FF HERO: Rune Knight
by, 09-10-2010 at 10:52 AM (437 Views)
COMPLETELY revamped this one. I didn't like the original. I think it turned out neat though.
Ability maxes: 12 10 10 10 10 8
Allowed Weapons: swallows, greatswords, knives, light swords, swords
Allowed Armor: gauntlets, helmets, mail, Shields, Robes
Rune of Absorption: 8 pts of energy absorption [resistant defense] to END (+1) (16 active points) OAF(-1) requires magic roll (-1/2) Real cost: 6 pts.
You absorb energy attacks through your sword to renew your vigor. Each body point an energy attack would induce allows you to boost your total END by 5 points (fades at 25 END per turn). The maximum that can be absorbed is 16 points of body (for a total boost of 80 pts of END).
Rune of Power: 1d6 magic blast (5 active points) OAF (-1) incantations (-1/4) beam (-1/4) no knockback (-1/4) Real cost: 2 pts.
By speaking the words of power you shoot a small beam of energy towards your foe.
Rune of Return: reflection 30 (can reflect 30 active points of a power) (20 active points) costs x2 END (-1/4) OAF (-1) energy attacks only (-1/2) Real cost: 7 pts.
The runes on your blade absorb an attack and reflect them right back. If block an energy attack, you can direct the attack at the user if the active points of the power is less than 30 points.
Rune of empowerment: 10 pts of energy absorption to rune of power (10 active points) OAF(-1) Requires a magic roll (-1/2) Real cost: 4 pts.
You absorb an energy attack, but choose to empower you rune of power. This is not resistant defense like runic. If you choose to use this, you must sacrifice the dam absorbed by runic. Every 5 body points an energy attack would induce allows you to boost your magic blast by 1d6 (fades at 1d6 per turn). The maximum that can be absorbed is 20 points of body (for a total boost of 4d6 to rune of power).
Rune of enhancement: +3d6 aid blasts (18 active points) others only (-1/2) x3 END (-1/2) OAF(-1) Requires magic roll (-1/2) Real cost: 5 pts.
You invoke the rune of enhancement to strengthen a friends blast power. Add 3d6 character points to a blast power. This fades at 5 character points per turn. Requires a magic roll.
Rune of Armor destruction: 8d6 dispel resistant defense (24 active points) no range (-1/2) OAF (-1) delay phase (-1/4) x2 END (-1/4) Armor only (-1/4) Real cost: 7 pts.
A rune glows on your weapon that allows you to strike your opponents armor so hard it shatters. Roll 8d6 if hit. If the total is equal to or greater than the active cost of the resistant defense (ED AND PD), then it is dispelled.
Rune of weakening: 3d6 drain HKA armor piercing (37 active points) OAF (-1) no range (-1/2) extra phase (-3/4) costs x3 END (-1/2) incantations (-1/4) gestures (-1/4) Real cost: 9 pts.
By invoking the rune of weakening, you cause a foeís weapon to become dull. You drain 3d6 character points for a HKA (in increments). This returns at a rate of 5 character points per turn.
Rune of Exhaustion: 2d6 drain END (20 active points) OAF (-1) no range (-1/2) Real cost: 8 pts.
By invoking the rune of exhaustion, you cause a foe to lose his energy reserve. You drain 2d6 character points from the targetís END total. This returns at a rate of 5 character points per turn.
Rune of Vulnerability: 8d6 minor transform [give vulnerability to fire dam] (40 active points) no range (-1/2) only works in combat (-1/2) OAF (-1) Fast recovery [REC/turn] (-2) all or nothing (-1/2) sentient beings only (-1/4) extra phase (-3/4) Real cost 6 pts.
You hit a foe and oil spills forth from the rune on your blade. If hit, and 8d6 exceeds twice the targetís body, you make the target vulnerable to fire (takes 1.5x dam from fire attacks before defenses are applied).
Combat Skill Levels