SuikoPokemon Runes

Runes

This is a listing of the Rune types used in SuikoPokemon, what they do and the rules that govern them. Things will get added here periodically, but may as well give you a taste of what's to come.

THE RURUS

Everyone will have three equipment slots for Runes. These special equipment slots are shared between trainer and Pokemon, and a Pokemon may only have one Rune total. In other words, you can only have -three- equippable Runes across your entire team, trainer included, and only one per Pokemon. This doesn't take "fluff" runes into consideration, in case you have runes that enable the usage of class abilities or whatnot. Certain Runes may be affixable to equipment. You may use -one- of these at any given time across your equipment, and they don't count against your total. In other words, your runes may look something like this:

Slot 1: Left Hand True Rune of Sweet Backflips Gunkata
Slot 2: Right Hand Fire Rune
Slot 3: Exeggutor Fire Sealing Rune
Equipment: Longinus Retaliation Rune

I guess this means you actually have four rune slots, but one has to be for equipment? You know what I mean, guys. Equipment Runes tend to have different effects than they would affixed to people or Pokes, too.

Spell Runes

Many types of Runes grant special martial techniques or passive benefits, but others are Spell-type Runes that draw on the user's Magic Points. Each point of MP covers the usage of an appropriately leveled spell - it's just Vancian casting, really. You have four different spell levels, each with their own MP pool. These MP refresh with Extended Rest.

At level 5, your MP totals 2/0/0/0, granting you usage of two level 1 spells. MP improves as follows:

Level 5 2/0/0/0
Level 9 2/1/0/0
Level 11 3/1/0/0
Level 15 3/2/0/0
Level 19 3/2/1/0
Level 21 4/2/1/0
Level 25 4/3/1/0
Level 29 4/3/2/0
Level 31 4/3/2/1
Level 35 5/3/2/1
Level 39 5/4/3/1
Level 41 5/4/3/2
Level 45 6/5/3/2
Level 49 6/5/4/2
Level 50 6/5/4/3

Runes the draw upon a person's MP to cast varied elemental effects. Everyone's familiar with the five basic elemental spell runes, Fire, Earth (Ground), Water, Lightning (Electric), and Wind (Flying), but others probably exist! They're just not as common or well-documented. Researchers believe this is because while the world at large is comprised of 18 types, these five and Normal form the absolute foundation of the world.

Spell Runes tend to be versatile, but it takes quite some time to be able to master their true power, and they can be taxing to use.

Offensive Spells: Any given spell rune's Offensive Spells use either the rune's associated skill rank tripled or their Special Attack to modify the damage, whichever is higher. This may put knowledgeable characters at a slight advantage using spell runes at early levels, but such characters may still find themselves quickly outpaced by their magic-oriented peers in the end. This is mostly a mechanic to make sure someone who uses a spell rune doesn't necessarily COMPLETELY SUCK AT IT if they at least have some cursory knowledge. Unless otherwise noted, these are all Special attacks.

List of Spell Runes

Water Rune - A Water Rune has the same functions as a First Aid Kit and may be used as one. Associated skill: Medicine.

1 - Kindness Drops: Standard Action. Ranged 6. The target recovers hit points and status afflictions as if you used a First Aid Kit on them. You do not drain AP when using this spell (though you still pay MP).
2 - Downpour: Standard Action. You use the Move Water Pledge.
3 - Kindness Rain: Standard Action: For the next three turns, all allies (including the user) within Burst 3 of the user gain a Tick of Hit Points at the start of their turns, and Water-type Moves performed by allies gain +10 to their Damage Roll.
4 - Misty Lake: Standard Action. You use the move Mist. As long as uses of the Mist blessing remain available, whenever any ally (including the user) receives any sort of healing, they additionally gain a Tick of Temporary Hit Points.

Flowing Rune - Though lacking the Kindness Drops spell, a Flowing Rune may still function as a First Aid Kit. Owing to the powerful healing nature of this rare rune, it takes two uses to drain an AP. Associated skill: Medicine.

1 - Downpour: Standard Action. You use the Move Water Pledge.
2 - Kindness Rain: Standard Action. For the next three turns, all allies (including the user) within Burst 3 of the user gain a Tick of Hit Points at the start of their turns, and Water-type Moves performed by allies gain +10 to their Damage Roll.
3 - Misty Lake: Standard Action. You use the move Mist. As long as uses of the Mist blessing remain available, whenever any ally (including the user) receives any sort of healing, they additionally gain a Tick of Temporary Hit Points.
4 - Mother Ocean: Standard Action. Ranged 6. The target is immediately cured of up to 3 injuries, healed to their Maximum Hit Points, and has the Frequency of all Moves restored.

Wind Rune - A mix of offense and support magic. Associated skill: Acrobatics.

1 - Wind of Sleep: Standard Action. Roll a Status Attack with an AC of 6. On a success, the target becomes Drowsy, losing half of their evasion and - if they fail their Sleep check - suffer a -10 penalty to their next damage roll. Drowsy lasts until a successful save if made. Used on unaware targets may cause Sleep instead. This attack may only affect a given target once a Scene.
2 - Hastening Wind: Standard Action. The user and all allies within Burst 3 gain +1 Speed Stage.
3 - The Shredding: Standard Action. You use the move Razor Wind. This move is considered Flying type.
4 - Funeral Wind: Standard Action. Ranged 4. Perform an Execute on the target. If the Execute roll fails, roll DB6 Flying-Type damage against them instead.

Cyclone Rune - A more powerful Wind Rune. Associated skill: Acrobatics.

1 - Hastening Wind: Standard Action. The user and all allies within Burst 3 gain +1 Speed Stage.
2 - The Shredding: Standard Action. You use the move Razor Wind. This move is considered Flying type.
3 - Funeral Wind: Standard Action. Ranged 4. Perform an Execute on the target. If the Execute roll fails, roll DB6 Flying-Type damage against them instead.
4 - Shining Wind: Standard Action. Perform the move Oblivion Wing as a Ranged Blast 3.. Divide the health gained evenly between allies within a burst 2 of the user.

Lightning Rune - A powerful single target Offense rune. Associated skill: Technology Education.

1 - Angry Blow. Standard Action. You use the move Shock Wave.
2 - Barrier of Wrath. Swift Action. You gain a Coat that adds the Recoil 1/3 Keyword to the next physical attack to strike you. Enemies immune to Electric attacks are not subject to this Recoil, and do not trigger the Barrier. Enemies weak or double weak to Electricity experience Recoil 1/2 instead.
3 - Soaring Bolt - Standard Action. You use the move Thunderbolt.
4 - Heavenly Thunder. Standard Action. You use the move Judgment. It is Electric-type and single target, but you gain +2 to DB to the attack.

Thunder Rune - A very powerful single target Offense rune.

1 - Barrier of Wrath. Swift Action. You gain a Coat that adds the Recoil 1/3 Keyword to the next physical attack to strike you. Enemies immune to Electric attacks are not subject to this Recoil, and do not trigger the Barrier. Enemies weak or double weak to Electricity experience Recoil 1/2 instead.
2 - Soaring Bolt - Standard Action. You use the move Thunderbolt.
3 - Heavenly Thunder. Standard Action. You use the move Judgment. It is Electric-type and single target, but you gain +2 to DB to the attack.
4 - Thor Shot: Standard Action. You use the move Charge, then immediately use the move Thunder as if it were your next turn.

Earth Rune - A primarily Support-type Rune with some offense. Associated skill: Athletics.

1 - Clay Guardian: Standard Action. Ranged 3. You bless an ally with Clay Guardian. They can expend this effect to raise their Defense stages by 2 against a single attack.
2 - Revenge Earth: Standard Reaction. You may use Revenge Earth when an ally within three meters is attacked. That ally gains the effect of Bide.
3 - Guardian Earth: Standard Action. All allies within Burst 1 are cured of up to three status afflictions that can be cured by Taking a Breather, or that are Poison, Paralysis or Frozen.
4 - Earthquake: Standard Action. You use Earthquake with the Friendly keyword. Unlike most spells this is a Physical Move, but the Associated Skill may still be substituted.

Mother Earth Rune - A more powerful Support-type Rune with some offense. Associated skill: Athletics.

1 - Revenge Earth: Standard Reaction. You may use Revenge Earth when an ally within three meters is attacked. That ally gains the effect of Bide.
2 - Guardian Earth: Standard Action. All allies within Burst 1 are cured of up to three status afflictions that can be cured by Taking a Breather, or that are Poison, Paralysis or Frozen.
3 - Earthquake: Standard Action. You use Earthquake with the Friendly keyword. Unlike most spells this is a Physical Move, but the Associated Skill may still be substituted.
4 - Canopy Defense - The weather becomes Clear, and all Blessings, Coats and Hazards put into play by the enemy are destroyed. For three turns, adjacent allies gain Damage Reduction equal to your Tick value.

Fire Rune - A powerful offense-type Rune, focused on groups of enemies. Associated Skill: Intimidate.

1 - Shroud of Embers: Shift action. Creates a veil of flame around the user that does continuous damage to adjacent enemies. At the end of the user's turn, all enemies adjacent to the user take 5 damage, unmodified by Defense or Special Defense.. If the enemy resists or is immune to Fire, they take no damage. If they are weak or double weak to Fire, they instead take 10 damage. This effect increases by 1 (2) damage for each enemy burned the previous turn. The veil lasts for three rounds.
2 - Dancing Flames. Standard action. Use the move Lava Plume.
3 - Blazing Wall. Standard Action. Use the move Overheat.
4 - Conflagration. Standard Action. Use the move Eruption.

Rage Rune - An intensely powerful offensive Fire-type rune. Associated Skill: Intimidate.

1 - Dancing Flames. Standard action. Use the move Lava Plume.
2 - Blazing Wall. Standard Action. Use the move Overheat.
3 - Conflagration. Standard Action. Use the move Eruption.
4 - Final Flame. Standard Action. Use the move Blast Burn. You are not Exhausted.

Technique Runes

Technique Runes grant a single move, lacking the versatility of a Spell Rune, but as the user grows stronger, their Technique becomes more and more augmented. A Technique Rune has four stages, each of which unlocks as the user gains MP of that tier. So Level 9 for a Tier 2 Technique Rune, Level 19 for a Tier 3 Technique Rune, and level 31 for a Tier 4 Technique Rune.

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Shrike Rune - A popular Technique Rune among ninja, especially kunoichi for some reason. "You wanna go?! HERE I COME - BLUUUUUUUUUE MURKROOOOOOW!"

1 - You gain the move Flying Press. This move's Damage Base is 5.
2 - On a roll of 18+, Flying Press increases the user's Attack and Speed Stages by +1. +1 Damage Base.
3 - You gain Hunter's Surprise! Feature, which you may use only when using Flying Press. If you already have Surprise!, you may roll three times when activating it. If all three rolls hit, the target is Paralyzed. In addition, you may spend 2 AP to guarantee the rank 2 effect when using Flying Press. +1 Damage Base.
4 - You may add the Set-Up text of Sky Drop to Flying Press when you use it. If you do, its Frequency becomes Scene and you roll the move's damage dice a second time. +1 Damage Base.

firelizard.gif

Charmander Rune - A simple but somewhat effective Technique Rune giving the user access to the Fire type element, but slightly self destructive. At least it tends to be cheaper! Supposedly there's a much stronger version out there somewhere.

1 - You gain the move Flame Charge. This move's Damage Base is 3, and it has the Recoil 1/3 keyword. Trainers subject to Fire Immunity do not take Recoil.
2 - On a roll of 18+, Flame Charge is a Critical Hit. +1 Damage Base.
3 - You may leave patches of Fire Hazard on the ground you cover when you use this move. You may spend 2 AP to transfer a Burn from yourself to an opponent you strike with Flame Charge. +1 Damage Base.
4 - Flame Charge now raises any Combat Stage you wish. In addition, when you use Flame Charge you are considered to have the Infiltrator Ability.

Braviary Rune - A technique rune for missile users, suiting both bow and gun weaponry.

1 - You gain the move Aerial Ace. Its Damage Base is 4 and it gains the range WR, becoming a Weapon Move.
2 - On a roll of 18+, Aerial Ace is a Critical Hit. +1 Damage Base.
3 - You gain the Aiming Down the Sights feature, which may only apply to Aerial Ace. If you already have Aiming Down the Sights, then when using it and scoring a Critical Hit, Aerial Ace becomes a Line 3 originating from the target. This may only apply once per action. You may spend 2 AP when using Aerial Ace to ricochet your shot, dealing damage one step Resisted to one target within WR of your original target +1 Damage Base.
4 - You may now substitute Aerial Ace for Struggle Attacks, if you wish. Aerial Ace's frequency is now At Will.

Passive Runes

These Runes always grant some sort of passive benefit or ability, or at the very least something activatable. These are the least active rune types, but shouldn't be underestimated.

Fire Sealing Rune - You gain an Immunity to the Fire Type, but you become 2x weak against Water, regardless of what your Resistances or Immunities to it were before.
Thief Technique Rune - All of the user's attacks gain the effect of Pay Day on a naturally rolled Critical Hit (not guaranteed Critical Hits).
Holy Rune - You gain +2 Overland Speed and +5 Initiative.

True Runes

In the event you manage to become the bearer of a True Rune (that's never happened in a Suikoden game before), it will permanently take up one of these slots (and probably one of the first three). However, you may temporarily disable a True Rune to quieten its powers and allow you to use a different rune in that slot instead - it just means you won't be able to call upon any of the Rune's powers until it's reactivated. True Runes often come with passive benefits like Abilities, among other things, so keep this in mind if you decide to disable a True Rune, 'cuz you won't be able to use those either.

Disabling a True Rune is an Extended Action. Reactivating it is similar, but you can speed it up to a Shift action by spending 2 AP. This is usually showy and will also disable the rune you were using in its place for the entire day. Try not to game the system!

In many ways, a True Rune is a Spell Rune, a Technique Rune, a Passive Rune, and a Pokemon, all in one. These runes contain the essence of powerful Pokemon, many of which were present at the point of the world's creation and are revered as gods. The reason mortals may use these runes is unknown, but their bearers are often swept into the tides of fate, for good or ill…

Unlike a normal Spell Rune, a True Rune's different tiers must be unlocked. The nature of unlocking a tier is different from Rune to Rune. In turn, though, these runes offer powerful spells and abilities at each tier.

Runes and Pokemon

It's a bit more difficult to make proper use of Spell Runes and Technique Runes among Pokemon, who already have trouble keeping a varied set of moves naturally. A Spell Rune equipped to a Pokemon drains MP from the trainer when its spells are cast, and its spells cost double MP. A Technique Rune requires the Pokemon to be about double the Trainer Level its trainer would to gain the effects of any given rank - gaining access to the Rank 2 power at level 20, the rank 3 power at 40, and the rank 4 at 60. Passive Runes can be used by pokemon with no restriction.

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