Tattoo'd casters have a very high number of runes, moderate power, high complexity but low mastery. They know more effects, and can string them together better, and have the power to back it up, but only have a basic understanding of each rune, and so can't draw out its greatest strengths easily.
    >> Anonymous 09/19/08(Fri)17:24 No.2617396
    >>2616123
    seems cool, tough wat game syste you thinking of?
    >> Anonymous 09/19/08(Fri)17:28 No.2617427
    I see Runecasters as the usual type. They don't do anything special with runes, they just learn them the normal way, and decide they're good enough at it to do it as a profession. They hold runes in their mind, and project them into reality through word or symbol, thereby warping the world to their whim. The magic has no particular ill effects on them, and is not tailored to any specific use.

    Tattoo'd casters are slightly more edgy than Runecasters. They forgoe the normal strategy of holding runes in the mind, instead marking them upon their body, having the skill to bind some of that runes Mastery (though not all of it) into their flesh with marks of ink. Their magic is much stranger, a weaving dance as they manipulate their runic tattoo's and reify their effects. However, this can be dangerous, and can result in physical or mental warps. At a basic level, this is minor mental issues or slight distortions of the flesh, but can lead to true insanity or abominable mutants if a Tattoo'd caster loses control. Tattoo'd casters also have less control over their runes, and so are vulnerable to the overly powerful effects on a critical success or dangerous feedback on a critical failure.

    Rune Warriors foregoe the practice of learning runes or inscribing them in their pure forms, instead mastering the arts of combat to the limit of their ability. Through this great skill, they gain a subtle mastery of the runes, able to awaken fractured runes in the fraction of a second when a parry or strike is about to occur, instantly weaving reality into a favourabel pattern for them. They lack the skill to utilise magic without physical action accompanying it, and most of their powers are not fit for civilian applications. They are vulnerable only in that they are reliant upon their equipment, and without it, they must rely upon their pure skill (Or, if they're smart, a hidden rune or two on the inside of a ring, or some other measure).
    >> Anonymous 09/19/08(Fri)17:29 No.2617430
    >>2617396

    see

    >>2616597
    >> Anonymous 09/19/08(Fri)17:39 No.2617503
    Jewish magic with Nordic runes?

    FFFFFFFFFFFFFFFFFFFFFFFFF
    >> Anonymous 09/19/08(Fri)17:44 No.2617546
    >>2617503

    >Jewish magic

    Lol, wut? are you talking about the Kabbala or whatever? I've never looked into it, so any similarity is accidental.
    >> Anonymous 09/19/08(Fri)17:50 No.2617604
    >>2617546

    He may be talking about the huge Star of David.
    >> Anonymous 09/19/08(Fri)17:58 No.2617673
    >>2617604

    ...How the fuck did i miss that
    >> Anonymous 09/19/08(Fri)18:06 No.2617742
    OP here... Anyone got any ideas or comments upon the wealth of material i've slathered into this thread? I'm kinda running out of steam, just posting by myself. If there really are no ideas, just let this thread slide into oblivion. i can always hope for next time.
    >> Anonymous 09/19/08(Fri)18:38 No.2617940
    Tattooed Runecasters... Patryn much?
    >> Anonymous 09/19/08(Fri)18:41 No.2617973
    Could you instill life in armours, maybe souls?. Patrols of empty armours keeping control of cities would be great.

    I could see a faction of rune-engineers suceeding in some complex use of inscribed runes to produce antimatter/gravity drives or projecting big antimagical fields. Since they're sorta expansionist and otherwordly, you could have nihilist Elves be them.
    >> Anonymous 09/19/08(Fri)18:44 No.2617994
    I guess scribes must be sorta hated. Nobody wants greater runes meanings open to anyone.
    >> Anonymous 09/19/08(Fri)18:56 No.2618090
    Rune warriors should require something to activate their runes, like situational casters. Blood on sword? life-wound rune activated. Sprinkle mineral dust on shield?, blessing-energy magic shield. Then you can tie them in to heroical, tactical or defensive actions to enhance their efficiency. A shieldman would probably build up lightning in his shield by blows blocked, for example.

    Otherwise, Casters take the danger of their minds frying, Tatoo'd of their bodies giving in, while Rune Warrior will probably only run the danger of having their equipment explode with them wearing it.
    >> Anonymous 09/19/08(Fri)19:00 No.2618120
         File :1221865254.jpg-(28 KB, 412x338, 121484034618.jpg)
    28 KB
    >> Anonymous 09/19/08(Fri)19:08 No.2618163
    The thing your chart is missing are the verb runes. You're going to need two types of runes, affects and effects. Effects tell what you're doing, and affects tell what you're doing it to.

    Things like Increase/Decrease, Raise/Lower, Control, Alter, Create, Destroy, repair, transmute.

    Not necessary but very helpful are syntactical things like Range, Duration, and Repeat.
    >> Anonymous 09/19/08(Fri)19:11 No.2618183
    >>2618163
    That's not how affect/effect works.
    >> Anonymous 09/19/08(Fri)19:19 No.2618242
    >>2618183

    This thread is now about incompetent grammar trolls.
    >> Anonymous 09/19/08(Fri)20:07 No.2618643
    >>2618163

    I'd thought of that, but it really isn't nescessary. just another layer of complication. By leaving what you do with runes fairly free, it gives the PC's a lot more options to play with, which i like.

    >>2618090

    Thats good actually, some kindof materialistic activation clause... they'd need to access it quick though. a swordfight doesn't leave you may opportunities to stop and reach into a bag.

    >>2617994

    A rune is something beyond its symbol or basic meaning. You must be instilled with the Mastery of the rune by one who has already mastered it, then meditate upon it for a time- for lesser runes, mere hours, but for greater it can take weeks. Only when you truly understand the mastery, can you said to master the rune.

    Above is a bullshit excuse for runes taking longer than five seconds to learn, and actually being difficult to learn if someone doesn't want to teach you.
    >> Anonymous 09/19/08(Fri)21:58 No.2619367
    Bump
    >> Anonymous 09/19/08(Fri)23:30 No.2619913
         File :1221881427.jpg-(44 KB, 425x388, sacred geometry.jpg)
    44 KB
    look up Sacred Geometry
    >> Anonymous 09/20/08(Sat)04:19 No.2621428
    >>2619913

    I did. it seems interesting in itself, but i'm not sure how relevant it is at this point. it seems like something you base a system off, not something you throw in half way through.
    >> Anonymous 09/20/08(Sat)05:25 No.2621725
    Same suggestion as last time- Deviate from norse runes. In that first chart, fine, norse works. But, for the warrior chart, maybe alchemical symbols or heiroglyphs. Also, more charts. Downgrade that true rune to just one source, and find other source runes. Space and Time are good.
    >> Anonymous 09/20/08(Sat)14:00 No.2624251
    Bump for a great project.
    >> Anonymous 09/20/08(Sat)14:09 No.2624290
    It looks all well and good, but how the fuck does it actually work?

    And I don't mean "Fire + water = steam", I mean the mechanics. How much damage would something do, how do you resist it, what is the cost for using a spell, etc.

    GIVE ME THE CRUNCHY PART.
    >> Anonymous 09/20/08(Sat)14:20 No.2624323
    Hmm gimme a moment, I might have something for you.
    >> Anonymous 09/20/08(Sat)14:25 No.2624342
    >>2624290

    I'll tell you the truth, i'm not that good at crunch. If you have any ideas, i'd be glad.

    For spells etc, i'd give the GM evaluative control of the effectiveness of spells, and perhaps draw up a chart of sample spells, effects etc they could use as a guide. I'm a very big fan of rules-lite, narration heavy, to a fault at points.
    >> Anonymous 09/20/08(Sat)14:31 No.2624368
    >>2624342

    Well, the only way to keep your system as light and manhandable by player and DM alike is to simply have everything do d6, and then have characters have some kind of RUNE POINT system and/or RUNE DAMAGE.

    Modifying something costs so many rune points and adds an additional d6. The crazier it gets, the more chance it has of blowing up in your face and causing RUNE DAMAGE which is like an assortment of bad things of a d100 chart ranging from damage, dismemberment, random teleportation, etc.

    Also you can have a limit on how many rune points can be spent on a single rune or per character level.

    Same applies for 'effects', like fire + water = steam, how many rounds does the steam last, etc.

    Resisting or negating spells is where crunch gets crunchy
    >> Anonymous 09/20/08(Sat)14:39 No.2624404
    Holy shit. I'm the fag that orginally threw the MSPaint of the rune graph up, and then stuck in the runes and translations from our resident Nord fag. I approve of this thread. I also like that the more power you ramp into something, the more risky it becomes. Come to think of it, this could be where ritual magic comes in. Because of the danger inherent in large magical effects, more casters means more people to spread the risk over. So say one man borks a high end spell, depending on how high powered, the GM rolls on an appropriate backlash table, and takes the result. Now if three people were ritualing that spell, and it still goes tits up, the GM rolls three times, and the players get to choose one effect.
    >> Anonymous 09/20/08(Sat)14:43 No.2624428
         File :1221936211.jpg-(284 KB, 1200x1600, occultfag.jpg)
    284 KB
    Ok, sorry about the bad quality, scanner is b0rked.

    From the top center, clockwise:
    Destruction, Atrophy, Joy, Attraction, Greed, Rapture, Passion, Attachment, Dissolution, Lust, Frustration, Terror, Fright, Aversion, anger, Aggression, Loathing, Release.

    Each takes it's origins in it's opposite.

    alternatively, if you're brave, you might find inspiration here:

    http://hermetic.com/browe/index.html

    ALSO (and this is really good) check out:
    http://en.wikipedia.org/wiki/Alchemical_symbol

    and srcoll down the the last bit (12 core alchemical processes)

    and finally, the be-all and end-all of kewl glyphs, Sigilum Dei Aemeth:

    http://www.john-dee.org/SDA.pdf
    >> Anonymous 09/20/08(Sat)15:03 No.2624549
    >>2624428
    I'd say this is probably too human focused to warrant use in a fantasy high magic campaign setting, though it could be used for a variant caster class, possibly using something opposed to runes.

    I'm all in favour of the various classes, although at the moment the standard three leaves little room for choice, other than what runes are known.

    I'd quite like to see a backlash table being thrown up. Possibly three - Minor - Medium - Major.

    Minor effects should still be close to the intended result, though something is not acheived or is not quite as it should be.

    Medium can mean something as little as the spell is heavily underpowered (about a quarter of what it was), or that it's backlashed, things like that.

    Major is a horribly calamity that will almost certainly end up in self harm.
    >> Anonymous 09/20/08(Sat)16:10 No.2624831
    OP here. slightly drunk, slightly sleep deprived, so lets bump this thread and see what happens.

    Good ideas all, i'm noting it all down and contemplating how to work it into a good setting. Fun critfails are always great, so suggestions are very welcome.
    >> Anonymous 09/20/08(Sat)16:56 No.2625073
    >>2624428
    Not very clever but my idea for the alchemical symbols the three primes,Salt,Mercury,and Sulfur, could be Strength, Agility, and Stamina.

    The Four Basic elements retain their value,possibly as both defense and offense.
    Sorry that's all I can come up with ATM.
    >> Anonymous 09/20/08(Sat)17:57 No.2625348
    OP here. Thinking about it, more rune using classes would be cool, but at the moment i'm stuck for ideas. Anyone think of cool ways to use runes?
    >> Anonymous 09/20/08(Sat)19:10 No.2625792
    Tentative bump
    >> Anonymous 09/20/08(Sat)19:12 No.2625811
    A bump just to get this above more animu maid bullshit.
    >> Anonymous 09/20/08(Sat)19:26 No.2625904
    >>2625811
    >>2625792

    Thanks for the effort, but i don't think i'm gonna get much more out of the board tonight. Some days /tg/ is enthusiastic, other days its apathetic, and its hard to predict what day will be what. you just have to accept that, and hope you post on a good day.
    >> sage 09/20/08(Sat)19:30 No.2625936
    >>2616123
    I cast the rune for Death Healing Lightning. What happens?
    >> Anonymous 09/20/08(Sat)19:31 No.2625945
    >>2625936
    Anti-undead shock bolt.
    >> Anonymous 09/20/08(Sat)19:33 No.2625962
    >>2625936

    That would make an awesome Dr. Frankenstein raise dead spell, fusing together the various body parts and then animating it via electricity...
    >> Anonymous 09/20/08(Sat)20:54 No.2626540
    Casting Rune of Bump
    >> Anonymous 09/20/08(Sat)22:54 No.2627256
    Return of the graph-fag from a night of drinking and dancing. Perhaps to expand class options, if there was something similar to specialist wizards, except moreso, to make them more distinguished. Perhaps choose two major runes, or one greater.

    Currently I'm having difficulty figuring out how to make it go further than wizard specialty ... This is what alcohol and stumbling into the house at four in the morning does to you ... Oh well.
    >> Anonymous 09/21/08(Sun)01:09 No.2628110
    Rune Crafters - Very small number of runes, but they're ultra-specialized. They can use, say, two minor runes to accomplish what someone else would need a minor and a greater for. So, instead of say Energy Gods Smiting for a Divine Blast of Death, they could use say Blessing and Light for a Holy Laser. Or something.

    Also, un-runes. Do they all do the same thing - unmake existence? Or are they as varied and mixable as normal runes?
    >> Anonymous 09/21/08(Sun)08:37 No.2630801
    >>2628110

    Interesting idea...

    And unrunes make the opposite of what they are the rune for, essentially become an equal and opposite pole which results in zero. nothing. very dangerous stuff, basically.
    >> Anonymous 09/21/08(Sun)16:29 No.2633141
    God damn this thread has survived for ages. Bump for continued longevity.
    >> Anonymous 09/21/08(Sun)16:49 No.2633297
    i saw the original thread of this, its only getting awesomer. Keep up the good work, OP!!!
    >> Anonymous 09/21/08(Sun)17:02 No.2633390
    Oh fuck, I want to make a TCG out of this system. It would be so awesome. Each rune would have a base and an augmentive property. For example, casting Fire as base, and then smiting as an augmentation would make a holy fireball type thing, while casting Smiting base and Fire augmentation would destroy fire-based creatures or something to that effect. anyone thing this is a good idea, y/n
    >> Anonymous 09/21/08(Sun)17:08 No.2633436
    >>2633390

    OP here. That could be awesome, but you'd need to spend a long time working out a bunch of different effects and the interaction between them. If you can bear to do that kind of tedious grunt-work, then by all means, have fun with it, and post on /tg/ once you're done.
    >> Anonymous 09/21/08(Sun)17:09 No.2633442
    >>2633436
    >if you can BEAR to do that

    BEARTIME
    >> LogicNinja !X/WncDCXNA 09/21/08(Sun)17:11 No.2633452
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    >>2633442
    >> LogicNinja !X/WncDCXNA 09/21/08(Sun)17:16 No.2633479
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    >>2633442
    >> Anonymous 09/21/08(Sun)17:16 No.2633481
    >>2633436
    Yeah, looking at it, there would have to be a companion book to the card game that detailed exactly what effects would be caused by each and every combination of runes. It would be exceedingly simple to incorporate ritual casting, though. On a player's turn, that player can play a rune as a base to a spell. Priority passes clockwise around the table, each player gets a chance to play an augmenting rune, which could completely fuck up the caster's spell. Like, if someone played a necromancy base, the opponent could play rock, and then the caster would reanimate the creature that they had chosen as a statue, lol. I'm not sure what the best way to incorporate monsters would be, though. It could be that certain rune combinations would summon certain pre-made creature tokens. Or maybe creature cards would be the best way to do it. I have alot of thinking to do if this is going to work
    >> Anonymous 09/21/08(Sun)17:43 No.2633671
    >>2633442
    >>2633452
    >>2633479

    Fuck off, i've had one too many ciders, alright? Jeeze, give a dude a break.

    >>2633481

    Again, sounds like a very awesome idea, but you'd need to get the grunt work done... although, i'd be willing to help out if your seriously considering this as something you'd like to, and have time to, develop.
    >> Anonymous 09/21/08(Sun)18:32 No.2634069
    Maybe i'm just a faggot, but runic technology seems like something with a fuckton of potential. You could replicate so much high tech shit with simple machines and a couple of runes.
    >> Anonymous 09/21/08(Sun)18:55 No.2634281
    >>2634069

    I know, right?

    Want a new KILLDEATH Chest-Cannon?

    Get some ink (for runes) and a hollow log.

    First, use a Rock and Details rune on it, making it hard, and smooth. Then, mix up a lightning and fire rune on the inside. Make sure you have yourself decked out with some Body and Strength and possibly even courage to hold the thing, then use augmentation to strap the fucker to your chest! then activate the runes, and watch as a shitstorm flies out the end!

    Later on, upgrade killdeath cannon with wound, mortailty, death, etc. the more runes you have however, the more chances you'll have of blowing yourself up.

    For extra credit, make a ton of them, strap them to undead bodies, and make yourself some Runic Dreadnaughts! Fuck year!

    Ok, i need to get this system. OP, get a team together and fund this, rly. I'm creaming myself over possibilities.
    >> Anonymous 09/21/08(Sun)19:23 No.2634492
    >>2634281

    I'm currently just ironing out the fluff as a basis for the rules, and thats all i want to focus on at the moment. I'm halfway through finishing another game for /tg/ (I won't tell you which one, that'll give away who i am), but it should be done in about a week, so i can get down to runecrunch.

    Also, more rune user types desperately requested. Rune Crafters, as posted above, are a good start, and feel free to flesh them out a bit if you'd like.
    >> Anonymous 09/21/08(Sun)20:03 No.2634758
    Rune Dancer? Caster type who casts runes exclusively through body movements. stores runes in head, ala runecaster, but can cast covertly (to an extent- the fact your dancing is obvious, the fact its a spell is not).

    I dunno, pulling ideas outta my arse here.
    >> Anonymous 09/21/08(Sun)20:17 No.2634857
    Some kinda caster who draws all the runes in blood or similar substances, possibly darker flavour than others and greater risks when they cast spells. satan-mage cliche's basically, but they're still useful.
    >> Anonymous 09/21/08(Sun)20:35 No.2634965
    My HURP DURP senses are telling me that this shouldn't entirely revolve around runes. Throw in your standard Fighter/Rogue/Monk non magic classes, perhaps?
    >> Anonymous 09/21/08(Sun)20:36 No.2634975
    Why not allow the PCs access to some AntiRune classes?
    >> Anonymous 09/21/08(Sun)20:38 No.2634988
    >>2634965

    That'd require adding additional sources of power, which would somewhat screw up the already constructed focus of the setting; runes.

    Saying martial prowess is equal to magic either means you have shit magic, or its due to game balance nonsense. no matter how good you are at swinging around a sword, if you get hit in the face with a blast of flame, you are going to die.

    Runes are the only source of power. perhaps monks use martial arts forms based on them, and fighters are already covered by rune warriors, likewise mages by runecasters.
    >> Anonymous 09/21/08(Sun)20:42 No.2635014
    >>2634975

    Unrunes don't really lend themselves to being used by heroes of the world, since all they can do is destroy it. Normal runes are flexible, but the only thing unrunes can do is unravel reality. and, while this may seem useful, it is very corruption, very noticeable, and illegal in the same way being a witch was illegal when the inquisition was still in full swing.
    >> Anonymous 09/21/08(Sun)23:31 No.2636069
    Bump for my love of this idea and being in the first thread.

    OP I'm not reading the thread before posting this, when are you thinking it will be done and where will i be able to get my hands on it?
    >> Anonymous 09/21/08(Sun)23:37 No.2636111
    >>2634988
    Martial arts, eh? How about...each stance, attack, and guard puts the body into a shape emulating a rune - with completely different styles developing around different groupings of runes. Fists of Fiery Divine Wrath, anyone?
    >> Anonymous 09/22/08(Mon)06:47 No.2638732
    >>2636111

    That is very cool... What'd be a good name for the martial arts class? Runefist?

    >>2636069

    I can't properly get to work on this before the 28th, and i haven't done enough to get a concrete deadline. we'll have to see.
    >> Anonymous 09/22/08(Mon)07:19 No.2638834
    >>2638732
    Couldn't think of a name, but Runefist sounds pretty awesome.
    >> Anonymous 09/22/08(Mon)07:31 No.2638862
    >>2636111
    That's pretty fuckin cool.

    Also, bump for awesome idea.
    >> Anonymous 09/22/08(Mon)07:45 No.2638881
    Some basic fluff/quasi-crunch about Runefists;

    They don't really learn runes at all. Instead, they simply practice the same series of movements, over and over with incredible dedication, and almost work themselves into the framework of the rune. This means there are virtually no limits on how many runes they can know, but learning a new runic style takes a long time.

    Hmm... possibly have a system reminiscent of Cascades from Ctech, where a Runefist flows from one rune to the next to the next, combining a series of rapid attacks or blocks with powerful magical augmentation.
    >> Anonymous 09/22/08(Mon)07:46 No.2638885
    Having skimmed through, what is it you're asking for?
    >> Anonymous 09/22/08(Mon)07:51 No.2638896
    >>2638885

    Anything really. interesting ideas on possible fluff or crunch, comments on already suggested things or expansions upon them, whatever. i'm just trying to make a big melting pot of ideas.
    >> Anonymous 09/22/08(Mon)07:52 No.2638900
    Maybe I've been playing too many old Final Fantasies, but class idea: Rune Mimic. You can't learn runes beyond what a normal peasant has access to, but whenever someone near you uses a rune effect you can temporarily make use of the runes they used. Some form of limit will be needed, say you can only store a certain number of runes for a limited time, or you can't achieve certain effects. Basically, in exchange for reliability, you get near limitless potential.
    Is this awesome? m/m
    >> Marca Reg !!XL717J3DDe9 09/22/08(Mon)07:54 No.2638905
    >>2638881

    Embarassingly enough my first thought when i read this was of someone using Naruto-style handjive magic.
    >> Anonymous 09/22/08(Mon)07:59 No.2638912
    My primary concern is how you will manage to define the differences in a lot of the possible combinations.
    For instance, what would be the difference between the combining of any three of:

    Scrying (lesser)
    Prophecy (lesser)
    Secrets (lesser)
    Divination (major)

    Overall it seems like a very well thought out idea, but judging by the naming scheme it seems most lesser runes will be phased out entirely in favor of the broader Major runes. I'm not sure if that's what you intend, but going on the stringing of nine together in your example, that's probably not what you want.
    >> Anonymous 09/22/08(Mon)08:08 No.2638927
    >>2638912
    Not OP, but I figured something like:

    Scrying - Searching for and/or monitoring something.
    Prophecy - Looking into the future, following the paths of possible actions.
    Secrets - Hiding away knowledge, places, or an object.
    Divination - Same as scrying and prophecy but, by virtue of being a greater level rune, more powerful while less specific.

    You could accomplish the same thing with different combinations of them, yeah, but the differences in purpose add up until you have two chains that, individually, look the same but on the whole have completely different effects.
    >> Anonymous 09/22/08(Mon)08:08 No.2638930
    >>2638912

    One advantage of lesser runes will be a lower cost in points of mana or whatever we use for that.

    However, i can see your point. do you have any ideas for balancing it?

    Also, for the runes you mentioned, i interpret scrying as looking into the present or past, at long distance, with an ability to focus on specific events, while Prophecy is a random glance into the future, a cryptic idea of what may occur. Secrets is slightly wierder, but i figured could be used to draw out the truth of misleading words, find hidden treasures or test anothers intentions. Divination encompasses both Prophecy and Scrying, allowing a deep look into the past or present, and more focused, though still cryptic, glimpses of the future.
    >> Anonymous 09/22/08(Mon)08:20 No.2638951
    >>2638930

    True a cost difference would give them more utility, but I'm more concerned about backing yourself against the wall as you flesh out the actual spells, or if it's a freeform in play kind of deal, figuring out what the effect does in a manner that will be balanced with other combinations.

    Assuming a max of 10 in each combination with no limits on each category and order being considered a non-issue, you have about 600 spells to make.

    If you find that to be an issue, just some simple consolidation of some of the specific or redundant ideas (Mortality in the same circle as both Healing and Men) would mitigate that quite a bit.

    Also, my math may be off, as I'm about to pass out...
    >> Anonymous 09/22/08(Mon)08:21 No.2638953
    Yeah, my math was off, that was for Spells made of 10 runes alone...

    >>2638951
    >> Anonymous 09/22/08(Mon)08:25 No.2638969
    >>2638951
    >>2638953

    Since i'm going for free form magic, i'm allowed to ignore the annoying task of defining every interaction. just give each rune a bit of flavour, a little bit of crunch, let players screw around with them and then give the GM right to okay or deny any suggested spell if they're warping the definitions too far.

    However, the sheer number of interactions might be a problem for CCG guy...
    >> Anonymous 09/22/08(Mon)08:30 No.2638981
    >>2638969
    CCGfag's original idea should still work. It'll be more limited than the main system, but without a GM to adjucate that's the only real way to do it.
    >> Anonymous 09/22/08(Mon)08:33 No.2638988
    >>2638969

    Yeah, free form would probably be the only way to use a system of this magnitude, but if that's the case, it seems that about halfway through progression, a creative or simply an attentive player could easily do almost anything, and even after dealing with that issue, A combo of:

    Prophecy
    Secrets
    Scrying
    Divination
    Details
    Gods
    Augmentation
    Knowledge
    Truth

    Would most likely produce Game-breaking divination effects. It might not even take that many runes to get a spell of LOL PLOTHAX.

    I'm not personally very familiar with free-form RP gaming, but it seems like the thing this system will rely on most is the integrity of the players and whether or not they like to argue with their GM.
    >> Anonymous 09/22/08(Mon)08:34 No.2638993
    >>2638981

    Also, CCG Guy?
    >> Anonymous 09/22/08(Mon)08:35 No.2638997
    OP here, going back over some of the new class suggestions with new thoughts

    >>2628110
    Rune Crafters gives me an image of a dude actually building something, or at least creating it. Perhaps they inscribe all their runes onto something, or have a roll like the ArtifIcer in D&D- they put all their runes on objects, to be activated later, meaning that with some prep time, they can be awesome, but if caught unprepared can be in a bit of trouble.

    >>2634758
    Rune Dancers seem like a nice Rogue analogue- lesser dances (i.e. three runes or less) only require very minor movements, meaning they can stealthily cast support magic etc, while greater dances (four runes or more) require full body movements, and while they take longer to cast than normal casters, they can be quite powerful. perhaps a new rune tree for them, illusion/reality?

    >>2634857
    Actually, breaking away from the satan-mage cliche's, this could make an interesting holy-caster type. Their runes are all gained via worship of a spirit or deity of that rune (Lesser and major runes have spirits, greater have deity's) but must sacrifice blood and other things to activate them.

    >>2636111
    Runefists work off one of the true rune tree, but in different ways to other rune users. they draw up all the runes they know into a chart, like the cascades from Ctech, and assign each rune an action. when they use their powers, they flow down the chart, not only activating the spell but also gaining the benefits of the actions (Block increases defense, attack allows them to attack that action/increases damage multiplier, move allows them to move/increases dodge)
    >> Anonymous 09/22/08(Mon)08:41 No.2639017
    >>2638993

    see

    >>2633390
    >>2633481
    >> Anonymous 09/22/08(Mon)08:54 No.2639075
    Gah, missed one

    >>2638900

    Rune Mimics strike me as a nice jack of all trades character, as they'll have to have some of the skill anothers runic power is based off in order to actually utilise it. They could also, theoretically, copy several different styles at once, if they were good enough, which could work extremely well...
    >> Anonymous 09/22/08(Mon)09:05 No.2639106
    as far as the PLOTHAX, you have to remember that the BBEG has at least as much power in these runes as the party, and probably better. Those unrunes of divination could easily mask things, right?

    And for classes, there's always the runecrafter, a gadgeteer that experiments making things to try and make life easier for everyone....think like a cauldron with a heat rune that can be somehow activated...making a carryable warming pot for food.
    >> Anonymous 09/22/08(Mon)09:08 No.2639118
    I could also imagine an experienced crafter making sticks with fire-heat-lightning and throwing them as a weapon :) .
    >> Anonymous 09/22/08(Mon)09:18 No.2639149
    OP here, asking a random question.

    If i ran a game of this (on the Sup/tg/ IRC) how many people would want to join in, and what Rune-user class would you prefer?
    >> Anonymous 09/22/08(Mon)09:27 No.2639164
    >>2639149

    I'd be in, and probably the most martially based rune-warrior. That or the runecrafter.
    >> Anonymous 09/22/08(Mon)09:31 No.2639176
    I'd be up for it; Probably as a Fist or Crafter.
    >> Anonymous 09/22/08(Mon)09:54 No.2639257
    >>2639106
    >>2639118

    Crafters are looking to be very awesome indeed
    >> Anonymous 09/22/08(Mon)10:49 No.2639475
    In case you haven't realised, the OP is shit at names.

    I request new name suggestions for every class we have so far. full list follows.

    Runecaster
    Rune warrior
    Tattooed Runecaster
    Rune Dancer
    Runefist
    Rune Crafter
    Rune Priest (For the holy gits)

    Priority for a new name is Tattoo'd runecaster, as that doesn't really roll off the tongue, and is generally a bad name.
    >> Anonymous 09/22/08(Mon)11:17 No.2639602
    Most of the names seem fine... Change Tat caster to Runemarked, to fit in with the pattern, and it goes together great.
    >> Complete Class List Anonymous 09/22/08(Mon)11:59 No.2639812
    Runecaster: Basic magic using class, memorising runes and then linking them together to create spells.

    Rune Warrior: Combat class, runes inscribed on armour and weapons and activated during combat manouvers.

    Runemarked; Magic user who Tattoo's runes onto their body, for a wider variety of effects, but less depth and power.

    Rune Dancer; Magic users who memorises runes, but casts them through body movement (i.e. dances). Take longer to cast powerful spells, but can cast minor spells covertly.

    Runefist; Martial artist who magically empowers his martial arts via forms and styles based off certain runes.

    Rune Crafter; Highly specialised caster, works runes into objects to empower and enhance them.

    Rune Priest; Holy caster, worships the spirits and deities of the runes, calls their power via sacrifice of blood.
    >> Anonymous 09/22/08(Mon)12:12 No.2639914
    >>2639812
    You forgot -

    Rune mimic; Capable of using/mimicking the runecasting abilities of others (to an extent), but incapable of doing anything on their own.
    >> Starting Runes Anonymous 09/22/08(Mon)12:22 No.2639996
    Normal Person; Two lesser runes from any tree

    Runecaster: Seven lesser runes from any tree

    Rune Warrior: Five lesser runes from the Life, Energy, Death and Matter trees

    Runemarked; Nine lesser runes from any tree

    Rune Dancer; Seven lesser runes from any tree

    Runefist; Six lesser runes from any tree, two marked as strikes, two marked as blocks, two marked as movements. One major rune, marked as a stance.

    Rune Crafter; Seven lesser runes from any tree

    Rune Priest; Six lesser runes from any tree, the "Gods" major rune

    Rune mimic; Two lesser runes from any tree
    >> Anonymous 09/22/08(Mon)12:41 No.2640079
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    Just a Thought about the Warrior Rune Tree. If its a Separate Tree to the Truth Tree, then its central rune should be something thats reasonably Separate to Truth. And Since Truth in this case represents absolute knowledge or whatever, what about Conflict?
    >> Casting Rules (Off the top of my head, probably all bullshit) Anonymous 09/22/08(Mon)12:44 No.2640094
    >>2639996

    Correction;
    Rune Warriors: Five lesser runes from the Life, Energy, Death and Matter trees, any two runes from the Warrior tree

    [Lesser = 1pt]
    [Major = 2pt]
    [Greater = 3pt]

    Runecasters; Can weave together (Runes + Intellect)/2 points of runes into a single spell. Can cast one spell per turn, with a total of Reaction + Runes (No rune may be used more than once in the same spell). Spells with more runes than this may be cast over multiple turns.

    Roll Runes + d10 with a target number of 9 (or an opposed roll). Modifiers: Every two minor runes +1, Every major rune +1, Every Greater rune +2, Description & Relevance bonus (From +1 to +5).

    Damage/armour defined by highest relevant rune (Lesser 1d4/1d3, Major 1d8/1d6, Greater 1d12/1d10) multiplied by degree of success. Certain runes can decrease/ignore armour, cause exploding damage die or modify damage roll. GM's discretion on relevance of any of these effects, and whether to increase or decrease damage/armour dice or modifier.

    Rune Warrior; Can weave together (Runes + Relevant skill (Block, Melee, Ranged))/2 points of runes in a single manouver. All runes used must be present on the piece of equipment being used i.e. if you are blocking with your shield, you may not use runes on your sword. You may make one manouver a turn.

    Roll Runes + Physique with a target number of 9 (Or an opposed roll) Every minor rune +1, Every major rune +2, Every Greater rune +3, Description & Relevance bonus (From +1 to +5).

    Damage/armour defined by equipment in use, modified by highest relevant rune (Lesser one step, Major two steps, Greater three steps) multiplied by degree of success. Certain runes can decrease/ignore armour, cause exploding damage die or modify damage roll. GM's discretion on relevance of any of these effects, and whether to increase or decrease damage/armour dice/modifier.
    >> Anonymous 09/22/08(Mon)12:57 No.2640158
    >>2640079

    That makes sense. So, Conflict as a source rune apart from True. thats okay. I asked before, but i'll ask again- Any ideas for Free runes (Runes not part of any tree) or or additional Source Runes (To add to the ones we already have, True and Conflict).

    Also, i think i need to completely redo the warrior rune tree now, though it'll probably be better this time round.
    >> Anonymous 09/22/08(Mon)13:05 No.2640206
    >>2640158
    Time, Memory, Steel or Iron, Ice, Wood or Forests, Rivers, Motion or Speed, Communication, stuff like that?
    >> Anonymous 09/22/08(Mon)13:08 No.2640224
    >>2640206

    Yeah, shit like that. noted for future reference.
    >> Anonymous 09/22/08(Mon)13:09 No.2640233
    >>2640158
    Some ideas for additional runes: nature, insanity, animal, pestilence, corruption, dark
    >> Anonymous 09/22/08(Mon)13:12 No.2640257
    >>2640158
    Earlier you(?) mentioned illusion - there's a lot of potential stuff there.
    >> Anonymous 09/22/08(Mon)13:15 No.2640275
    >>2640224
    seriously, you need a name.
    >> Anonymous 09/22/08(Mon)13:24 No.2640380
    >>2640275

    I have a name. However, in every project where i've previously used it, i had negative responses, so i decided to try and make a project work without a name.

    Also, thanks for all the free and source rune ideas. Also noted for future reference.

    Does this thread deserve archival? I'm saving a personal copy, but i'm wondering if anyone would like to continually access it, as we have got a lot done.
    >> Anonymous 09/22/08(Mon)13:41 No.2640508
    OP here, vanishing for a few hours as i have a games club to go to. Hopefully, this thread will still be around when i get back, packed full of new and useful suggestions.

    Keep it up guys.
    >> Anonymous 09/22/08(Mon)14:32 No.2640968
    This thread is aggressively nifty.
    >> Anonymous 09/22/08(Mon)16:02 No.2641713
    you could also read into Ursela K. LeGuin's Earthsea series...I could see these runes working well in something like that setting.

    (everything having a true name=true rune to control it; and the villain was a shadow of the hero).
    >> Anonymous 09/22/08(Mon)16:05 No.2641741
    >>2641713
    "I am a shadowy reflection of you."
    >> Anonymous 09/22/08(Mon)18:45 No.2643062
    OP here, back again, and bumping this thread for new ideas.

    >>2641713
    >>2641741

    I really do love the earthsea books, and i can see a resemblance between the two magic systems, although there are rather less runes than there are true names, and the system by which their interlinked and used is quite different. Still a good source of inspiration.
    >> Anonymous 09/22/08(Mon)19:25 No.2643363
    Bump for a good project.
    >> Anonymous 09/22/08(Mon)19:32 No.2643399
    I like the idea of a system that gives you a few roots and leaves you free to come up with creative uses for them.

    Archive this shit.
    >> Anonymous 09/22/08(Mon)20:37 No.2643794
    This is the OP, signing off for the night. Perhaps the thread will be here when i make up. perhaps not. whatever happens, we've got a lot done this past few days, and i'm very thankful for all your wonderful ideas.

    Goodnight /tg/, and thank you.
    >> Anonymous 09/22/08(Mon)21:38 No.2644173
    I'd have posted this earlier, but I've been at a hospital doing nothing for a while. Incidentally, it is what sparked the idea.

    Runic Surgeons! Curing diseases and wounds; changing bodies; and creating runed juggernauts of flesh to do their bidding. They specialize in the effects of runes on living creatures, and use it to their advantage. Although, I do hope somebody can come up with a better name that 'Runic Surgeons'.
    >> Anonymous 09/22/08(Mon)23:15 No.2644659
    >>2644173

    runebinders? nah.
    rune menders? maybe

    it honestly could be rolled into a runepriest's role though...a devout person devoted to the major rune of life
    >> Anonymous 09/22/08(Mon)23:19 No.2644683
    Cool stuff OP, I like runes and I like open-ended systems. You get three internets.

    I just want to point out, air is actually matter (not energy!).
    >> Anonymous 09/23/08(Tue)02:09 No.2645566
    OP:
    I know you're not here right now, but I've been watching this idea of yours evolve over the last week or two from a decent concept into an increasingly intricate and promising system. I support you wholeheartedly, and actively await the completion of this glorious idea.

    Therefore... bump.
    >> Anonymous 09/23/08(Tue)02:42 No.2645712
    OP here, Good morning /tg/. Thanks for the interesting overnight posts. I wonder what wonderful ideas we'll end up seeing today?
    >> Anonymous 09/23/08(Tue)02:45 No.2645729
    >>2617940
    Yeah, I posted a little Death Gate stuff when the OP asked about tattoos in an earlier thread.
    >> Devil 09/23/08(Tue)02:48 No.2645751
    Saved and enjoyed greatly.
    >> Anonymous 09/23/08(Tue)04:21 No.2646295
    OP again, i just realised this thread is four days old. Is that unusual?

    Also, i'm going to try and do some more rules, maybe the casting mechanics for a couple more classes (Scroll up to find the mechanics for Warriors and Casters). Any comments or criticisms on the earlier mechanics would be great.
    >> Anonymous 09/23/08(Tue)06:32 No.2646744
    I was planning on making tokens for each rune for when i play this game in real life. on the front, the rune, and on the back its names and aspect. However, i'm contemplating what to make the tokens out of, what size they should be, and how to differentiate between Leser, Major and Greater runes. the current strongest option is using simple plastic, with circles for lesser runes, triangles for major and pentagons for greater, while free runes would be squares or something of the sort. any other ideas?
    >> Anonymous 09/23/08(Tue)08:30 No.2646991
    Oh god... reading through the thread, and got to runedancer. suddenly got a very strong mental image of a guy dodging around a couple of very angry warriors, while singing and dancing along to "Can't touch this"
    >> Anonymous 09/23/08(Tue)09:20 No.2647074
    >>2646744

    If you're artistically minded this is fantastic. Wouldn't you want more than one set, though? You could give the people with access to the different runes something physical to hold and use, and it definitely marks when they level up :) .

    I like the idea of the runefist tying certain runes to certain tasks, like a heat punch or ice block. it differentiates them from rune warriors, though you'd have to make sure that they get power boost for being so focused. The overarching "stance" as a major rune works well too...I could see a martial artist with the cascading water stance being attuned to water/nature attacks and defenses.

    As far as crafters, I'd lean towards making their items one shot, activated by touch/sound, unless they seal it with a permanence ritual....some sort of complex rune combo?

    Keep up the good work!
    >> Anonymous 09/23/08(Tue)10:20 No.2647202
    >>2647074

    I plan to make five of every lesser rune, three of every major and two of every greater, for a start.

    Also, i'm not very good at physical art, but my current plan is to design them on a computer, then let the precision cutting machinery do the work for me.

    For runefists, there will be advantages. Their stance will give a variable stat or skill boost, while their power sets lets them do multiple things in one turn, i.e. execute multiple attack actions, move a long way or stack up blocks and dodges to be very hard to hit.

    I have a friend (not on /tg/) whose going crazy over the options runecrafters have. his current idea is a rune shotgun, which casts by slotting two combustible runes into it, then pulling the trigger. he's previously worked on rune-powered prosthetic arms and eyes, rune powered golems and a runic ion cannon. yeah, its crazy.
    >> Anonymous 09/23/08(Tue)11:42 No.2647556
    Expanding on this history a little; (See >>2616618 for more)

    Large parts of the continent was once ruled by a rome analogous empire, but even then they barely penetrated the deep woods or the dark wilds, and although they controlled the centralised powers very well, the nomads and raiders only paid them token respect. The empire fell centuries ago, when a foolish empire decided to seek total domination, and marched his armies into the forests, confident that nothing strange lurked within. So few emerged alive that other powers were able to take apart the crippled empire. Here and there, ruins still stand, occasionally with the promise of runic treasures which have not yet been claimed, but just as often guarded by constructs and magical defences of intricate design.

    The woods are populated by a very norse variety of Fae. the malicious, mischievous, dangerous beings of immense magic and power, fabled in tales and feared in legend. I just need to think up a way to make them distinctive.
    >> Anonymous 09/23/08(Tue)11:44 No.2647568
    >>2647556

    If you want to distinguish your fae from the standard, make them more like the Trolls from Nordic mythology crossed with the Faun from Faun's Labyrinth. Basically, forest creatures that look like forest creatures, green, alien, and predatory.
    >> Anonymous 09/23/08(Tue)11:51 No.2647603
    Does this system have a name yet?
    >> Anonymous 09/23/08(Tue)11:55 No.2647621
    >>2647603

    Nope. As of yet, none have been suggested, and as you can see by the unimaginative class names i'm crap with them.

    >>2647568

    That could work very well... I'll look up norse trolls again (I've got a couple of translated saga's banging about somewhere with sections on them).
    >> Anonymous 09/23/08(Tue)12:13 No.2647754
    >>2630801
    What about a defensive caster class...would have to know un- and true- runes, but basically relies on knowledge of what runes opponent is casting and reacting. so a runic caster casts Fire + Lightning the Reaction Caster would have to use Water + Rock in response. Now their response wouldnt completely block attacks, because they cant possibly completely understand all runes (but they would have to kknow of all of them to defend against them)
    >> Anonymous 09/23/08(Tue)12:30 No.2647885
    >>2647754

    Interesting idea, but i think it may be best left till later. Something complex like that will be much easier to do when the rest of the system is worked out.
    >> Anonymous 09/23/08(Tue)12:57 No.2648065
    Don't know who came up with it, but i recall "Glyphica" from a previous thread. its pretty shit though. anyone got any ideas for names for the system/setting as a whole?
    >> Anonymous 09/23/08(Tue)13:07 No.2648146
    >>2647621
    Lame suggestion: Runmakt. It's modern Swedish for "power of the runes", "power based on [knowledge of] runes" or simply "rune-force".
    >> Anonymous 09/23/08(Tue)13:10 No.2648168
    >>2648146

    RUNEMACHT!
    >> Anonymous 09/23/08(Tue)13:14 No.2648194
    >>2648168
    I think if you want it in German it would be "Runenmacht".

    Runen macht frei!
    >> Anonymous 09/23/08(Tue)13:18 No.2648237
    >>2648146
    >>2648168
    >>2648194

    Runmakt... it'd do i suppose, but i agree its a little lame.
    >> Anonymous 09/23/08(Tue)13:58 No.2648542
    Random list of names, off the top of my head.

    Symbology
    Runic Genesis
    Runeworld
    Patterns of Existence
    Broken Truth
    Mosaic
    Runes of Power

    more to follow.

    (All the above are pretty shit)
    >> Anonymous 09/23/08(Tue)14:26 No.2648683
    Hmm... save for a name, i think i actually have everything i need by this point. i could expand fluff, runes & classes more, but it'd be a much better idea to work on mechanics.

    Its not that i don't like working on mechanics, or that i'm not good at doing them, but its so dull writing out page after page of numbers and examples. No wonder none of my other projects are properly finished.
    >> Anonymous 09/23/08(Tue)14:33 No.2648719
    >>2648542
    IMO Patterns of Existence, Broken Truth, and Mosaic are the good ones, i espically like Mosaic. When you do decide on a name, defenatly pick one WITHOUT "rune" in it.
    >> Anonymous 09/23/08(Tue)14:42 No.2648782
    Mosaic... i like it. its almost unrelated to what the settings actually about, but it sounds good and should get people interested.

    Any other votes for this or other names?
    >> Anonymous 09/23/08(Tue)14:53 No.2648838
    Ideas from a random anon:

    Adding runes together for an effect adds some sort of ranks to a dice pool. The more ranks you work in, the more powerful you can make the spell. The caveat is that if you generate too much power, the excess goes haywire possibly ruining the spell, damaging you, having unpredictable effects, etc (a whole table of them). Get too few and the spell fails.

    Also, curved distributions for the win. Consider making it Skill + Stat + 2D6 or 2D10 or what have you.

    Lastly, and MOST IMPORTANTLY, get yourself some wiki space for this! It'll make it a whole ton easier to manage the content and coordinate authors. This project is fast outgrowing /tg/ and there's a ton of people here who'd hate for it to lose steam over a lack of focus.
    >> Anonymous 09/23/08(Tue)14:55 No.2648846
    I third Mosaic.

    odd question: what stops mad fuedal lords from hoarding information and creating a magocracy? Surely someone has formed a large powerbase in the last few hundred years.

    Also, how are the runes learned? are they all known to the world at large, but scattered about (ruins, people's heads)? or are they being rediscovered by experimentation? Could the Characters experiment to create new runes?
    >> Anonymous 09/23/08(Tue)14:56 No.2648853
    >>2648719
    This. Sticking "rune" into EVERYTHING would be very bad indeed.
    >> The Official name is now Mosaic! Anonymous 09/23/08(Tue)15:06 No.2648900
    >>2648838

    The only problem there is that i fail at wiki. never learnt how to make one or modify one. plus, if i did make a wiki, a general one to fit all my projects on would be better than one for each project (Which i'd end up making).

    Also, for the rolls, scroll up a bit to find my basic rules. Adding runes increases the bonus on the spell, increasing its power etc. However, the more powerful a spell, the worse it is if you lose control (crit system- roll a nat 1, reroll. if you fail, it critfails. roll a nat 0 (10), reroll. if you succeed, it critsucceeds). Effects determined by GM.

    >>2648846

    There are varying methods of learning runes. scroll up and glance through the earlier parts of the thread, or the previous thread (in the suptg archive) for more info. i'm currently not in a state of mind to write them all out again, sorry.

    As for why not make a magocracy, i have no idea. i'll get back to you with a plot device to explain why it hasn't happened yet, but could in the future (because that would make a fun plot device).
    >> Anonymous 09/23/08(Tue)15:24 No.2649023
    >>2648846

    Okay... a rune is more than a symbol. To use a rune, you must somehow interface with is Mastery- that is, a subconscious knowledge of what the rune represents, and how it functions. this leads to a much better understanding of the world than in most ancient cultures, since someone who has mastered fire can innately understand what fire is, and what it does.

    Runes can be learnt in various ways. Classic casters simply meditate upon the symbol and the aspect, slowly drawing the rune into their minds. Runefists practice a series of repetitive movements based on the rune, working the mastery into their muscle memory. Runemarked tattoo runes into their flesh, and also seal a portion of the mastery along with it.

    As for why no overbearing mageocracy, still thinking. help appreciated.
    >> watch Tyler 09/23/08(Tue)15:39 No.2649149
    http://www.youtube.com/watch?v=wwoqP1cr_Rk
    >> Anonymous 09/23/08(Tue)15:41 No.2649167
    >>2649023

    Mastery, huh? How about naming the game Masters of the Mosaic? The PC's would all be Masters of different types, right? That is, people who possess Mastery over different runes?
    >> Anonymous 09/23/08(Tue)16:07 No.2649345
    >>2649167

    Masters of the Mosaic... sounds cool actually.

    Also, i'll try and explain mastery (It makes sense in my head, but not when i write it...)

    A rune, when truly mastered, has absolute control of its aspect. The amount of influence you can exert via a rune is directly proportional to your mastery of it. Mastery, in game terms, allows more powerful uses of abilities (higher bonuses) and can also apply to knowledge checks (i.e. mastery of fire and air boosts a knowledge check to predict how a forest fire will spread).

    Hmm... that was easier than i thought actually.
    >> Anonymous 09/23/08(Tue)16:16 No.2649411
    Can i commission a draw/graphics/artsfag to do a new version of the chart, with each Rune as a tile in a large mosaic, with the True rune having the largest tile, and spreading out to the smaller ones. It doesn't have to tesselate exactly, so lots of little, runeless, joiner tiles are alright.
    >> Anonymous 09/23/08(Tue)16:41 No.2649564
    OP here... can anyone recommend a good wiki site? i've been contemplating, and i may as well try making one, but i don't know any good places to do so.
    >> Anonymous 09/23/08(Tue)17:13 No.2649813
    >>2649564

    Anyone? Sorry to rebump with the same request, but it seems like something which could be a really good idea.
    >> Anonymous 09/23/08(Tue)17:20 No.2649875
    >>2647074

    Runefists kind of remind me of the Avatar, which is pretty cool. You'll have a lot more power than just LOL ELEMENTS.

    Anyway, this is indeed McFuckHuge Awesome. OP, I award many internets to you. When you make the wiki, let me know, since I'd like my current PC's to start getting to know the system, because I WILL use it. Hell, i'll even buy it if you start making books.

    Shit dude, get a team together. one man can do a good bit, but look at the credits in the back of Shadowrun or something or other. Takes a team, yo.

    Mosaic is a fucking awesome name, also.

    Let's see...since I'm more of a fluff guy, i'm not too good with crunch, but i was thinking something Shadowrun like. You'd do you're rune attack, and then enemy would defend using his body or essence, plus whatever opposite rune's he has activated. Some rune's are devoted solely for breaking defenses, and some are solely for defenses themselves, so it would be interesting.

    Lastly, I'd play a Runecrafer dwarf. That is, if you have dwarves in the fluff. What races will you have? I'd love to deck out a shitload of throwing axes that explode on impact.
    >> Anonymous 09/23/08(Tue)17:23 No.2649921
    >>2649875

    A team... damn, that'd be handy. On one of my other projects, i worked with a couple of people to do the things i couldn't, but an actual team would really, really be great. Any takers?
    >> Anonymous 09/23/08(Tue)17:27 No.2649960
    >>2649564
    >>2649564

    Yes, I can recommend a very good wiki site. Go to:
    www.wetpaint.com

    There are adds, but it's free to sign up and takes almost no time.
    >> Anonymous 09/23/08(Tue)17:27 No.2649963
    >>2649921

    Got yahoo messenger? leon_the_drow@yahoo.com

    Shut up, i made it when i was 13.

    Also, I probably can't help much. Just be a source for ideas and whatnot. Also, I can be a game tester. Whatever works.
    >> Anonymous 09/23/08(Tue)17:28 No.2649974
    >>2649963

    Shit, wrong address. i forgot I don't use it anymore (haven't been on yahoo for a long time.) It's dead_breath_silver@yahoo.com. Sorreh.
    >> Anonymous 09/23/08(Tue)17:34 No.2650037
    >>2649974
    >>2649963

    I don't have a Yahoo address, but i could make one if nescessary. I use hotmail more often, so that'd be more convenient.
    >> The Crunch Emperor of Tablekind !j/hdhZ515I 09/23/08(Tue)17:35 No.2650046
    You boys seem to have plenty of fluff, but not enough mechanics.

    You'll have my axe. Also, I recommend renaming the classes again so that everything isn't just Runethis Runethat Runehim Runeher.

    Suggestions for prefixes : Rune, Glyph, Sigil, Mark, Grapheme, Symbol, etc.
    >> Anonymous 09/23/08(Tue)17:37 No.2650078
    >>2650046 Grapheme
    Loled.

    Scrawl?
    >> Anonymous 09/23/08(Tue)17:38 No.2650085
         File :1222205912.png-(335 KB, 744x415, BEST POAN EVAR.png)
    335 KB
    >>2650037
    Alright. I'm on usually everyday.

    >>2650046
    IT IS DANGEROUS TO GO ALONE, TAKE MY BOW.
    >> The Crunch Emperor of Tablekind !j/hdhZ515I 09/23/08(Tue)17:43 No.2650127
    I suppose I'll try to wrangle some sane mechanics based off what you've explained to date, like Mastery and how two masteries would result in some crazy knowledge synergy for prediction et al.
    >> The Dead Breath Silver !eAa2YnJyfk 09/23/08(Tue)17:54 No.2650243
    >>2650127

    Sweet. I'm writing up some fluff ideas.
    >> Earthflame !98PcYIvlCI 09/23/08(Tue)17:54 No.2650247
    Gah, fuck it, having a name makes shit so much easier.

    Yep, OP is me. hopefully noone will rage.

    If you want to help out, sling me an email. I'll also make an IRC channel on Sup/tg/ for discussion at some point, although i have to GM Dark Heresy first.
    >> The Dead Breath Silver !eAa2YnJyfk 09/23/08(Tue)17:59 No.2650284
         File :1222207151.jpg-(126 KB, 1024x768, BRILLIANT.jpg)
    126 KB
    >>2650247

    I don't even know who you are, Earthflame. But what the hell, even if you had a bad rep, you just got what, 5 internets in this thread alone?

    Redeemed, brethren, redeemed. Also, get that yahoo. I'm a lazy fuck that hardly ever IRC's.
    >> The Crunch Emperor of Tablekind !j/hdhZ515I 09/23/08(Tue)18:09 No.2650375
    >>2650247

    I notice that your rune list for outer, inner, and core goes from 24, to 12, to 6, and then has Truth in the middle. Is Truth a rune/mastery or just there to look cool? And if it is there, do you want another ring from 6 to 3, being like Time, Space, Void, then 1 being Truth?

    I only ask because of potential mild OCD after noticing the 24 -> 12 > 6 -> 1 progression and my mind is like 24 -> 12 -> 6 -> 3 -> 1
    >> Anonymous 09/23/08(Tue)18:11 No.2650396
    >>2650375

    Shit, a master of time, Space, and void?

    I would NOT want to fuck with that guy.
    >> Anonymous 09/23/08(Tue)18:11 No.2650404
         File :1222207914.jpg-(29 KB, 300x430, dr_who_tennant_narrowweb__300x(...).jpg)
    29 KB
    >>2650396
    >> The Crunch Emperor of Tablekind !j/hdhZ515I 09/23/08(Tue)18:12 No.2650412
    >>2650396

    Space and Void are arguably the same thing, I was just giving an example. Also I figured by that point you'd be bottlenecked into only choosing one as your path to Truth, the final stop.
    >> Anonymous 09/23/08(Tue)18:13 No.2650420
    >>2650404
    I would NOT want to fuck that guy.
    >> Earthflame !98PcYIvlCI 09/23/08(Tue)18:14 No.2650430
    >>2650284

    I don't have a particularly bad rep, just drawn rage in past projects, so decided to try one without a trip. but with is much easier.

    >>2650375

    Each rune is a perfect description of what it represents. The true rune is a true and accurate description of everything in reality. Gaining access to it essentially makes one a god. Amplifying it (Casting it in a way which satisfies its aspects, i.e. drawing a rune of fire with a burning stick) can make you a real god, a being with ultimate control over all reality.

    As for the number balance, new branches are likely to be added anyway, so any balance will be broken. plus, an additional layer of runes would be superfluous
    >> Anonymous 09/23/08(Tue)18:15 No.2650437
    >>2650412
    Wrong. See above. Space is space. The Void is nothing.
    >> Anonymous 09/23/08(Tue)18:16 No.2650448
    >>2650375
    If a new layer were created, I would recommend Energy and Matter under Space, Life and Death under Time, and Faith and Knowledge under the third rune - not sure if void would be the best choice there (that sounds more like, I dunno, the truth unrune. Plus it doesn't fit as well with faith and knowledge.) I don't know what it would be, though. Thought/Sentience/something like that would be my best suggestion - seems to fit well with time/space and with faith/knowledge.

    Also, I noticed that these parings are all directly across from each other, and are pretty much opposites of each other. Interesting symmetry.
    >> The Crunch Emperor of Tablekind !j/hdhZ515I 09/23/08(Tue)18:16 No.2650449
    >>2650430

    Could someone just get a mere glimpse/tap into Truth when using something else, to combine like Fire/Truth and turn into some horrible fire-monster/fire-god?
    >> Abaddon 09/23/08(Tue)18:16 No.2650450
    >>2650375
    Surely 24 -> 12 -> 6 -> 3 -> 1.5 -> 0.75 -> 0.375 -> 0.1875 -> 0.09375 -> 0.046875 -> 0.0234375 -> 0.01171875 -> AAAAH MY MIND
    >> Drawde !F8wHraWURw 09/23/08(Tue)18:18 No.2650460
    >>2650430
    Have you ever finished anything, Earthflame old chap?
    >> Earthflame !98PcYIvlCI 09/23/08(Tue)18:21 No.2650485
    >>2650460

    Err... no. not quite...

    >>2650449

    Someone who masters, then amplifies a greater rune can, with time, become a god, but more like a D&D god than a true, omnipotent god.
    >> The Dead Breath Silver !eAa2YnJyfk 09/23/08(Tue)18:21 No.2650493
    >>2650430

    Is it possible to actually master the truth rune? I'm sure there's going to be some Immortal God-Emporer Of Mankind-esque figure in here somewhere... but to be him should incite rage.

    Also, instead of Space, Time, and void, Make it Space, Time, and Power. Or is power already on there? I don't know. While manipulation of time is self-explanatory, space could be the manipulation or creation of nearly anything, while power could be the manipulation of extreme forces, the unknown, and the and secrets of the universe.
    >> Anonymous 09/23/08(Tue)18:25 No.2650524
    >>2650449

    "Fire Body Rebirth" might create a fire monster.

    "Fire Gods Rebirth" or "Fire Gods Life" might bring a Fire God back to life or create one, I guess.
    >> The Dead Breath Silver !eAa2YnJyfk 09/23/08(Tue)18:26 No.2650539
    >>2650449

    I also like this. There is no true mastery of truth, just glimpses of the light of truth. Truth and anything can do insanely awesome things, sort of like what you said.

    The truth unrune? LIES. ALL LIES.

    Also, requesting unrune chart. Should be more grimndark than regular rune table. Noticeably more powerful, but MUCh more dangerous.
    >> Earthflame !98PcYIvlCI 09/23/08(Tue)18:30 No.2650564
    Well, i'm signing off to GM Dark Heresy. Feel free to have fun with this thread while i'm gone. (Damn, it may just reach five days old... ancient by thread standards).

    Also, i may have been a little too extreme before. If a new tier of runes seems like a good idea, feel free to institute it.
    >> Anonymous 09/23/08(Tue)18:30 No.2650566
    >>2650539
    Truth is the embodiment of all of reality/existence.
    Void is the complete opposite of existence.
    Also, the purpose of the unrunes is to negate the runes - unravel/destroy reality.

    I rather like the idea of Void as the ultimate unrune, the opposite of the Truth rune.
    >> The Crunch Emperor of Tablekind !j/hdhZ515I 09/23/08(Tue)18:31 No.2650576
    As it's been mentioned several times in this thread, listing every known application or combination of runes would be ridiculous. Instead, I figure it's reasonable to set three rough guidelines about what a certain level of mastery of any said rune is capable.

    For an example, Wounds.

    I - Equivalent to bad animal scratches/bites
    II - Equivalent to a deep knife or sword wound
    III - Near-lethal level and distribution of wounds

    This is just a rough example to see if this is the kind of direction you had in mind of things. I know you like it to be as open as possible, but narrowing it down into tiers or some kind of "this is the limit, everything underneath is allowed" makes creating mechanics a lot easier.

    Tight mechanics prevents a lot of bullshit drama at the table. Mind you, I'm a firm believer in crunch; a player should expect the GM to interpret mechanics that they all agreed on before playing so no one is left with butthurt.
    >> The Dead Breath Silver !eAa2YnJyfk 09/23/08(Tue)18:38 No.2650629
    >>2650576

    I know it would be free form and whatnot, but how would we know when your dead, roleplay it? Usually, what i do in a game (any game) is that if you're hit in a vital location, YOU'RE GOING TO DIE, FUCK YOUR HP. Until you get medical attention of course. Now I don't kill off characters needlessly, i think i'm a pretty good DM. It's quite hard to hit a guy square in his juggular, and you can make bleeding stop if you treat the wound. (I.e, you take a Runepunch in the chest, use healing runes to stop bleeding until higher level runes can be used to treat you.)
    >> Anonymous 09/23/08(Tue)18:42 No.2650649
    >>2650564
    I think another layer of three would be nice, but also would be, as you said, superfluous. If anything, it would mess up the geometry of the rune chart.

    Perhaps a pseudo-layer - not a distinct layer separating the greater and truth runes, but still present. I like the idea of Space, Time, and Thought runes, each one controlling two opposite points of the central star.

    In summary, the six greater runes all combine to form the truth rune. In addition, each opposite pair of greater runes form one of three runes in this pseudo-layer - Time, Space, and Thought.
    >> The Dead Breath Silver !eAa2YnJyfk 09/23/08(Tue)18:46 No.2650673
    >>2650649

    i like Thought, beats my name of Power. Anyway, thread is auto-saging, new one needed sometime in the future?
    >> Earthflame !98PcYIvlCI 09/23/08(Tue)18:47 No.2650681
    Just glancing back in, and its apparent the threads in Auto-sage. Ah well, it lasted a while. Ideas look good. A new thread might be a good idea.

    My idea on health was three Ctech style vitality levels, with twice physique points in each level, but losing all points just means an opponent can kill you at their pleasure, not that your auto dead. feel free to replace any and all mechanics with better alternatives.

    >>2650649

    They could be free runes, or source runes. Free runes are things like ice or metal. cool, and useful, but currently not part of the main pattern, though they can be tacked on as an attachment to it, while source runes are kinda like truth, with their own web of runes radiating off them. the special warrior runes would be based off Conflict, though that still needs to be designed.
    >> The Crunch Emperor of Tablekind !j/hdhZ515I 09/23/08(Tue)18:48 No.2650688
    >>2650629

    Wat? I'm not talking about dying or not dying, I just wanted to know if breaking runic usage into varying levels of ability for the sake of making mechanics was a good idea.
    >> Anonymous 09/23/08(Tue)19:04 No.2650842
    Thinking about other rune trees you've mentioned OP - such as the warrior rune tree - instead of creating entirely new, seperate trees, I think these should take existing branches of the main tree and specialize them. For example, the warrior rune tree would be derived from, say, the life and faith branches. It would take those as the base, then expand and specialize for warriors. The runefist tree could come from, say the life and energy branches. I think it would make more sense, and make everything more coherent in a single system.

    As for changes to the rune tree - I reccomend keeping at least the major and greater runes exactly as they are. No changes, additions, or subtractions. Those circles encompass everything I could think of, and have beautiful symmetry too. Everything directly across from each other seems to be related (only thing that could be changed is making fire/water and earth/air opposites. As it is, fire is paired with earth, and air with water.) Minor runes could be tweaked, but seem good to me.


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