Other Fantasy Worlds

Rune Guardians

Rune Guardians



    The magical gates that lead to the Rune Realms are defended by Rune Guardians. In addition, the true runes located within a Rune Realm are defended by an even more powerful Rune Guardian, known as a True Rune Guardian. 

    RUNE GATE GUARDIANS

    When a person approaches a Rune Gate, a magical Guardian will appear before any person can try to enter the Gate. When the Guardian is attacked, it will first respond with warning spells to fend off intruders. If that doesn't work, then the Guardian will attempt to destroy the intruders.

    Gate Guardian abilities begin at Rune Level 5,000. This level translates into them having 500,000 hit points. This level also means that they can inflict up to a maximum of 500,000 points of damage. Each Rune level grants a Guardian 20 SIZ (up to a maxmimum of 300 SIZ), 100 Hit Points, 100 POW points of that specific color, and allows them to inflict up to 100 points of damage.

    Guardians, being magical in nature, have unique abilities. Their hit points and physical damaging capabilities are not based upon their stats. Although, the damage their spell effects inflict are still subject to the number of magic points being used. In addition, each Guardian will have abilities based upon the type of Rune that they represent and are guarding. Most of their attacks are magical in nature, and do use their own magic points to cast. However, each Guardian does possess a physical attack as well. Guardians also have the magic talent of Speed Casting. Their spells can be cast much faster than normal.

    Guardians also enjoy 100% immunity from offensive spells of the magic color of the Rune they are guarding. Based upon their hit points alone, Rune Guardians have a Danger Rating of 2,526!

    Once the Gate Guardian has been defeated, the person can then enter the Gate.

     

    ENTERING A RUNE GATE

    In order to enter a Rune Gate, a magic user must have at least 500 of that POW color first, to even have a chance of pressing through the Gate. The Gates are pure magical force. For each 500 of that particular POW color that the person possess, they have a 1% chance to press through the Gate. If they fail their roll, then the Gate repels them, and the same Guardian reappears. The Guardian must be defeated again.

     

    FUMBLING

    If the person fumbles by rolling a 00, then they will be trapped within the Gate temporarily and will lose POW. In addition, the Gate Guardian reappears and waits for them to re-emerge.

    500 POW = 1% Chance
    5,000 POW = 10% Chance
    10,000 POW = 20% Chance
    20,000 POW = 40% Chance
    40,000 POW = 80% Chance
    50,000 POW = 99% Chance

    A roll of 00 is extremely bad. This means that the person failed and is temporarily trapped until expelled. Roll 1D100 to see how long the person is trapped. While the person is trapped, they will lose POW every minute.

    00 = Trapped for 15 minutes
    01-10 = Trapped for 1 minute
    11-20 = Trapped for 2 minutes
    21-30 = Trapped for 3 minutes
    31-40 = Trapped for 4 minutes
    41-50 = Trapped for 5 minutes 
    51-60 = Trapped for 6 minutes
    61-70 = Trapped for 7 minutes
    71-80 = Trapped for 8 minutes
    81-90 = Trapped for 9 minutes
    91-99 = Trapped for 10 minutes

    Once it has been determined how long they are trapped for, roll to see how much POW they lose each minute. Roll each minute separately.

    00 = Lose all POW but 1 point
    01-99 = Lose anywhere from 1 to 99 POW points depending on the number rolled.

     

    PRESSING THROUGH THE RUNE GATE

    After the Gate Guardian has been defeated, then one can attempt to press through the Gate. If successful, the Gate transports them to the True Rune Realm where they must battle the Rune-related elements to find the actual Rune.

     

    OBTAINING THE TRUE RUNE

    Once the True Rune has been found, there is a Rune Guardian that must also be defeated in order to obtain the Rune. Rune Guardian abilities begin at Rune Level 10,000. This level translates into them having 1 Million hit points, and they can inflict up to a maximum of 1 Million points of damage. Rune Guardians are relentless and vicious. They fight without mercy and have been know to destroy parties of many Wizards. Based upon their hit points alone, Trune Rune Guardians have a Danger Rating of 5,026!


    After the Guardian is defeated, the Rune emerges from the defeated Guardian, and then 1 person can claim the True Rune for themselves. To do this, the person must overcome the Rune's POW with their own. If successful, the person is then sealed to the Rune and it becomes apart of them. That person also obtains a permanent tattoo of that Rune on their body. Once the Rune has been sealed to that person, they immediately have Level 1 Rune Powers. They can also summon a Level 1 Rune Guardian.

    Once the Rune has been obtained, the person can then leave the realm through the Gate, and return to the Mundane World.

     

    GAINING MORE RUNE POWERS

    As time progresses the sealed person gains more powerful levels of the Rune Power. Every 5 years that the person has the True Rune, the Rune grants another level of powers. There is no limit to the number of of Rune levels a person can achieve.

     

    SUMMONING THE RUNE GUARDIAN

    Summoning the Rune Guardian uses a great deal of magic points. It requires 100 magic points per Guardian level to summon them. Rune Guardians only gain more levels by experience. Thus, the more a Rune Guardian is summoned, the more experience it gets and the stronger it gets. The Guardian gains in strength and power as it gains experience just like a person would. Each time a Rune Guardian is summoned, it stays for a certain amount of time based upon the Rune Power Level of the summoner. For each Rune level of the sealed person, the Guardian stays for 5 rounds. The Guardian can be commanded to attack once per round. Most of their attacks are magical in nature and they do use their own magic points to cast. However, each Guardian does possess a physical attack as well.