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Rune Master
In
tradition of Midguard all young ones ready to wield a weapon and protect their
homeland learn to be Rune Masters. In tradition a previous Rune Master be it
friend of the family or family member themselves teaches all young children boy
or girl in the art of rune making and mastering runic Magic with their weapon or
Attacks form. This style of battle makes their warriors not even similar to true
spell casters but not warriors as well. The power of the rune is taught by them
to master at a young age till they understand to create the power from with in
and not of runic symbols. These symbols once learned can be forged into a form
of energy by their spirit and manifest onto their weapons or attack forms. This
mastery makes them a force to be reckoned with as they can establish with out
carving runes by simply using their inner energy to manifest the rune symbol and
grant their weapon power or unleash attacks. Though this takes time the Rune
Master can become one with the runes as each is magically carved into their
flesh in form of a tattoo.
Benefits>
Rune Masters are the only ones capable of learning the abilities of a Rune
Master since at an early age they are taught to wield the inner spirit from with
in as well by tradition each Rune Master skilled learned is carved in form of a
Tattoo on their body. Though outsiders may learn their abilities Adventurers
cannot just learn the ability with out knowing the basics.
Rune
Craft> At an early age all Rune Masters learn to carve runes giving them
a +4 to Crafting Runes. This ability also helps them in carving the runes in
black ink to their bodies when they learn rune master abilities.
Runic
Bind> Only Rune Masters can summon their Runic Ability into their weapon
or in a form of attacks. This ability can only be mastered by Rune Masters and
is what ties them to their use of their powers.
Runic
Weapon> They say through out all teachings the weapon is the traditional
item to unleash and absorb Rune Master Abilities. This weapon is a sign of a
Rune Master’s Rank since it contains the runes that they learn on the blade as
well as their bodies. The Weapon is simply crafted as a special weapon of their
choice able to be wielded only by the Rune Master since the power comes from the
Rune Master and not the weapon. This weapon is given when a Rune Master has
learned their first Rune Master ability and submitted by email. The weapon once
owned can be reforged to enhance it or made modifications to the Rune Master’s
desire and of coarse it comes from their pocket. Also the Rune Weapon when held
by a Rune Master gets +2 ATR since they have trained with such said weapon most
of their time in training. This weapon also allows them to deal +2 more damage
to any ability of the Rune Master.
Abilities>
Rune Masters use their Rune Powers based on what they learn and can use them up
to the amount of Spirit they have per day. Once the Rune Master has spent all
his Spirit for the day they cannot use their Rune power till they have rested
and regain some Spirit. The Rune Powers are focused mainly in attack forms
giving the Rune Master a strong offensive both physically and magically. Though
they do have a few miscellaneous defensive abilities their form in this
profession is mainly for Attack though their second attack forms other than
imbue their weapon is a projectile that is hurdled by their Rune Weapon forcing
their enemy target to make a Dodge Check and roll higher than the Rune Masters
Attack roll.
Runic>
The ability allows a Rune Master the opportunity to absorb magical spells into
their weapon and unleashing them back as they make an attack. By spending a
Spirit they can absorb a spell coming towards them or cast in their direction
and absorb it into their weapon. When they make an attack with this weapon a hit
not only unleashes damage but the spell as well. A Runic can only absorb Spells
that are 10-20 Exp for a Rune Master however.
Cost> 30 Exp
Rune
Blaze> Rune Masters who learn this ability can manipulate fire in two
forms. They can imbue their Rune Weapon with Fire properties by spending a
Spirit or unleash a 2d10 Dmg Blazing Flame from their hands in a straight line
20ft in front of them. A symbol of a fiery band is tattoo around the left bicep
showing the power of fire and a small strip similar to the fire band is on the
weapon.
Cost>
20 Exp
Rune
Frost> Rune Masters who learn this ability can manipulate ice in two
forms. They can imbue their weapon with the properties of ice or unleash a 2d10
single dmg direction Blizzard at an enemy in a straight line. The icy shards cut
into the flesh of their enemies and their tattoo appears as a snow flake over
the upper left of their back.
Cost> 20 Exp
Rune
Bolt> Rune Masters who learn this ability can manipulate lightning into
two forms. They can imbue their weapon with the power of Odin’s Lightning by
spending a Spirit or unleash a 2d10 Lightning Bolt that will strike a target and
also cause them to make a E.Resist Check Difficulty 14 or be stunned for d4
rounds. The Lightning Bolt is tattooed as dark zigzag around the right bicep.
Cost> 40 Exp
Rune
Terra> Rune Masters who learn this ability can manipulate earth into two
forms. They can imbue their weapon with the properties of earth or unleash a
spell of Stone Armor that solidifies Armor with stone scales adding a +10% Armor
by spending a Spirit. The form of earth is in shape of a mountain over the upper
right of their back.
Cost>
30 Exp
Rune
Magna> Rune Masters learn this ability and can manipulate the Power of
Dark and Holy into imbuing forms. The Holy Property can Smite Evil, Undead, and
Demonic creatures dealing double the damage of the weapon or the property of
Dark to Smite Good, Living, and Angelic creatures. The Power appears as a cross
shrouded in night time sky on the left fore arm.
Cost> 50 Exp
Rune of
the Snake> Rune Masters learn this ability and can manipulate Poison into
two forms. The first imbues the property of Poison into a blade and deducts d6
Hp till the target is healed from poison when cut by the weapon. This effect
cannot stack but if the person heals the effect can be affected again by another
slash. The second use offers a +4 Resist and E.Resist to any form of poison by
spending a Spirit however this cannot cure poisons if it is already inflicted on
the Rune Master. The tattoo appears as a Snake’s Head over the right hand of
the Rune Master.
Cost>
40 Exp
The
Seer> Rune Masters learn this ability to see the true form and reality
around them. Once tattooed this magical rune allows the person immunity to
illusions being able to see the illusion as it really is. It also allows the
Rune Master to see the true form of an object or creature regardless the power
of the spell or ability of the target. In some cases this can be good and in
some cases it can be bad. The tattoo is in the form of a third eye above the
nose center of the forehead.
Cost>
50 Exp
Niblehiem
Spear> The Spear of Valkyrie is a sign of a Rune Masters Prowess in
learning all the abilities of a Rune Master. They gain a +4 Bonus when rolling
all Attribute Rolls or Ability Rolls. Also they are able to cast Runes from the
Rune Forge base on its Difficulty by rolling a Spirit Check and can use them as
if it were a normal Rune Ability that lasts for a day. However one can be cast
only for a day and another cancels out the last Rune cast to place the newest
one cast. This is a tattoo with flourish design down the spine of the Rune
Master and is normally painful.
Cost>
150 Exp
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