I've decided to make the other True Runes, which are cannon from a game I've played, into FW for others to persue and use, I will be happy to oblige any questions and give any details of said runes. The True Runes are as followed, abilities and such will be given if asked, but they are very very powerful.
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Beast Rune#
Rune of Beginning (Krystal)
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Rune of Change (Rahl)
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Circle Rune (Q)
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Dragon Rune#
Eigthfold Rune (RedDragon924)
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Gate Rune (LTCC)
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Rune of Life and Death (Soul Eater Rune) (Rahl)
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Night Rune (Django)
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Rune of Punishment (Rain)
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Soveriegn Rune (Tanus)
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Sun Rune (Nameless)
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True Earth Rune (Nameless)
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True Fire Rune (Django)
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True Lightning Rune (JL)
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True Water Rune (Nameless)
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True Wind Rune (Krystal)
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True Light Rune (True Holy Rune) (Zack Fair)
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True Knowledge Rune #
True Kamuni Rune#
True Darkness Rune (JL)
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True Ending Rune (Tanus)
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True Power Rune (Runic Union Leader (Rain))
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True Shield Rune (RedDragon924)
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True Heart Rune (Fang)
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True Gravity Rune#
True Vishnu Rune (Tanus)
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Legend Rune (Rain)
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Rules:1: One rune per person (Character)
2: Anybody can go after an unclaimed rune.
3:
No instant mastery, in the beginning you will not have access to the most powerful spells, and when you first use it, you will get exhausted, after a few times you'll get used to the effects and mastery increases, at a point you'll have access to those powerful spells. This Rule applies to ALL Runes.
Exception: At a time of great emotional stress, you can use these spells but they will severly exhaust you.
Exception 2: The Runes have free will, they may or may not use you to use their powers, this is also rare.4: Each player can have up to 3 runes, currently, though rule 1 still applies.
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Notes:1: Each Rune gives Immortality in the state were the bearer becomes ageless and immune to disease, but can still be killed normally.
2: Believe it or not, each rune is sentient and chooses it's bearer, but they usually attach to the closest person, sometimes they require the person having a title or power or pass through a trial.
3: Sometimes the Runes can give visions of either past or future events, but these are rare, it also take a strong will to wield these if such a thing were to happen.
4: With the right wielder and the right rune, one person could kill a Nuerosuit with these, this was approved by a FW mod, this is just how important these runes are.
5: Each Rune's trials or guardian(s) will be based on the powers of the Rune.
6: The rune's powers are mostly mysterious, however the longer you have it, or the more you use it, the more powerful your attacks may become.
7: Each rune bears the memories of the past bearers, and the current bearer can recall these from their rune.
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Rune Descriptions:The Rune of Change is one of mystery but it is believed to have belonged to a nomadic leader. It promotes constant change to that fact that they barely stayed in one place very long. It is unknown where this Rune is or what it does.
Sun Rune controls the powers of the suns, it is usually given to the Queendom of Falena, I'm just typing what they say, these cultures are most likely long gone, it is believed that it was used to take the land from a previous kingdom that rules their lands, it's power is also unknown but believed to be great indeed.
The Night Rune, close brother of the Sun Rune, was last engraved into a sword, it's current whereabouts are unknown but it is believed to be the only one that convereds with it's wielder verbally, it's power is believed to be close or matches that of the Sun rune.
The Eightfold Rune is also another mystery, one big pattern with these, but it gifted it's user with otherworldly powers, such as summoning unknown creatures, and teleportation, it also allows duplicates of it's user as for a very devestating attack.
The Soveriegn rune supresses magic in addition it leaves the bearer impervious to attacks based on magic such as mind control, and the Force. This rune is the ONLY power capable of supressing other True Rune powers. In a nut shell, this rune blocks ALL other powers in both the user and everyone near him in a distance probably choosable by the bearer, and it might have an on/off switch of when you want to use that power as well.
The Beast Rune symbolizes passion and fury and brutality, it's powers are that of summoning strong creatures or beasts to fight for you, it's other powers unknown, as it's it's bearer and location.
The Rune of Beginning symbolizes the creation of worlds, it is rumored that this rune is split into two objects known as the black sword and bright sheild runes, it is also said that this rune can 'judge war' of any conflict, it is important but well unknown shrouded in mystery, it is believed to never have had a bearer.
The Gate Rune, which was split into two known as the back and front gate runes, this one has the power to open portals to other worlds and can be used to summon powerful beings from such.
The Rune of Punishment governs atonement and forgiveness, I know strange for a lethal rune, it is extremely powerful but extremely lethal to the host, it leeches the life of the user in return for it's power, and when that life is spent the body turns to ashes and stransfers to another host.
The Rune of Life and Death, also known as the Soul Eater, should be given to the Rune of Punishment, seriously, governs the natural forces of life and death, it steals the souls of others to increase it's power, it's abilities are unknown, but each True Rune holder can talk to their rune.
The Dragon Rune is awarded to those who are called or deemed dragon captains, which in this case is the commander of dragons, it gives the power to lead dragons, call forth dragons, and visit the dimension they call home.
The Circle Rune governs, or is the symbol of balance, it's abilities is unknown, but it is believed to give control, order, and stagnation, as such it kept it's Empire alive, and the leader remained such with this rune in hand, as such he probably can control mass quantaties of people than just keep an Empire together.
The True Elemental Runes are all the second most powerful runes, next to the Soul eater and Rune of Punishment, they govern as their name states, if you find one you control that element completely and much more powerfully, as well as the effect of healing and protection.
The True Knowledge Rune can increase your brain capacity, enough for telekenisis, plus give intelligence to others and sentience to objects, even for zombie armies.
The True Light Rune, or Holy Rune, symbolizes good in the universe. This Rune will only attach to those that are pure of heart. This rune's abilities range from summoning to various light magics, and even enhances force powers.
The True Kamuni Rune, also known as the black hole rune, is known for making things collapse of the users choice, the black hole is only controlled by the user, as it is not entirely an actual black hole, an it is fueled by magic.
The True Dark Rune is the opposite to the Holy, it also has the same abilities, just tied to darkness, it will only attach itself to those of darkest hearts.
The True Ending Rune symbolizes the death of things created, it destroys rather than create, and is known to bring ending and destruction to those that the wielder chooses.
The True Power Rune enhances the wielders magic and force ability to an untold level, as well as giving other powers for the wielder to use, mainly destruction, but also having some protection.
The True Shield rune symbolizes protection, and is master of such, it, at full mastery, can block the most devastating attacks, even from the scimitar itself, although for only good number of shoots, it will probably fail afterward, it also has a limited healing and creation.
The Heart Rune dictates the emotions, such as love or hate, into the will of the bearer, it's scale is of the wielder's choosing, such as another form of battle meditation, but also it can bend the will of others, to make them serve.
The True Gravity Rune is a rune controlling all gravity, or make them, it's special ability, known as Demi, can cause damage or block attacks on a scale of the wielder's choosing.
The True Vishnu Rune gives the ability to empower others to the degree and who of the wielder's choosing. Multiple people is possible, and a small army of super beings is also such. It also influences others, though not much, to the wielder.
The Mythical, and unknown True Legend Rune is believe to be able to do all that the others can, though not as strong, combined, it makes this rune an all play, uber power. It is believed this rune can be used to recreate the Shield and Sword.
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Krystal's Krazoan SpiritsMuch like Rain's runes, the Krazoan Spirits will grant unto the bearer their specified power. They will meld with your body and will never really be seen again, unless the bearer dies, to which then they will be released back to their Shrine. Also, as a strange side-effect, the presence of a spirit in a bearer will turn their eyes a sickly purple shade.
Krazoa Spirit 1-Spirit of Knowledge & Observation - Taken by Chris
Grants the bearer with the near infinite knowledge it obtained throughout the millions of years it existed. Also fine tunes the bearer's senses, making them more accute to any form of danger. The Spirit also continues to learn while in the bearer, so it acts like a second brain.
Krazoa Spirit 2-Spirit of Combat & Strength (Taken by Doyle)
Grants bearer with an increase of 400% strength and mastery of many, if not all, forms of hand-to-hand combat. Power can be dangerous though, as the Spirit will feed off life energy and in many years sap all the life from the bearer's body.
Krazoa Spirit 3-Spirit of Controlling Fear (Taken by Grievous)
Grants bearer with the ability to control the use of an enemy's fears. It will make the enemy hallucinate and at every turn see their greatest fear. Will then make the enemy very easy to vanquish, as they will be locked more into screaming at the tops of their lungs from their fears than to fighting.
Krazoa Spirit 4-Spirit of Integrity & Longevity (Taken by Nameless)
Grants bearer the extention of life for 5 years for every 1 year they would live normally. Also increases the amount of punishment the body can take before it succumbs. Can also deflect projectiles and melees.
Krazoa Spirit 5-Spirit of True Power (Taken by Tanus)
Grants bearer with the ability to reanimate the dead for their own use. Also increases physical strength by 200% and increases reflexes by 500%. May also corrupt the mind with the power. This spirit is highly unpredictable and dangerous, for it works like the power of Lucifer and can eventually take over the bearer completely.
Krazoa Spirit 5-Spirit of Speed
Gives the bearer the speed to that of a NASCAR.
Krazoa Spirit 6-Spirit of Life and Posperity
Grants the bearer with the power to reincarnate dead souls into living beings.
Kazoa Spirit 7-Spirit of Truth
Give the bearer the ability to bound with another and force them to speak the truth, dispite their struggle.
Krazoa Spirit 8-Spirit of Justice
Allows bearer control of power judicially, calling upon the other Krazoa to punish or reward others.
Rules:
1) Each Krazoan Spirit must be convinced to meld with with your character by completing a series of challenges it comes up with.
2) 1 per character
3) 1 per player as well
4) Eye color will not change, period.
6) The spirits may be able to inherit the runes power and vice versa, depending on the combo, but the when the bearer dies, the link, or bond, between them is broken, and they can no longer use each others power...