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  • File :1224175197.gif-(10 KB, 600x494, Runes.gif)
    10 KB Earthflame !98PcYIvlCI 10/16/08(Thu)12:39 No.2815797  
    The Mosaic contains all things, a flowing pattern of sigils and glyphs, all sourced from the True rune, the ultimate descriptor of reality. We, who live on this mortal world, merely catch glimpses. But I tell you now, this is not true for all.

    You've probably heard of Sigilists. Most of your villages have an old man who knows five or six runes and can work them together faster than you could believe. Some start younger than him. I kid you not when I say, less than a year past, I met a Sigilist of twenty one years of age who had mastered twenty one runes. His companions considered him a prodigy, and he certainly had stories to share, but to understand them, first you need to understand the runes.

    Who here knows a rune or two? Most of you? Good, so you at least understand the basics. The runes control the world. No, the Runes are the world. Control the runes, change the
    world. Its that simple. However, I'd bet most of you can use one rune at a time, at most, right? to heat up your cocoa, or keep going to till the field for another hour, and other, normal things like that?

    A Sigilist has power. Real power. He can take the runes in his head, and draw them out, and string them together into things that, normally, wouldn't work at all. The man I met last year had such great mastery, he brought rain with a single gesture, on an area which had been in a drought for months!
    >> Earthflame !98PcYIvlCI 10/16/08(Thu)12:41 No.2815804
    Yes boy, you're right. Keeping runes in your head aint the only way to do it. I can see you've got a runic tattoo on your arm- Araedi? - A bit bold of you, but I can see why you'd take it. The Runemarked do a similar thing, storing their runes on their flesh, but they use em just like the Sigilists. Well, a little less mastery-

    Whats mastery? You don't even know that? Oh dear, this is going to take a while. You sir, the farmer. You said you know the rune of growth, yes? And you understand the growth of your crops, and your children, and your livestock, almost instinctively- yes, you didn't tell me that, I know anyway- That's mastery. If you know a rune, you can understand what it represents.

    Mostly it’s not in your waking mind, but if you simply let your noggin rest for a moment, you might just find the knowledge becomes accessible, at least a little.

    Anyway, those with a Runic tattoo have a lesser mastery than those who memorise it, cos the rune itself is farther from their mind you see? Well, the physical distance might be a factor too, but it makes no difference how you see it.

    I'd be surprised if any of you'd seen em, the Graven Blades keep a low presence in these parts, but they use runes too. Etch em into their swords and shields, only broken up. To normal folk, just looks like a nice pattern, but to them with knowledge- those who have mastered many runes, and other like myself- you can see the runes hidden within.

    A runed blade is dangerous. They may have even less mastery of the world than Runemarked, but they make up for it with a perfect understanding of battle. That’s what makes em so scary. A skilled swordsman who knows a few strong runes can go straight through any mundane soldier, skill or equipment be damned.
    >> Anonymous 10/16/08(Thu)12:42 No.2815808
    Fuck yeah, Earthflame thread.
    >> Earthflame !98PcYIvlCI 10/16/08(Thu)12:42 No.2815809
    You probably have a couple O' Glyph Carvers roundabouts, and though they may not look it, they got just as much power as the others. They work their runes into crafts- Like your hoe, or your shovel. Minor things like that are their bread and butter, and pay the bills. But they can make grander things. I've seen a building, larger then this hall, stand up on six giant legs and walk away, all thanks to the runes carved into it by its creator. Didn't half frighten me, and caused the bandits who'd thought to raid it to run off screaming.

    You might've seen a runefist passing by, some few years ago. They're odd blokes, but always wise. Don't know any runes themselves, at least in the normal way, but if you can, get a glance at em while they're practicing, doing all these strange movements, punching and kicking the air. Watch closely, and you'll eventually catch it- The runes are in the form, the style. However, don't let em catch you watchin if they said no. An angry runefist is more dangerous than a Graven Warrior, as they don't even need a sword to shred you in one blow.

    I'd guess you never saw a Bloodscribe though. The red priests mostly come from the north, and probably wouldn't bother a rustic little hamlet like yours- No offence intended. They're odd ones, and know less about the runes than any. They just have faith, and faith has its own rewards. Got its own costs too though. Couple O' times I’ve seen a Priest so drained by his sacrifice than he's collapsed after working a miracle, and has to be helped by his attendants. What do they sacrifice? Well, technically, it could be anything they value, but generally, they give their lifeblood as an offering to the gods. Yeah, it is kinda wierd. They're usually more unbalanced than the other sorts- too little blood to fuel the brain, most likely.
    >> Earthflame !98PcYIvlCI 10/16/08(Thu)12:42 No.2815811
    There's another couple of ways to use runes, but those are ones that you likely wouldn't spot, even if one was stood infront of ya.

    One you'll probly've seen, even if you didn't recognize it, are the Dancers. Proper names Somato-something or other, but since no one can pronounce it, most just call em dancers. They hold the runes in their mind, like the Sigilists do, but cast it through movement, kinda like the Runefists. Still, it’s hard to tell whether a simple gesture or dance is actually a spell, since they have a great skill of keeping things hidden, deceptive like.

    Anyway, I best be moving off- Oh, I did say a couple didn't I? Yes, there is one more way to use runes. It’s kinda boring, but if you wish I’ll include it for completeness sake. They're called Mirrors, or Mimics or many other names, but they don't actually use runes, in the normal sense. They just understand runes. Look like normal folk, like you or me, but if someone around them has unnatural talent with runes, they can leech off that. Whats more, and whats not usually known is that they can also improve another’s weaving, or break it just as easily.

    Nope, there's no way to recognize a mimic unless you want to. Heck, I might be a mimic, or I might just be an old man whose heard a few too many stories. How would you know?

    Anyway, I need to wander off. I thank ye kindly for your food and tales, and I humbly hope you appreciate the little I can tell ya. But i hear the call of the next town, and especially of its reputation for good cider...
    >> Earthflame !98PcYIvlCI 10/16/08(Thu)12:45 No.2815821
    Boredom in maths lectures + laptop = random Mosaic Writefaggotry. Not sure what I was thinking when I wrote it, but I figured I may as well post it up.

    For those who missed the previous threads, you can find them here:
    http://suptg.thisisnotatrueending.com/archive/2801636/ (Short thread, mixed with Eurid)
    >> Anonymous 10/16/08(Thu)12:46 No.2815826
    you sir, just made my computer tech class now liveable with a story to enjoy. I just read half of the first post and now I simply have to read it.

    This fa/tg/uy loves you.
    >> Earthflame !98PcYIvlCI 10/16/08(Thu)12:48 No.2815837

    Its not a proper story really. Just me working together some amalgamated fluff using a narrative as a medium. I'll probably do a proper story once the fluff is codified, but that'll be a while yet.
    >> Anonymous 10/16/08(Thu)12:50 No.2815844

    do it. its a pretty fun read. Well no offense but anythings a good read when compared to "WHAT CMD COMMAND TESTS THIS FORM OF ESSENTIAL BULLSHIT" but its a great read, I like the narrator. I imagine some wiseass old man.
    >> Earthflame !98PcYIvlCI 10/16/08(Thu)13:10 No.2815920
    For now, I still need help, renaming and fluffing classes. The thread yesterday did great, but a little more help would be nice, as I'm still running low on ideas.

    Also, any general ideas on fluff, mechanics or whatever are great. skim through the old threads for a general idea of what this shits about.
    >> Anonymous 10/16/08(Thu)13:26 No.2815998
    Guy posts original content

    Guy is thanked for said content

    Guy asks for help with expanding original content

    Thread descends into oblivion

    Don't you just love /tg/?
    >> KingHavoc !!jtQXUhFGp59 10/16/08(Thu)13:33 No.2816024
    Well done. Does this apply to any setting, or is it just the thoughts of a wandering mind?
    >> Anonymous 10/16/08(Thu)13:34 No.2816031

    Refer too

    >> KingHavoc !!jtQXUhFGp59 10/16/08(Thu)13:35 No.2816035
    Hurr durr. I'm dumb. Can't read. Thanks, though.
    >> Earthflame !98PcYIvlCI 10/16/08(Thu)13:44 No.2816072
    Gonna be at a UA game for the next couple of hours. I'll post more when I get back.
    >> Anonymous 10/16/08(Thu)13:53 No.2816105
    I just like the fact you enjoyed my name suggestion for the Sigilist and used it.
    >> Anonymous 10/16/08(Thu)14:12 No.2816190
    OP pic gave me an idea. Maybe some sort of geometry should be introduced in the game with basic figures serving as "bases" with limited number of slots for runes and/or other geometrical figures. Those figures should be known to, basically, make any multi-rune spell and further play as determinators of range/power/lasting time of spells.
    To make some artifact players would have to roll some dice AND draw a desired pentagram/whatever. For example, on op-pic there're:
    - two octagrams in top-left corner that would direct energe flow from center in all directions (to create a fireball, light or some sort of dream twister that would mess with a whole neighbourhood),
    - second from the right on the bottom line is a basic force-wall with two "sensors" that would activate it when target will get close,
    - any cross pattern on the wall is a block,
    - swastika-like thing in the top-right corner is used to make different kinds of magic-wind turbines...
    Of course common "runewords" should also be awailable and that way spells would work like scripts. Gather A, then shape it in B and launch to C or something.
    Sorry, I always come with ideas, not playable models, so I think I haven't helped much.
    >> Anonymous 10/16/08(Thu)14:22 No.2816210
         File :1224181336.jpg-(303 KB, 1000x800, Runepriest06.jpg)
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    Sure is Dwarf around here

    [spoiler]WAR invented runes.[/spoiler]
    >> Anonymous 10/16/08(Thu)14:22 No.2816211
    Dude, this thread's been up for an hour and a half and nobody but OP contributed anything. It all helps, fella.
    >> Anonymous 10/16/08(Thu)14:30 No.2816243

    The top left symbols, the two octagrams, originaly meant to give you the right direction, and protection.

    The second from the right ends strife between two opposing forces.

    And the swastika like thing in the top-right corner, was and is a charm to induce courage in a warrior who uses it.

    An ancient rune caster when he tied to create combined runes, always used a number of runes for it, which were drawn from the original set. The number of the runes was very important, they were only used in holy numbers, each number had it's own meaning and specific purposes.

    For example eight. It is a symbol for reality itself, the universe, the directions. It is almost the most sacred number. Consider, Sleipnir had eight legs, with them, he could travel everywhere.
    >> Anonymous 10/16/08(Thu)14:34 No.2816261
    It's funny that /tg/ always has the best response to worst writefaggotry (K9 or whatever tha comissar was excepted).
    >> Anonymous 10/16/08(Thu)14:41 No.2816289
         File :1224182483.jpg-(36 KB, 132x120, deckard-cain2.jpg)
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    >> Anonymous 10/16/08(Thu)14:43 No.2816304
    What runic alphabet are you using for the game?
    >> Anonymous 10/16/08(Thu)14:49 No.2816332
    Personally, I had this conceptualization of magic of where you you made 'metamaterials' on a 4D scale (3D Location of certain points + timing) which then tapped and shaped the 'energy' you were attempting to use ('element energy,' divine, soul, arcanic, et cetera). These aren't energies in a normal sense, and don't do anything to the universe otherwise, but once you get into the right metashape, the energy comes through and gets shaped by what particular shape you did. It's also a matter of "There's more than one way to skin a cat" involved in doing this. You can't use the same metashape for 'soul' energy as you can for arcane, and so on. Also, you could add so many modifiers (turning the hand a different way, using your voice to vibrate the air, possibly even thinking of a certain emotion can alter the outcome) to what you're doing in order to get what you want. Of course, every substance has its own forms for using these energies, and the like. Like runes, wood, soil, maybe even wind.

    Shall I continue?
    >> Earthflame !98PcYIvlCI 10/16/08(Thu)17:03 No.2817009
         File :1224191024.jpg-(282 KB, 900x900, Rune Diagram.jpg)
    282 KB
    And I'm back.


    This is very close to how I see Glyph Carvers work, mucking around with the geometry and alignment of runes in order to create complex and effective runic devices.


    The image attached to this post is the current version. If possible, we need a graphicsfag to redo it in the style of a mosaic (i.e. each rune is a tile in a large pattern, radiating out from Sannedi)
    >> Earthflame !98PcYIvlCI 10/16/08(Thu)17:23 No.2817117
    Anyway, goodnight /tg/, I need my sleep. Hopefully this thread will survive till morning so I can reap its bounty of ideas.


    Do you mean there's been a bad response to good writefaggotry (in this thread) or vice versa? Your post was rather vague...


    If you wish, as long as you're okay with me pillaging your ideas for anything remotely useful or interesting.
    >> Maus 10/16/08(Thu)19:56 No.2818065
    Have no prob. Just don't jack it all and call it yours. (I am the poster, btw)
    >> Anonymous 10/16/08(Thu)22:23 No.2818892
    Trying to think of something to contribute, but I'm drawing blanks with nowhere to start from. Anybody know what else needs to be done?
    >> Anonymous 10/16/08(Thu)23:48 No.2819374
         File :1224215292.png-(14 KB, 320x240, Death Gate_2.png)
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    There's an abandonware game, called Death Gate, loosely based on the Weiss & Hickman series of the same name. The spellcasting system in the game is quite interesting, as it uses lined tile 'runes' and aligning them in different shapes causes different effects. Play it with a walkthrough handy until you get a number of tiles, just to see how they interact.

    Also, read the books.
    >> Anonymous 10/17/08(Fri)00:01 No.2819454

    Here's a link. Seriously, give it a shot.
    >> Anonymous 10/17/08(Fri)00:35 No.2819602
    i'd say still too much "Rune" in the names... i forget the other threads, but if nothing better was mentioned, perhaps the runemarked could simply be the "Marked"?
    or the 'chosen', or 'avatars' or some other trope on that line of thought.

    second idea, is there any mechanic for mindburn for the classes that use runes mentally? like if they overexert themselves, or try to cast something outside their level by too much, their grey matter gets seared a bit...
    >> Earthflame !98PcYIvlCI 10/17/08(Fri)02:07 No.2820079
    And good morning /tg/


    I always give credit where its due.


    I'll have a look at that, a source of inspiration perhaps.


    I agree, too much rune, new names are still needed. Runemarked to Marked might work, I'll ponder it.

    As for "mindburn" mechanics, as yet we had no plans of that sort, but they are certainly a possibility.
    >> Anonymous 10/17/08(Fri)02:11 No.2820090
    I have a personal rune that I identify with and use as a kind of true signature. Anyone else have a personal rune? If you show yours I'll show mine.
    >> Anonymous 10/17/08(Fri)02:25 No.2820162
    What names are needed, EF?
    >> Anonymous 10/17/08(Fri)02:31 No.2820196

    Classes as they stand: Names in [] are the current best alternative name to the crappy stand-in.
    Runecaster[Sigilist] - Basic magic using class, memorising runes and then linking them together to create spells.
    Rune Warrior[Graven Blade] - Combat class, runes inscribed on armour and weapons and activated during combat manouvers.
    Runemarked[Marked] - Magic user who Tattoos runes onto their body, for a wider variety of effects, but less depth and power.
    Rune Dancer[Somatoglyph/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[Glyph Carver] - Highly specialised caster, works runes into objects to empower and enhance them.
    Rune Priest[Bloodscribe/Red Priest] - Holy caster, worships the spirits and deities of the runes, calls their power via sacrifice of blood.
    Rune mimic[Runemirror/Reflector/mimic] - Capable of using/mimicking the runecasting abilities of others (to an extent), but incapable of doing much of anything on their own.


    Sorry for missing your post. Just skim through the previous threads (I linked them in an earlier post), find something cool, and develop it. rules for the ways the classes use runes, fluff for the world or the non-human species, or either of the two fallen empires.
    >> Lord of Skulls 10/17/08(Fri)02:35 No.2820219
    I am so sick of hearing the word Rune. You overused it.
    >> Anonymous 10/17/08(Fri)02:37 No.2820232
         File :1224225454.jpg-(585 KB, 1280x1106, Heirarchy Assembly Walker.jpg)
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    >Glyph Carver
    >Carves glyphs, summons destruction.

    >> Earthflame !98PcYIvlCI 10/17/08(Fri)02:38 No.2820236

    Was me. forgot mah name.


    I'll say again, I'm horribly bad at names. So, when I couldn't think up a good name, I threw "Rune[something]" in as a placeholder. If you can think up a better name for something, please suggest it.
    >> Mitchell Henderson !!3DEMVmXcfez 10/17/08(Fri)02:59 No.2820323
    Hey EF, it's Mitch.

    Be sure to have them .pdfs ready for me, that is if you still want to.
    >> Mitchell Henderson !!3DEMVmXcfez 10/17/08(Fri)03:13 No.2820364
    Runecaster[Sigilist] = Auguer
    Rune Warrior[Graven Blade] = Like Graven Blade, but how about something like Graven Champion or Graven Conscript?
    Runemarked[Marked] = Marked of Tatau/Tatau [Samoan for "tatoo"]
    Rune Dancer[Somatoglyph/Dancer] = Troubadour?
    Runefist = Keep this the way it is, I think it works.
    Rune Crafter[Glyph Carver] = Inscriptor
    Rune Priest[Bloodscribe/Red Priest] = Chaplains of the Red Veil? Hurrp, I don't know.
    Rune mimic[Runemirror/Reflector/mimic] = Jester, Guiler, Trickster

    Hope these give you fluff ideas.
    >> Anonymous 10/17/08(Fri)03:35 No.2820446
    what about calling the Rune marked something like the Inscribed?
    >> Anonymous 10/17/08(Fri)03:40 No.2820460
    Actually, the name list seems pretty filled out now...

    Runecaster = Sigilist or Auguer
    Rune Warrior = Graven Blade
    Runemarked = Inscribed or Marked
    Runedancer = Somatoglyph or Dancer
    Runefist seems popular, so leave it at that
    Rune Crafter = Glyph Carver, possibly Inscriptor although that sounds very close to Inscribed
    Rune Priest = Bloodscribe or Red Priest, with fluffy names tacked on for various religious orders.
    Rune Mimic's... well, they're pretty secretive, and kinda cryptic, so perhaps they have all the names suggested and more besides?

    Each class having multiple names makes sense to me, as it reflects where in the world they come from- different names from different places, things like that.
    >> Anonymous 10/17/08(Fri)03:40 No.2820461
    >Chaplains of the Red Veil

    Order of the Red Veil sounds like a pretty awesome church. Just give them all various ranks. Knights, Chaplains, Monks, etc and slot them into their associated classes. Chaplains and Priests would be Rune Priests, and so on.
    >> Anonymous 10/17/08(Fri)03:42 No.2820473
    >> Anonymous 10/17/08(Fri)03:42 No.2820475
    Granted, this makes sense, but for OOC and game-build purposes just refer to the casts as their "RuneX" names with the "RUNE" bit removed. Also this guy >>2820364 athough dead, is good of full ideas.
    >> Anonymous 10/17/08(Fri)03:50 No.2820512
    >> Rune Mimic's... well, they're pretty secretive, and kinda cryptic, so perhaps they have all the names suggested and more besides?

    i was thinking, these guys would make great assassins. the more firepower there to protect something, the more power the Mimic has to throw back in the defender's collective faces.
    And the ability to enhance or disrupt casting could be sneaky too. if they try to cast smite at him, a gesture could unravel it... or he could stand in front of someone, and enhance and redirect spells cast at him into his target...

    so... Mimic Assassin Cabal, anyone?
    >> Anonymous 10/17/08(Fri)03:53 No.2820517
    >Mimic Assassin Cabal

    Like a Triad group? House of the Thousand Silver Faces?
    >> Anonymous 10/17/08(Fri)03:57 No.2820546
    yeah something like that, if only because "House of beating you to death with your own fist" is not nearly as melodious.

    also, i had another thought now.. (wow, two in one 4channing session. a new record.)
    would a few runeless peasants with sticks be able to beat a mimic, because there's nothing for him to cast back?
    >> Anonymous 10/17/08(Fri)04:05 No.2820579
    No doubt they'd be trained in unarmed combat and knife fighting, and carry small concealed blades or some such. That and they're assassins. Assassins are nothing if not good at disappearing.
    >> Anonymous 10/17/08(Fri)05:15 No.2820814
    A rune mimic assassin would be perfect for taking out rune heavy targets. Against anyone else, someone without runes, it'd be wise to send someone else. Perhaps a Somat. they pretend to be a dancing girl in a bar, and suddenly your head explodes.

    Then again, with some dancers able to make people explode, they probably wouldn't be that welcome inside a certain class of pub...
    >> Anonymous 10/17/08(Fri)05:22 No.2820842
    Here's a thought- The mirrors are the only ones who properly understand what the runes are, and how they work.

    Everyone else just focuses on the runes physical effects, but the Mirror must truly understand what the runes are. Their powers stem from simple understanding.

    Crafters have some understanding of runes, but spend too much time playing with the geometry to really delve into the secrets of the runes.

    As a result of their understanding, Mirrors act as a balancing force, aiding or destroying rune users as necessary. Well, maybe not all Mirrors, but there will be groups which do play the balancing game, trying to prevent war or whatever by taking down those who abuse or misuse the runes.
    >> Anonymous 10/17/08(Fri)05:40 No.2820917
    Hmm... some work on rules might be a good idea round about now. Where's the crunch emperor of mankind when you need him?

    As I recall, the stats were Physique, Reaction, Intellect and Essence, with skills stolen from Unisystem. Can anyone dig out a Unisystem skill list?
    >> Anonymous 10/17/08(Fri)06:00 No.2820964
    >As a result of their understanding, Mirrors act as a balancing force, aiding or destroying rune users as necessary.
    - Garrett, is that you?
    - Fuck off, my fellow keepers.
    >> Earthflame !98PcYIvlCI 10/17/08(Fri)06:37 No.2821052
    Just back in a gap between lectures, I'll wander off again relatively soon.

    First off, should I write more stuff like the story in the OP? and should I let it be vague whether he's just an old dude, or a Mirror (Makes sense, understanding of runes and all)?.

    Also, what needs doing- Moar fluff (Feel free to add stuff, just glance through the earlier threads to get an idea of the general fluff direction etc), more non-human races and detail on them (They are not PC's. They all have a means, and a motivation, to avoid humanity, and are thus only rarely observed), and most importantly rules. I am absolutely terrible at mechanics. If anyone could do anything for the system, I would be most grateful.
    >> Xaras 10/17/08(Fri)07:40 No.2821261
    Using Runes

    Runic forms and gestures are weaves of power composed in the character's mind and expressed using whichever form is known to him (dancing, inscription, gesturing, etc). To use a form to its full potential, the character needs to know and understand all the runes involved in the form.

    A form is a combination of several runes, and to function it needs an achor rune - a divine conduit that ties the form to the soul of the user (the achor rune ties the form to a basic characteristic of a character). A simple form might be connecting a strength anchor to the rune of stone, which would allow a Graven Character to cause greater damage in combat, drawing upon his native strength.

    As a character advances, more advanced forms become available for him to compose. The number of runes one can form to a single achor is accepted as a general measure of a rune-users power (as a character gains levels, he can combine more runes).

    If inscribed runes are seen as an example, as it is the form the public generally thinks of when runes are discussed, a form is generally bound to a basic geometric shape. An anchor is drawn in the middle of the form, the geometric base is drawn around it, and the modifying runes are inscribed in connection to the base.

    As mentioned, the runes of a form need to be understood for the full power of the form to be effective, and runic users have been known to study a single rune for years to glean every facet of its inherent power. Forms draw their power from the character that use them, meaning that a lesser skilled user would not be able to utilize a form composed by another, unless all the runes were known and understood to a certain degree.
    >> Xaras 10/17/08(Fri)07:57 No.2821306
    The Mosaic

    Many distrust the mysterious and oft-disruptive and destructive characters called Mimics or Jesters. They are known to wander the lands, far and wide, seeking Runic presences in the world and destroying or modifying them. Anything from an inscribed shovel to a blessed church can become target to their curious touch, forms dissolving or changing with no suggestion of how the influence was applied. A carving, be it in stone or wood, will vanish without a trace, or have evolved overnight to have new and unknown properties - sometimes involving complex runes even the most well-schooled adepts struggle to decipher.

    The reason for all this is known to none but a few mysterious individuals operating through the deepest shadows of the world - the most powerful Mimics. The nature of the Mimics is a mystery to many, as they have no real knowledge of runes, nor do they seem able to learn even the little an ordinary man can. Instead, they are attuned to what some call the source, the divine power that touches the world through the runes. Through this connection, all Mimics can feel the ebb and flow of all forms around them, and instinctively know the inner workings of the runes.

    Some that have caught a glimpse of the majestic power the Head Mimics control, or heard the strange rantings of a passing Mimic, suggest the strange and seemingly random acts of the Mimics are part of something greater. It has been suggested that some of the most powerful criminal organisations, religions and even nations are bound and led by the indomitable and unknowable will of the Mimics, but where the road leads is impossible to tell.
    >> Xaras 10/17/08(Fri)08:09 No.2821348

    A character initiates a Runic Form by connecting it to a characteristic. This decides what the character rolls against to make the effects of the Form active. A warrior would know how to achor a Form to his strength or constitution, a caster would anchor it to more relevant characteristics.

    Players compose their own abilities this way, picking runes from their Library - the set of runes they have learnt. Different levels of understanding could be introduced. For example, not knowing a rune in a Form could impose penalties to the Anchor roll, and having mastery of it could give bonuses. This would also lead to an element of exploration, stealing Forms from enemy spellbooks, sketching a rune you encounter to have it researched later, etc.

    At certain levels, a character gains access to new Form Bases, geometric shapes with anchor points for the runes he know. The actual learning of runes would not be automatically bestowed, however, but would be gathered during the adventures, or learnt from other player characters or NPCs along the way.

    Players would actually build spellbooks, the DM handing out new Form Bases when they level up and let them draw their Forms and note the powers the runes bestow.
    >> Xaras 10/17/08(Fri)08:20 No.2821377

    The image in
    has some very interesting central runes that could be used as a basis for a characteristic system.
    Life / Death
    Matter / Energy
    Faith / Knowledge

    I suppose it could be used in a sort of balance system (a central theme of the game seems to be Balance of Power to generate progress), where a character might have HP bound to the Life stat, while the Death stat gives a lot of DPS and very nasty effects to Forms. Matter could be strength, leading to a lack in Energy, which would be a main stat for a caster. Faith and Knowledge sound like they could have a strong tie to the actual Forms and learning thereof. Knowledge could lead to quick learning of a lot of different runes, while Faith (something Mimics might be heavy in) would allow for deeper understanding of the runes and therefore more power but a more narrow path.
    >> Earthflame !98PcYIvlCI 10/17/08(Fri)08:37 No.2821436

    Scrap all previous notes on the system. This man has the right idea. You sir are Awesome.
    >> Xaras 10/17/08(Fri)08:41 No.2821450
    With this stat system, it might be an idea to consolidate the classes a bit.

    Enchanters - Use Forms to buff items
    Rune Warrior = MATTER for strength. LIFE for tank.
    Rune Crafter = ENERGY for powerful item buffs. Balanced LIFE and DEATH

    Sorcerers - Use Forms to produce powerful magical effects.
    Runecaster = ENERGY for casting. DEATH for DPS.
    Runemarked = Balanced M/E and L/D. High KNOWLEDGE for choice of Runes.
    Rune Priest = High FAITH for great power but narrow mind. Class ability: Sacrifice to get bonus for FAITH-anchored forms?

    Bodyforms - High versatility and independence from physical inscriptions.
    Runedancer = High ENERGY for casting.
    Runefist = High MATTER for strength.
    Rune Mimic = Jack of all trades. Might balance to be able to counter anything, or focus on perhaps dispelling/aiding casters by going high ENERGY.
    >> Earthflame !98PcYIvlCI 10/17/08(Fri)09:17 No.2821591
    As a note, I want to avoid very strict classes and "levels" as much as possible. Binding each Runeuser type to a certain stat would, in my mind, be a little too restrictive. There's fun to be had with, say, a charismatic and intelligent rune warrior, who carries a runed standard to lead people into battle, and other such characters who break cliche's.

    For now, i'll stick with Phyique, Reaction, Intellect and Essence as stats, although binding certain rune trees to stats is an idea...
    >> Xaras 10/17/08(Fri)09:48 No.2821708
    Thanks, Earthy.

    Some further thoughts:

    Characters should have some sort of energy pool or other mean to restrict the ease of casting powerful abilities, to avoid spamming of the character's best ability.

    Classes need more differentiation and unique (non-runic) abilities. Such as the Priest's sacrifice to boost Faith rolls. At the moment, characteristic specialization doesn't matter much if everyone has access to the same runes. Perhaps different Anchors should place certain basic attributes on a spell (Touch, Cast, Inscribe), or perhaps some other attribute place restrictions on how abilities are used (only classes with a certain skill can Cast?)

    I made a few spells (based on the picture in 2817009) and will make pictures of the forms when I get the time:

    "Illumination" - Level 1 spell
    Anchor: Energy
    Rune: Light

    "Healing" - Level 1 spell
    Anchor: Energy
    Rune: Healing

    "Stoneskin" - Level 2 buff
    Anchor: Matter
    Runes: Body, Rock

    "Scour Sickness" - Level 3 spell
    Anchor: Energy
    Runes: Healing, Sickess, Body

    "Blessed Edge" - Level 3 Enchantment
    Anchor: Energy
    Runes: Augmentation, Blessing, Light

    "Healing Touch" - Level 3 spell
    Anchor: Life
    Runes: Healing, Wounds, Body

    "Soul Search" - Level 3 spell
    Anchor: Energy
    Runes: Learning, Secrets, Mind

    "Firestorm" - Level 4 spell
    Anchor: Death
    Runes: Fire, Wind, Lightning, Rain

    I don't feel like making up descriptions or rules at the moment, but I think the general feel is there.
    >> Anonymous 10/17/08(Fri)09:52 No.2821722

    From what i've seen, the specialisation comes from how runes are used. Even if two characters have access to the same runes, a Graven and a Somat will use them in completely different ways.
    >> Earthflame !98PcYIvlCI 10/17/08(Fri)10:08 No.2821777
    Just to say, gonna be in quiet mode for a while. I'm writing another little thing on the history of the world. More narration and tangents from old-dude.
    >> Chaotic Cleric 10/17/08(Fri)10:22 No.2821830
         File :1224253367.jpg-(64 KB, 400x600, avatar.jpg)
    64 KB
    <--Counts as Runefist

    Seriously though, how many runes would a starting character know?

    Also, when Runefists use a form, does it express itself in their movement (like Avatar?) When using the Form of Lightning, do they crackle with electricity as they cascade with punches, or is it simply a fighting style which involves leaping into the air and then performing a powerful downward strike? A little of both, perhaps?
    >> Chaotic Cleric 10/17/08(Fri)10:30 No.2821850
    If I may, I'm gonna take this and change the 'Anchor' for those spells to change the outcome, purely as a mental exercise. If you don't want me to, you have until I post again to complain. =P
    >> Anonymous 10/17/08(Fri)10:34 No.2821867

    From a previous thread, may need changing

    Normal Person; Two lesser runes from any tree

    Runecaster: Seven lesser runes from any tree

    Rune Warrior: Five lesser runes from any tree

    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

    As for Runefists, I'd imagine It'd be subtle, but there. Stance of lightning would have tiny sparks flickering every so often while passive, but a lightning punch, or even a punch while in lightning stance would be very, very obviously magical.
    >> Chaotic Cleric 10/17/08(Fri)10:40 No.2821902
    >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.

    Wow. So they have three functions for every rune then? So a Holy Undead Fightan Runefist could take Necromancy and Banishment as strikes, Blessing and Body as blocks, and Wind and Lightning as movements, with a Healing Stance?
    >> Anonymous 10/17/08(Fri)10:42 No.2821911

    Don't see why not.

    Though, you should know in the context of this game (And generally for that matter) Necromancy means "Speaking to the dead".
    >> Anonymous 10/17/08(Fri)10:45 No.2821929
    So, you'd basically be giving some dead person a severe tongue lashing?
    >> Chaotic Cleric 10/17/08(Fri)10:49 No.2821955
    "Go back to your grave and think about what you've done!"

    Perhaps Runefists should have the runes themselves divided into Strike Runes, Block Runes, or Movement Runes?

    Anyway, here's Xaras previous spell list, with anchors changed.

    "Create Torch" - Level 1 spell
    Anchor: Matter
    Rune: Light
    As opposed to Illumination, which would create a light-giving sphere, this causes an object to glow when inscribed.

    "Repair" - Level 1 spell
    Anchor: Matter
    Rune: Healing

    "Tremorsense" - Level 2 spell
    Anchor: Knowledge
    Runes: Body, Rock

    "Wasting Illness" - Level 3 spell
    Anchor: Death
    Runes: Healing, Sickess, Body

    "Holy Armor" - Level 3 Enchantment
    Anchor: Matter
    Runes: Augmentation, Blessing, Light

    "Infect Wounds" - Level 3 spell
    Anchor: Death
    Runes: Healing, Wounds, Body

    "Interrogation" - Level 3 spell
    Anchor: Knowledge
    Runes: Learning, Secrets, Mind

    "Divine Weather" - Level 4 spell
    Anchor: Faith
    Runes: Fire, Wind, Lightning, Rain
    >> Anonymous 10/17/08(Fri)11:01 No.2822032
    Coming up with strike/movement/block functions for every single rune seems like an awful lot of effort that will end up with a crappy end product.
    >> Earthflame !98PcYIvlCI 10/17/08(Fri)11:18 No.2822134
    The old empire? Which one? What? You didn’t know there were two? Damn, what are they teaching you kids today. Alright, listen close.

    First was the Njord, who ruled this land. They were the first to come here, from over the seas some say, and it was here they found the runes. And they spread too many places and their people fractured, but were united by the runes. They worked great magic and created many great things- You know that spiral mountain in the distance, with the light shining at its peak? They made it. The empire fell, thousands of years ago. No one really knows why, but some spoke that they found a rune so dark, so terrifying, that it destroyed their entire culture. The only people who remember back that far are the descendants of the Njords themselves. They live on the coasts, and have grown stoic and cold to the outside world, only really caring about their history. I’ve seen their great libraries, stacks upon stacks of tomes, scrolls and hides, kept in perfect condition by the cold and runes I’d never seen before nor since.

    Anyway, there were a few hundred years of time where things weren’t as well organised. The original Njords retreated to the coasts, while the fragments of society drew together and made their own ways. It was the Imperial Palace where most of the remnants gathered, and made their new city among the hills. They were proud, and arrogant, since they’d basically nicked everything the Njords had left behind, and built up their legions and rune users. They didn’t exactly conquer the continent, but instead merely organised it, and ended up collecting taxes from people who just wanted to be left alone.

    It all ended with the last emperor, Barius. He thought that even the Others should bow to his whim, and so sent his armies into the forests, and the plains, and the seas and the mountains. With most of its troops gone, the empire simply collapsed.
    >> Earthflame !98PcYIvlCI 10/17/08(Fri)11:18 No.2822137
    The Others? Haven’t you heard the stories? Oh, you think they’re just stories? Then listen closely, and be very afraid.

    The folk in the woods are some of the worst. The laughing is terrible. They’ll prance and titter joyfully while stalking you like prey or tearing out your best friend’s guts with their teeth... and their runes are something else. I swear, I’ve never seen such callous disregard for life. I’ve heard stories that some of the legionnaires who were sent in the first time are still alive, kept as playthings for the highest of them. When your mother says don’t go into the woods, I suggest you listen. These edgewoods aint bad, and are usually safe, but every so often one or two of them come looking for a youngling to take off with them. Do they change you into one of them? Well, I don’t know. But ask yourself the question- do you want to find out?

    The river runners aren’t bad. They’re very shy, and very secretive, but if you get to know them, they’re wonderful people. I’ve met them three times, which is more than most men would in a hundred years, and each time they’ve been fair’n straight with me, even when I had fouled their water or pinched their food. However, though most of em are kind, and would rescue a drowning man, some are cruel, and are just as likely to entice you into the water, take you down and drown em. Don’t go near dark water without good reason, and don’t bother the river folk. They’re good people, and deserve their peace.

    If you ever go wandering on the great plains, keep an eye out for the Centaurs. Hope you never see ‘em closer than the horizon, and hope you see them running the other way, because the only reason they ever come near humans is to raid. They’re faster than any normal horse, and there’s none better than a Centaur archer. Don’t even think about following them either. Without a guide, the plains’ll kill you just as easily as the great desert will.
    >> Earthflame !98PcYIvlCI 10/17/08(Fri)11:19 No.2822143
    Speakin O’ the desert, you may well meet one of the shifters if you travel that way. Oddly enough, they’re plenty sociable with people, although you can never tell if what they say is true. Just like their bodies and tongues, they’re words can twist and curve, making falsehood gospel truth. They’re good in a pinch, but a deal with one is never safe.

    Last of those we know about, the Hill folk. Most think the “Trolls” are the hill folk, but thats stupid. The golems and such are just their creations. The hill folk themselves have a talent for moving through solid rock like you would through water, and more often than not won’t breathe air or see light their entire lives. If you do meet one, be respectful, cos they’re quick to angry, and what’s more they wouldn’t talk to you without very good reason, so you better listen.

    Anyway, it was the five folks fault the empire fell. Or, rather, it was the emperors for antagonising em. He thought he could control and tax them as well, while chopping down the forests, poisoning the rivers and carving the mountains apart for minerals. It was the Centaurs who took offence first, as they never want to be restricted by anyone, and so filled any legionaries they saw with arrows double quick. The Shifters were soon to follow, and after that no Imperial could walk in the deserts. Shifters’ll come up underneath, grab you by the feet and drag you deep into the sand, so deep you can’t even scream as you choke on muck and dirt.
    >> Earthflame !98PcYIvlCI 10/17/08(Fri)11:19 No.2822145
    The forests were what really did it though. For five weeks, the forest folk vanished, and then all of a sudden an army of them hit the capital. Tore it apart, razing buildings to the ground and using people like playthings. Pretty soon, the Hill folk rolled in and brought the earth up, and buried the city in the hills beneath the earth. The river folk didn’t do much more than hole ships and break trade, although it all did its part. After that, people generally decided empires were a bad idea. Men should keep to their local areas, and not think too grand thoughts.

    Then again, your local Duke has been doing some very silly things in the past. He’s got that old empire castle up and running, and that sultry Somat by his side is putting odd thoughts into his ear. But I wouldn’t worry too much. Everyone will be brought to rights, soon enough.

    Anyway, thanks for the cider, and the bread. I wish I had time to tell more stories, but I must be getting on. The Faire is still two days travel away, and though I got three days to walk it, I may as well be early.
    >> Earthflame !98PcYIvlCI 10/17/08(Fri)11:21 No.2822161

    Its a free form system. You'll just talk through with your GM about each rune and its basic effects, while the complex effects can be made up on the fly, just like normal runic magic.

    My main idea for Runefists was that they could take multiple actions, say three per turn, giving their limited casting a degree of flexibility in a different way to other classes, as well as boosting their close combat powers.
    >> Ruler 10/17/08(Fri)11:31 No.2822224
    Damnit Earthflame, you are making me feel inferior again.
    Quit making games and give me a bit of time to catch up.
    >> Xaras 10/17/08(Fri)12:05 No.2822446
    This is precisely what I feel the magic system should be about - making basic changes to cause great change.

    You might have a character with high knowledge of certain runes but very few available overall, so he could compose several spells and abilities with the same components but switching Anchors to thicken the spellbook.

    These forest creatures seem to fit quite well with the Norse superstitious mythology you've got going Earthflame. Alluring nature-spirits drawing men into uncharted woods and leave them there, and supernatural fiddlers in streams spreading general mischief.

    Overall, the world sound like the way the Nordic tribes seemed to regard their world, but with a successful civilisation (due to the Runes and guidance they offer). A group of experienced travellers in this setting might even encounter the odd runes of other, distant civilizations and try to incorporate those into their magic (to more or less catastrophic results).
    >> Xaras 10/17/08(Fri)12:20 No.2822526
    What's good with the balance system is that people would be pretty much free to choose whichever stat they want. A warrior might feel like going with a heavy Death stat to make caustic, soul-rending modifications to his weapons, while another might want to go with a very balanced style and a variety of modified weapons and shields to counter different foes.

    The class system would be what defines how the character uses the Rune Forms, while the characteristics are there for players to make their character unique.

    You have to note that the Life/Death, Matter/Energy, Knowledge/Faith system could be set to have no influence on anything other than the Runes. More ordinary characteristics could be involved to decide how charming, strong or intelligent a character is.
    >> Earthflame !98PcYIvlCI 10/17/08(Fri)12:53 No.2822695

    Ah, sorry. I misunderstood you. Each of the rune branches having a score works perfectly...
    >> Anonymous 10/17/08(Fri)13:45 No.2822853
    Archival. y/n?
    >> Chaotic Cleric 10/17/08(Fri)13:54 No.2822894
    For the love of god, Y!
    >> Anonymous 10/17/08(Fri)13:59 No.2822908
    Sure is Di-gata Defenders in here.
    >> Anonymous 10/17/08(Fri)14:05 No.2822931

    We had enough of that shit in the first couple of threads. Either contribute, or fuck off.
    >> Xaras 10/17/08(Fri)14:05 No.2822933
         File :1224266740.jpg-(496 KB, 800x600, Mosaic Runes.jpg)
    496 KB
    Here are a few Forms, as I envision them.

    OP has a few more irregular examples that also might work, especially for simpler Forms incorporating only one, two or three runes.
    >> Chaotic Cleric 10/17/08(Fri)14:11 No.2822961
    So that's Scour Sickness in top left, and Firestorm in borrom left.
    >> Chaotic Cleric 10/17/08(Fri)14:17 No.2822989
    Top right:
    Anchor: Life
    Body + Courage + Rock + Mind + Decay + Destiny
    I'm thinking... a spell that gives the caster iron resolve? Perhaps a spell that fortifies the body but causes the mind to deteriorate? Destiny (if I'm reading that one right) could mean this spell is a geas of some sort.
    >> Anonymous 10/17/08(Fri)14:28 No.2823050
    This might be something akin to heroism - buff (body courage rock) + mild altering of the future (mind decay destiny)... or in other words RAW RAW FIGHT DA POWAH.
    >> Anonymous 10/17/08(Fri)14:28 No.2823055
    This reminds me of the Death Gate Cycle by Weis and Hickman...
    >> Earthflame !98PcYIvlCI 10/17/08(Fri)14:33 No.2823090
    Just a quick reminder, each "Spell" doesn't have a single, discrete effect. The same combination of runes can do many different things, depending on the user and what they want it to do. All the runes need to do is provide a symbolic description of what you want to occur, with greater relevance giving the spell greater power.
    >> Anonymous 10/17/08(Fri)14:36 No.2823103
    Anchor: Matter
    Men + Wounds + Earth + Body + Mind + Smiteing + Rebirth

    The hell is this thing. Some sort of rez?
    >> Chaotic Cleric 10/17/08(Fri)14:40 No.2823122
    Bottom Right:
    Anchor: Matter
    Men + Wounds + Earth + Mind + Body + Smiting + Rebirth

    This is a heavy spell. Depending on the anchor, this could wreak heavy damage, or possibly bring back the dead. The Anchor (Matter) seems to mean that it's cast on an object. It's got Earth and Men from the Major Glyphs, which may mean they're either the target, or possibly the result. Smiting almost certainly means this would attack, but Rebirth implies a transformation. Hrm.

    Guess 1: This spell will create a group of Golems with horrendous might from whatever material it is inscribed upon, purpose-made for combat and likely only to be used to destroy castles or combat with similiar creations.

    Guess 2: This spell would be cast upon siege ammunition, changing it from mere stone to elemental earth, killing all within a hundred feet of impact with a shockwave of force (smiting, wounds). It leaves all structures standing, but reduces living matter to bloody pulp. The projectile is intelligent (Mind), and will seek out the best place to inflict as many casualties as possible.

    Guess 3: This enchantment will shatter a man, mind and body, and seal their soul into a gemstone. As their will is broken, this gemstone could be used to create an intelligent golem.
    >> Chaotic Cleric 10/17/08(Fri)14:45 No.2823145
    Those guesses were just suggested uses. It could be a rez, but it lacks the 'Life' anchor. Hopefully Xaras will tell me his intent.

    Actually, that could be used to animate a suit of armor. Or end all life on the planet. *shrugs*
    >> Anonymous 10/17/08(Fri)14:49 No.2823174
    This is sort of fun in itself...
    This combination, what could it mean?

    Anchor: Knowledge
    Prophecy + Destiny + Details + Augmentation + Decay + Mortality
    >> Xaras 10/17/08(Fri)14:51 No.2823184
    I did indeed intend for it to be a Golem Seal. The others ideas are interesting, though, and absolutely terrifying.
    >> Anonymous 10/17/08(Fri)14:52 No.2823189
    Bad Wolf
    >> Xaras 10/17/08(Fri)14:55 No.2823206
    If it was anchored with Death, it would be a powerful curse, reaching into the pools of time to ensure the death of your enemy. Anchored with Knowledge, however, it might offer the caster an opportunity to gaze into his own future to scry what his bane will be, possibly at a price (decay).
    >> Chaotic Cleric 10/17/08(Fri)14:55 No.2823208
    That will probably give you a detailed description of what a given person will die from some time down the road.Or, it might just show you what the person will look like dead.
    If you switch the anchor to faith, it would probably tell you whether they end up in Valhalla or Nilfhiem.
    >> Anonymous 10/17/08(Fri)14:57 No.2823220

    A Dr Whofag approves
    >> Chaotic Cleric 10/17/08(Fri)14:59 No.2823232
    I never thought of that, Xaras. Using decay as a price.

    Say, what was your top right Form?

    And someone give me a guess on this one.

    Anchor: Faith
    Decay + Mind + Secrets
    >> Anonymous 10/17/08(Fri)14:59 No.2823235
    I was thinking about a "guide my next attack" sort of spell there.
    >> Anonymous 10/17/08(Fri)15:01 No.2823246
    Erase memory.
    >> Xaras 10/17/08(Fri)15:04 No.2823275
    It included six runes except the anchor, so I took it to be something heavier.
    The top right was intended as a simple heavy buff. The Decay rune represented *protection* from decay in the context.
    >> Xaras 10/17/08(Fri)15:08 No.2823296
    Brinwash? Truth serum?

    See, this is what other magic models lack. If you find a spellbook, it'll have something labeled "Jim's Magic Missile" and you'll know what it does if you learn it. Here, you need to research the runes involved, and perhaps even the original scribe himself, to learn his intent with the spell before being able to reproduce it.
    >> Anonymous 10/17/08(Fri)15:08 No.2823297
    They so should have stuck something else at the end of season 4 and just kept building up the tension for Rose's return. RTD's attempts at "ZOMGEPIC" were inevitably not as awesome as the creepy cameos led us to believe.
    >> Anonymous 10/17/08(Fri)15:11 No.2823327
    did we bury the "anti-rune" idea?

    I like the directions this is going...so saving this thread
    >> Chaotic Cleric 10/17/08(Fri)15:13 No.2823343
    Very good! A simple Decay + Secrets would probably work, but I felt adding Mind would make it seem more like naturally forgetting.

    I think a brainwash would use Rebirth instead of Decay, although since it's Faith instead of Knowledge, it could prevent a person from using witholding secrets, or prevent past ills from getting in the way of trust.

    To agree with Xaras, yes that was a pretty hefty spell. Looking at it like that, though, that spell would probably allow you to strike a crippling, if not fatal blow. Put that on a sword and you'd never have to hit the same person twice.
    >> Anonymous 10/17/08(Fri)15:15 No.2823366

    Refer to


    If I recall correctly from a previous thread, it was the Un-runes which caused the fall of the Njord.

    Also, anyone gonna archive this thread? I'm shit at writing descriptions/summaries, and so would rather not do it myself.
    >> Anonymous 10/17/08(Fri)15:20 No.2823407
    intent not required but recommended
    >> Anonymous 10/17/08(Fri)15:21 No.2823412

    would if I could...never done it before :)
    >> Anonymous 10/17/08(Fri)15:24 No.2823430
    There ya go.
    >> Anonymous 10/17/08(Fri)15:30 No.2823459
    The metagame here has so much potential. No more finite "cast this lvl 1 spell to do x damage". More "The monster seems to be made of water...why don't I combine Matter, Growth, Air, Rock to make a Giant Sponge Prison?"
    >> Anonymous 10/17/08(Fri)15:36 No.2823483
    Earthflame and Dagda need to get together and make the ultimate creative team.
    >> Anonymous 10/17/08(Fri)15:37 No.2823489
         File :1224272250.jpg-(18 KB, 308x321, earth_windfire.jpg)
    18 KB
    Anchor: Life
    Earth + Wind + Fire
    >> Anonymous 10/17/08(Fri)15:38 No.2823498
    Anchor: Water
    Heat + Air + Banishment

    Evaporate the damn thing.
    >> Xaras 10/17/08(Fri)15:42 No.2823519
    To be honest, a giant sponge prison is magnitudes more awesome.
    >> Chaotic Cleric 10/17/08(Fri)15:43 No.2823524
    I believe you mean:
    Anchor: Matter
    Air + Heat + Banishment

    Although adding Water as a descriptor would make it damn accurate.
    >> Anonymous 10/17/08(Fri)15:45 No.2823540
    That would make it a bit more general I suppose.
    >> Xaras 10/17/08(Fri)15:48 No.2823560
    His point was that Water can't be used as an anchor (as our concept currently stands). Matter, on the other hand, can.
    >> Chaotic Cleric 10/17/08(Fri)15:49 No.2823564
    Certain rune combinations have the potential to be game-breaking.

    A: Knowledge
    Learning + Secrets + Details + Destiny + Prophecy + Men + Rebirth + Augmentation + Gods

    I now know how to become a God.

    A: Knowledge
    Gods + Secrets + Destiny + Prophecy + Mortality + Smiting

    I now know how to kill a god.
    >> Anonymous 10/17/08(Fri)15:50 No.2823571

    Part of the setting is that gods are intrinsically linked to runes. Doing that would let every single god know exactly what you were doing. enjoy divine wrath.

    Then again, if you can work nine runes together, i'd say godhood is justifiably feasible.
    >> Anonymous 10/17/08(Fri)15:52 No.2823584
    You solved your own problem, the second combination lets you kill the guy who used the first one with a lot less skill than he needed to ascend to godhood. Also, >>2823571
    >> Anonymous 10/17/08(Fri)15:53 No.2823587
    Oh, I must have skipped that bit. Only the runes directly connected to Truth as anchors?
    >> Anonymous 10/17/08(Fri)15:55 No.2823603
    What about anchoring something into Truth?
    GOD territory?
    >> Xaras 10/17/08(Fri)15:59 No.2823623
    My ideas for the magic stats can be found here:

    A character that knows and understands the abilities and inherent attributes of the Truth Rune would essentially be a demigod.
    >> Chaotic Cleric 10/17/08(Fri)16:01 No.2823635
    Basically, yes, because Truth = Reality

    If you can anchor something to Reality, then it could possibly either kill you or create a horrible paradox.

    It would change reality to prevent the need of the spell in the first place, preventing the spell from being cast. Reality would form a loop, and then would be replaced by an even stranger reality. There are wise men that say this has happened several times already.
    >> Earthflame !98PcYIvlCI 10/17/08(Fri)16:01 No.2823638

    I'll take this one.

    In short, yes. In the history of the world, noone has got closer to the True rune than the Great Runes (Matter, Energy etc). If you could use it in a spell, you would have ultimate command over reality.

    Whats more, if you cast and amplified the True Rune, you would become a God, an omnipotent, omniscient entity with mastery over all things.

    To amplify a rune, you must cast it in a way which complements its aspects, i.e. casting a rune of fire by drawing it with a burning branch. For lesser and minor runes, this doesn't mean much. just a power bonus to the spell. For greater runes, it can yield titanic effects, or even cause you to become a god. All gods are simply humans or other beings who ascended in this way.
    >> Xaras 10/17/08(Fri)16:05 No.2823660
    That's quite interesting. Matter and Energy would be quite simple, and Life/Death could be... interesting, but Knowledge and Faith? Knowing how to amplify those two runes would be spectacular.
    >> Anonymous 10/17/08(Fri)16:06 No.2823663
    Could it be possible to counterrune something by using a form that is exactly opposed to the countered form?
    >> Anonymous 10/17/08(Fri)16:08 No.2823678
    Assuming we're keeping the anti-runes, then very much so, yes. I think that was pretty much the point of them.
    >> Chaotic Cleric 10/17/08(Fri)16:12 No.2823695
    Well, amplify Faith might involve getting a large group of like-minded people together, or possibly by dedicating the spell to a God. In either case, the will of the group or the God in question would control the outcome more than the caster of the spell, I would think. So you could go A:Faith with Smiting + Wounds + Men + Lightning, and nothing happens because the person you want to strike down is in favor with your God.

    Maybe amplifying Knowledge would indicate a deep familiarity with the subject. It would be easier to use A:Knowledge with Scrying + Secrets + Men on someone you know, for instance?
    >> Xaras 10/17/08(Fri)16:13 No.2823707
    A Mimic would instinctively know how to destroy a Form and its effects. Another runic user, however... I think it would be a quite complex process. First of all, you really need to see the Form, know and understand all its components and then compose a counteraction. How a counterrune would work in the mechanics, I'm not sure. Generally, I think a runic user would pack a number of catch-all defensive spells and inscriptions (Kings and Emperors probably get cursed all the time), but to make a specific and total counter to a Form?

    I don't know. It definitely shouldn't be knowledge that's easy to come by either. Even the Mimics don't know how they do it, and the simple fact that they can pull it off is why they are in such high demand in courts and gangs of jolly adventurers.
    >> Earthflame !98PcYIvlCI 10/17/08(Fri)16:33 No.2823840
    I'm getting worried now... the conceptual system is really, really good (At least, I think it is). Its gonna be hard to work out rules for it which aren't overly restrictive, and damage the conceptual framework.
    >> Anonymous 10/17/08(Fri)16:38 No.2823871
    Sweet, that rune in the upper right corner's an elaborate swazi
    >> Anonymous 10/17/08(Fri)16:44 No.2823907
         File :1224276253.png-(109 KB, 300x371, yugioh.png)
    109 KB
    Indeed. Any actual game system we get will wind up... well... pic related.
    >> Xaras 10/17/08(Fri)16:50 No.2823944
    Yeah. It pretty much relies on abstract interpretation of the runes. Slapping numbers and modifiers on things would ruin a lot of potential (such as living siege ammunition that makes the enemy castle alive). I have a friend that would argue that the less rules implemented, the better, and I'm inclined to agree.

    Personally, I could live with this not having any concrete ruleset for the magic, but I have a feeling that you want all this "complete".
    >> Earthflame !98PcYIvlCI 10/17/08(Fri)16:53 No.2823967

    I'm very much a rules-lite system fan, and usually try to do the minimum required.

    For this, all I think are necessary are some guidelines. general ideas of what individual runes can and cannot do, power and scope of effects attainable with 1, 2, 3 runes etc, difficulty/bonuses to runes rolls for certain effects (No of runes, type of runes, synergy of runes) and maybe a couple of rules to represent how the different classes work.
    >> Xaras 10/17/08(Fri)16:56 No.2823981
    I think that should be manageable without breaking the magic, so to speak.
    >> DannySalinger !pmWT19Cb06 10/17/08(Fri)16:58 No.2823990
    You could always come up with a bunch of standard, hard-and-fast rules to fall back on if the system's dragging but keep the complicated stuff if the players are up to it.
    >> Earthflame !98PcYIvlCI 10/17/08(Fri)17:11 No.2824043

    Sounds like a plan.

    Breaking it down to basics... General power of Minor, Major, Greater, Bonus per rune in roll, Number of runes which can be strung together. With that, you have the absolute basics.
    >> Earthflame !98PcYIvlCI 10/17/08(Fri)17:19 No.2824081
    I am feeling unnaturally tired (Did one of you fuckers Cast Anchor Matter, Body + Mind + Decay?) and thus I shall sleep. Cya in the morning /tg/. We got some good work done today.
    >> DannySalinger !pmWT19Cb06 10/17/08(Fri)17:36 No.2824173
    I need to hit refresh more often...

    Anyway, as for the Others...

    I'm curious to see how it would play out for the folk in the woods to have access to runes governing things that aren't completely true (like normal runes,) but aren't completely false (like un-runes.) This would be stuff like dreams and stories. To express the the force of the not-quite-true the folk wouldn't be able to rely on normal, real-world mediums like lines and movement, but instead would express runes through complex language structure, carving runes out of syntax. Something very simple would require only a sentence, like how "I am become Death, the destroyer of worlds" is turned from a normal sentence into a really impactful sentence with the weird "I am become" part. Likewise, powerful magic may rely on very long, carefully metered, oration or poetry. Because of their command over the not-quite-true they're almost impossible to track down on their own turf, but since they want to preserve this secret (and perhaps because their craft is vulnerable when understood,) they can't hold land in the outside world or even maintain prolonged military presence.
    >> Anonymous 10/17/08(Fri)17:40 No.2824190
    I've reached the point where I need to start linking the fluff and story to the game mechanics. i know you're thinking Unisystem, but I cannot seem to find it on RS. Anyone help a dumb fa/tg/uy out?

    I like it. The Siren's Song is ACTUALLY a song, after all :P You could pull in inspiration from Shakespeare (Bubble Bubble Toil and Trouble...) and any number of other obscure sources....Dante, hell even some Machievelli
    >> Anonymous 10/17/08(Fri)18:40 No.2824449
    In the official rules text, the system's flexibility needs to be emphasized. Make a point of stating that anything allowed by the GM is good, and that homebrewing changes into individual campaigns is perfectly acceptable, to the extent that it's almost expected.

    That would be pretty awesome. And it wouldn't need crunch, because none of the player characters would be able to use it. (Unless the GM approved of it; see above.)
    >> firstlevelbard 10/17/08(Fri)20:16 No.2824941
    Bump for Earthflame awesomeness, and keeping this thread alive while I try to work on a good crunchy coating for his lovely fluffy core.
    >> Xaras 10/17/08(Fri)22:39 No.2825667
    Fucking crazy fluff-dump incoming. I wrote some world history/geographic description/cultural exposé. I realize Earthflame did something similar in a previous thread, but I read it after my crazy writing and I'd rather post it up than delete/rewrite.

    Also upcoming is some history for the emergence of the classes!

    Let us begin!

    The World of Mosaic

    Mosaic is a place of wonder, where the very fabric of reality can be represented and altered through the use of magical runes. The runes are not available to all, and the chosen few that by heritage or hard study have mastered the Forms of the runes lead the development of civilization throughout the world.

    The First Empire was forged by the Njord, an ancient race that is said to have come from across the Great Sea to have settled in the low countries of the continent. Here they found the runes, and with the power the Njord forged a mighty empire spanning from the cold coasts of Sarasso’s Sea to the desert city of Amenai. Its mages shaped the world around them, raising mountains and carving valleys, until their quest for mastery led them to something dark and infinitely powerful.

    In their hunger for power and magic, the Njord destroyed themselves, and nearly a quarter of their domain was lost when the Great Sea devoured their carefully sculpted domain.

    The few Njord that remain are stoic and cold, caring for little else than to preserve what is left of their ruined culture. They gather their knowledge and artifacts in vast libraries on the coast and in the archipelago created by their cataclysm. In the ancient city of Ordii the most prized fragments of the Njord culture are defended with fanaticism by the island-library’s guardians - keepers of runic secrets so old and powerful that no-one dares set foot on the island uninvited.
    >> Xaras 10/17/08(Fri)22:40 No.2825672

    As the old empire crumbled, its people pillaged the Njord culture to make their own ways. City states emerged along the lower coast, such as the Astrian island realms and marchland cities of Malix and Pelagi. Those that had escaped the fires of the old capitol formed Nerud in the hill countries, arrogant thieves calling themselves the New Empire. Still, the New Empire managed to muster legions and great numbers of rune-users, using what little remained of the old Njordic texts. Not as much conquerors as bullies, the Lords of the New Empire drew taxes from city states that fell to threats of armed and magical conflict, and soon let their arrogance spill over into stupidity.

    Intent on having even the seldom-seen nonhuman races bound to his will, the last Emperor - Barius - sent his armies to the forests, plains and desert. His troops were soon all spent, and without any forces to police the unruly nations under his banner, Barius’ Empire soon crumbled from within.

    Today, no overarching authority exists to lay claim to the lands of the world. Nerud has a King-Elect that reigns over the limited lands that still hold the name Njord. Other than Nerud, the Kingdom of Njord has a second city in Belda, an old fishing village that has boomed in the last few centuries as foreign trade from Sarasso’s Sea has made it a perfect port of call.
    >> Xaras 10/17/08(Fri)22:41 No.2825679
    Belda lies at a wide channel called The Divide, separating the lands of northern Njord from the coast of Carn, the continent of the north. On the opposite side of The Divide from Belda lies Osenk - the southernmost city of Carn and considered most civilized of the continent’s few nations.

    The rapid growth and urbanization of Belda and Osenk can mainly be attributed to the reach of the Merchant States - a number of cities on the coast of Sarasso’s Sea the inofficial capitol of which is called Garoskav, on the island Viseska in the center of the sea. The Sarasso merchants are eager to see the world beyond their small sea peddle the goods of their dour but industrious homelands.

    The way from The Divide into Sarasso’s Sea was until a few centuries ago home to the brutal Njordic remnants called the Goti, who enforced strict territorial policies preventing passage through their waters. So suddenly, a few generations back, the entire civilization uprooted for some unknown reason and set off to the south, settling to the east of Njord in nomadic tribes. Despite their traveling nature, the Goti are famed for their smithy and for the fact that their warriors seldom travel without full plate armor.
    >> Xaras 10/17/08(Fri)22:43 No.2825687
    Beyond the domains of the Goti and eastern cities of Sarasso’s Sea, few men have ventured. Some merchants say their ancestors came from the great eastern wastes and lived without culture until the Njord came, but no written records exist - unless what is held by the Old Njord, and they remain silent of their ancestors’ exploits.

    To the west, on the other side of Carn’s insurmountable mountain range, the terrible raiders of the Veste reign. These expert shipwrights strike across the coasts at their leisure, picking at coastal cities for valuable goods to steal home. It is unknown if the Njord visited these savages in their spread across the continent, but the great skills of the Veste shipbuilders speak of some similarity between the cultures. Some even theorize that the Veste also fled the Old Empire, and are now taking revenge for a long and cold exile to the wastes for ancient transgressions. It has been noted that Ordii, which is perfectly situated for easy raids, has never been set foot upon by a Veste Viking.

    The ancient desert outpost of Amenai is today a vibrant city in the desert, and in its long isolation from the Njord Empires it has thrived, its high numbers of enterprising inhabitants and quite strong tax rates has led to many groups budding off to form their own trade havens. Several dozen oases have been settled and offer valuable trade with passing nomad tribes from the distant east. With travel between the coastal kingdoms and Amenai now common again, Amenai has become well-known as a source of foreign items and strange magic.
    >> Xaras 10/17/08(Fri)22:45 No.2825704
    Glyph Carvers

    The Glyph Carvers are probably the oldest type of runic user, people with the ability to draw energy from divine as well as natural sources to channel magical properties into the seals and forms they draw. It was this magic that allowed the Njord to build their majestic monuments and construct war machines of such complexity that their enemies would fall to their knees in awe.


    The second group to emerge among the magic-users of the Njordic Empire, the Sigilists were radicals. They had an insight into the fabric of magic that their predecessors could never hope to achieve, and with the new forms they developed, they saw no need for the outdated method of Glyph Carving. Though the Empire managed to stave off any outright wars, the two groups of magicians were keen to outdo each other on the battlefields - leading to destruction on a frightening scale more often than not. Where there today are lakes and valleys, there used to be opponents of the Empire.

    The Marked

    In the days when the Sigilists were just proclaiming their abilities, the Emperor of Njord was quite intrigued by the inherent power the Sigilist could draw upon, and the potent forces one could unleash. He was a schooled Glyph Carver, however, and quite set in his ways but none the less, he was intrigued. He called his best acolyte and explained a plan he had deviced to tap into the best properties of both schools - Runemarking. Together, they devised Sigilist Forms which were inscribed on the student’s very body, allowing him to use the reliability and versatility of Glyph Carving to form the potent spells of a Sigilist. While the new path performed well, the idea of self-mutilation for a chance of competition appealed only to a few entirely devoted souls.
    >> Xaras 10/17/08(Fri)22:46 No.2825711
    Graven Blades

    Essentially a school of Glyph Carving, the Graven Blades came from the ranks of the Empire’s Legions, where the power of the mages had long been awed and feared for the risk that the army be made obsolete. The Emperor had similar fears of his own, with growing factions of barely-controlled sorcerers sprouting around him faster than he could handle (even the Marked had slipped from his grasp, near-fanatic as they were), and decided to personally teach a small cadre of soldiers the secrets of Glyph Carving. He gave them the tools to enchant weapons, shields and armor, producing for himself an elite guard of soldiers that could protect him even from the Imperial Mages. This unit of soldiers was dubbed The Graven Blades, and sustained themselves until the present day. The remaining true Graven Blades guard the fortress of Ordii, but the name has taken its own life among the young kingdoms as numbers of magical soldiers rise again.


    It was clear that magic had permeated all of the Empire then even the dancers could use it, some joked at the revelation of bodyforms - the shaping of runes without carving or drawing. The magical institutions were in uproar, however, as no-one had any idea how this development had occurred without their knowledge. It was clear that the Emperors had wanted to break the schools’ monopoly on magic, but to give it to the public was unthinkable. It all became clear when the Emperor at the time was assassinated during a dance recital by a world-renown traveling troupe, that the magic of the plebs was not from within the Empire, but from without... and that was an even more frightening revelation than the mages had hoped for. Though few sources on the events are available on the mainland today, it is known in certain wizard circles that bodyforms were not of the Njord, but rather from an outside power - rather something of the far east, or perhaps of the deep woods...
    >> Xaras 10/17/08(Fri)22:55 No.2825759

    As the Empire reeled from both the death of an Emperor and the revelation that the Empire was not impervious to outside threats, its inside threats was extremely interested in this new type of magic. As magic was forbidden to be practiced without an Imperial sanction, and all previous forms of magic had been extremely obvious to even an untrained eye, the opportunity to covertly harness these energies was too much to pass up. As the Imperial Mages were imposing martial law in the cities of Njord, dark cartels and mysterious orders alike were mustering their forces of new secret warriors. Once the fighting started, things quickly escalated. Imperial forces were pushed out of the regions around Sarasso’s Sea and Gotia, and commanders willingly abandoned those enclaves to assist back home. The long civil war sent many fleeing Njord as its cities burned themselves, and when it ended fully half of the Empire had been lost. The Mages were desperate to get the final word and set about searching for a key to restore their power in the world.

    Red Priest

    The final form of rune magic had existed in the Empire for some times in closed cabals, but never achieved any sort of popularity until the civil unrest that the magic wars brought. Throughout the history of the Empire, the boon of god-hood had been a well-known fact. Several Archmages, Philosophers and Emperors had shed their mortal coil by true understanding of reality, and though they were usually quite content with their small groups of self-harming devotees, the Gods saw that the living mages were headed down a path that could only end in death and destruction on an unprecedented scale. The deities more or less flat-out explained to their disciples what was going to happen, which led to hundreds of apocalyptic prophecies being heralded on the streets as the Fall neared. Many ranks swelled and several orders survived the Fall of Njord to start anew on other shores.
    >> Xaras 10/17/08(Fri)22:58 No.2825772

    No-one knows when the Mimics really turned up. As far as is known, the Njord have no records of their rise. Considering how little is know about them today, it’s possible they simply slipped through the cracks of the old bureaucracy and lived without knowing their gifts. However, It is difficult to ignore the fact that there are no records of them before the cataclysmic Fall of Njord.
    >> Chaotic Cleric 10/17/08(Fri)23:31 No.2825955
    Dammit, Xaras. You've gone and done it. I'm gonna hafta go out and buy a damn hat so I can take it off to you.

    Just checking in one last time before heading to bed myself.
    >> Chaotic Cleric 10/17/08(Fri)23:31 No.2825957
    Dammit, Xaras. You've gone and done it. I'm gonna hafta go out and buy a damn hat so I can take it off to you.

    Just checking in one last time before heading to bed myself. Good work, people. Shit has gotten done.
    >> Earthflame !98PcYIvlCI 10/18/08(Sat)02:47 No.2826848
    I wake in the morning, and witness Glory.

    That is Awesome Xaras. Great work!
    >> Anonymous 10/18/08(Sat)04:02 No.2827141
    Someone had a suggested plot hook in a previous thread which I think should be Canon.

    The oldest and strongest of the Graven Warriors, still loyal to the Old Njord, has begun his death quest. In his life, he has yet to find a glorious end, and so seeks it in his final hour. His Great Axe sparks with power, as does his old but trusted armour, tempting any who wish to give him his glorious end to come forth and take it. Many have been left dead in his wake, although he ignores any innocents. He simply wishes to die in battle. Dare you challenge him, to give him his final rest?
    >> Anonymous 10/18/08(Sat)04:03 No.2827146

    Its the system they use in AFMBE and a couple of other games.
    >> Anonymous 10/18/08(Sat)07:31 No.2827926
    Bump for great justice.
    >> Anonymous 10/18/08(Sat)07:34 No.2827935
    Who the fuck is downvoting Earthflame threads in the archive? none of em are above 7, and most have four downvotes. Let the epic be known!
    >> Anonymous 10/18/08(Sat)07:57 No.2827993
    >> Anonymous 10/18/08(Sat)08:07 No.2828024
    The same /b/tards who do nothing but sage shit and bitch all day.
    >> Earthflame !98PcYIvlCI 10/18/08(Sat)08:58 No.2828153

    It doesn't bother me to much. People are entitled to their opinion. I just wish that, if they had a legitimate complaint, they'd bring it to me so I could do something about it.
    >> Anonymous 10/18/08(Sat)13:20 No.2829316
    Bump for the evening crowd
    >> Anonymous 10/18/08(Sat)15:19 No.2829981
    Love you Earthflame, keep up the hard work (if you can even call it that ;D )
    >> Anonymous 10/18/08(Sat)17:29 No.2830694
    >> Anonymous 10/18/08(Sat)18:47 No.2831052
    *Boot to ass* Get on the first page, bitch
    >> Xaras 10/18/08(Sat)21:18 No.2831868
    A few characters that could end up on adventures together. Perhaps some future writefaggotry could ensue.

    Apprentice Bufalas
    Class: Glyph Carver

    Sigur Bufalas is a student at the Bufalas Mercantile School, studying Utilitary Magic with focus on Labour Animation. He is a specialist in the field of Golems, and is an apprentice to Foreman Valkur of the Uldur & Finnster Shipping Company. In addition to his studies at the School and his apprenticeship, he is employed to maintain the Dockhand and Sailor Golems the Company owns.

    Known runes:
    Greater: Matter
    Major: Men
    Minor: Blessing, Body, Courage, Destiny, Men, Ocean, Wounds

    “Mend” A: Matter, Wounds
    “Focus” A: Matter, Courage
    “Endurance” A: Matter, Destiny
    “Swift Travel” A: Matter, Ocean, Wind
    “Mend Body“ A: Matter, Body, Wounds
    “Create Minor Helper” A: Matter, Men, Body, Blessing
    >> Xaras 10/18/08(Sat)21:19 No.2831872
    Gust Molatu
    Class: Sigilist

    Adrienne Molatu was born in Malix, but moved with her family to Belda as work became scarce in the lower regions. After moving to the city, she learnt she had an affinity to rune casting and was admitted to study at the Nautical University, quickly learning key runes for weather manipulation - a skill in high demand in the naval city. She currently works as a junior mage at the Uldur & Finnster Shipping Co., working under several senior mages to maintain favorable weather around the company’s vessels.

    Known runes:
    Greater: Energy
    Major: Air, Water
    Minor: Blessing, Heat, Light, Ocean, Rain, Wind

    “Warmth” A: Energy, Heat
    “Illuminate” A: Energy, Light
    “Breeze” A: Energy, Wind
    “Lightning Strike” A: Energy, Lightning, Light
    “Steady Drizzle” A: Energy, Wind, Rain
    “Torrential Rainstorm” A: Energy, Water, Wind, Rain
    “Strong Guiding Wind” A: Energy, Air, Wind, Blessing
    >> Xaras 10/18/08(Sat)21:20 No.2831877
    Lieutenant Marq Dolor
    Class: Graven Blade

    Formerly of the Royal Army, Lieutenant Dolor is now retired to a life as a would-be adventurer and runesword-for-hire. Having studied under the finest military instructors, he is a formidable example of a New Royal Graven Blade, and seldom hesitates to mention this to people on either side of his shield. Recently he has found himself living part of his dream of adventure - seeing foreign shores, but has found himself disappointed in his Beldan employers that rather see him guarding their various cargos than engage in bar fights or noble quests.

    Known runes:
    Greater: Life
    Major: Augmentation
    Minor: Blessing, Body, Courage, Stone

    “Aegis” A: Life, Blessing
    “Fortitude” A: Life, Body
    “Bravery” A: Life, Courage
    “Grit” A: Life, Stone
    “Inner Strength” A: Life, Blessing, Courage
    “Wall of Granite” A: Life, Augmentation, Stone
    “Immutable Foothold” A: Life, Courage, Stone

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