Final Exodus: Dark Reality
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Runes List

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Runes List Empty Runes List

Post by Quantum Rain Tue Aug 09, 2011 12:31 pm

The True Runes:

1: Earth
2: Water
3: Fire
4: Wind
5: Lightning
6: Light
7: Shadow
8: Mind
9: Sword
10: Shield
11: Life
12: Death
13: Sun
14: Kamuni (Gravity)
15: Gate
16: Sovereign
17: Punishment
18: Transformation
19: Empowerment
20: Beast
21: Spirit
22: Moon
23: Eightfold
24: Perception
25: Amplification
26: Twin Rune
27: Twin Rune
28: Legend Rune
---------------------------------------------------------------------------------------------
-Elemental Runes: These runes are self explanatory to their name. Holy represents light, Water represents water (and ice), and so and and so forth.
(Earth, Water, Fire, Wind, Lightning, Light, Shadow, Life, Death, and Gravity.)

-The legend rune has all the powers and abilities of the rest, however, not as strong. This rune allows combinations of multiple powers and elements for epic uber chaotic fun. This rune cannot copy the extremely best abilities of the other runes, but instead has it's own. This rune is indestructible, unlike the rest, and it can revive other runes if they are destroyed.


----Will edit this part to have better descriptions later----
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Rules of the Hunt:

1. A player can only have three runes at a time.

2. A character can only have one rune at a time.

3. You must secure your first rune before you can claim your second. Same for the third.

4. A rune remains unclaimed until it's defenses are defeated.

5. A rune is defended by a guardian. The guardian has mastery over the rune's power, so do not expect an easy fight.

6. The guardian is powerful enough for sensors to pick him up from systems away, but a general location is still needed. Your character will be given two clues to find the general location, from where they will be able to follow the readings to the exact location.

7. ALL RULES OF CHARACTER VS. CHARACTER COMBAT APPLY IN THE FIGHT TO OBTAIN THE RUNE.

--------------------------------------------------------------------------------------------
Fact Files

  • Every Rune is equal in power.
    It's like a spiderweb, each rune can counter and has a counter.
    Runes that do not oppose each other elementally in any perceivable fashion are deadlocked.

  • Each Rune grants an inability to die from a disease and age.

  • Each Rune chooses their wielder.

  • Each Rune has the memories of it's past bearers.

  • The Runes and other sources of powers can link together.

  • The abilities of the Runes are decided by the player but relate to what it symbolizes.

  • In a hive mind relationship, the powers of one rune bearer do NOT connect to another being. They are linked to that one being's consciousness and (not 'or') body only.

  • To bind a rune, and/or take it from another wielder requires mastery of the rune you have, and being stronger than the other, either elementally or through brute force. The rune is then locked within a crystal casing, and once touched by another, transfers the rune to that person. (Rules apply still.)
    The only other means would require near extreme levels of willpower and mystic strength, as well as a particular choice of binding spells.
    (Such spells are rare to find, and hard to perform, but possible. Rune is also encased in crystal.)

  • Destroying a rune is possible, but extremely hard. The power of three others would be required, in a location that amplifies such mystics as well. The outburst of energy will kill/destroy everything within a continental radius. (Size of Europe in width, and size of Canada in height to give a ballpark estimate.) (The participating runes are not destroyed, but the one that was targeted and bombarded with the energy is.)


Last edited by Quantum Rain on Thu Aug 18, 2011 11:01 am; edited 3 times in total
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Post by Angusm3 Tue Aug 09, 2011 3:10 pm

So can we use runes in ex nihilo now?
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Post by Quantum Rain Tue Aug 09, 2011 3:14 pm

Well, this rp and Avalon are two separate roleplaying games, Angusm...

Plus, I'm posting this for Nameless, he'll be taking care of the claiming and stuff.
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Post by Angusm3 Tue Aug 09, 2011 3:20 pm

Sorry about that, I missed the section this was under

Runes in ex nihilo would be near though...
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Post by The Nameless Sith Lord Thu Aug 18, 2011 10:44 am

Come forth, and claim a rune. If you dare.

Runes will be 'activated' (available for claim) in batches, which may be
days apart. If you want a particular rune, it might be safer to forego
one of the currently available ones.

3: Fire
6: Light
11: Life
18: Transformation
21: Spirit
23: Eightfold
24: Perception
28: Legend (Storyline Rune: The Dark Clouds Gather...)



Rules of the Hunt:

1. A player can only have three runes at a time.

2. A character can only have one rune at a time.

3. You must secure your first rune before you can claim your second. Same for the third.

4. A rune remains unclaimed until it's defenses are defeated.

5. A rune is defended by a guardian. The guardian has mastery over the rune's power, so do not expect an easy fight.

6. The guardian is powerful enough for sensors to pick him up from systems away, but a general location is still needed. Your character will be given two clues to find the general location, from where they will be able to follow the readings to the exact location.

7. ALL RULES OF CHARACTER VS. CHARACTER COMBAT APPLY IN THE FIGHT TO OBTAIN THE RUNE.
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