Rune Cannons

The Rune Cannon has been a weapon of oh so wonderful destruction since the Second Era. Invented and created by Jardin Callowel, a scholar of magical arts in the Kingdom of Triskell, it was a weapon meant to be used against the incorporeal Ascians. And it worked well. It was soon taken by the Holy Ministry of Rube Knights, who further modified it, and it has been further modified throughout the many years, improving capability, range, and accuracy as well as dealing with weight and bulk with each modification to the original design.

The basics of a rune cannon is pretty simple. It makes use of both crystal and ylem to allow the user to channel his or her magical energy through it which is then expelled through the other end as a powerful orb of pure destructive magic, always in the color of the element of its wielder, and always bearing the elemental properties of said element.

1. The Long Rune Cannon

This is the long rifle version, often a favorite of those in Sanctuary but common all over. It works much like any other rune cannon, but it has double the range. Takes 5 spaces stored.

Attack Fire Rate DP Range Weight Cost
4 + 2d12 1 200 20 30 600.00
Extra Info Shot damage value is increased by the amount of SA points spent. Supplying the magic power is called charging the rune cannon, and for every 2 SA spent into the cannon, the rune cannon's attack value increases by 1 point. You also add the user's magic power to the attack and the user can make critical magic hit checks. Every charge of 10 SA costs 1 support action. Charges can be built over multiple rounds but must be discharged by the end of the battle.

 

2. The Common Rune Cannon

This is the shotgun style rune cannon, a big favorite of those who can afford it in Capa City. It has a shorter range than the Long Rune Cannon, but it's power is greater. Takes 4 spaces stored.

Attack Fire Rate DP Range Weight Cost
5 + 2d12 1 per action 200 10 20 550.00
Extra Info Shot damage value is increased by the amount of SA points spent. Supplying the magic power is called charging the rune cannon, and for every 2 SA spent into the cannon, the rune cannon's attack value increases by 1 point. You also add the user's magic power to the attack and the user can make critical magic hit checks. Every charge of 10 SA costs 1 support action. Charges can be built over multiple rounds but must be discharged by the end of the battle.

 

3. The Mage Cannon

This is actually a rune cannon designed to look like a staff. It is more popular among those who want the power of a rune cannon but don't want to advertise that they are carrying one around. Given its more slender shape, it isn't as powerful as traditional rune cannons, however it has the unique advantage of being able to be used like a rune staff. It is made of ash and takes 4 spaces storedCost is 800.00.

Staff Mode

Attack Block DP Range Weight Fire Rate
1d12 + 2d10 30 200 2 18 N/A
Extra Info The Mage Cannon can activate like a Rune Staff, with a different ability depending upon the user's element. Each ability is activated when a critical bashing hit is successfully preformed (for attack effect) or a critical success is preformed using the block skill (for block effect).
  • Earth: Solidity Ability = increases staff attack value and block value by +10
  • Air: Knock Back Ability each hit uses air to knock the target back 1 hex and increases attack value by + 10
  • Water: Frozen Flame Ability = each hit does an extra 2d6 ice damage and has a 20% chance to freeze the target for 1 round
  • Fire: Aura of Flame Ability = each hit does an extra 2d6 fire damage plus 1d10 burn damage per round
  • Life: Electric Aura Ability each hit does an extra 2d6 shock damage and has a 20% chance to stun the target for 1 round
  • Death: Vampire's Poison Ability = each hit return 1⁄2 of the damage to the user and poisons the target for 1d10 per round
  • Time: Slow Bash Ability each hit reduces the target by half movement rate and there is a 20% chance that the target will be stunned for one round
  • Space: Psionic Command Ability each hit has a 20% chance of causing target to fall under your command for 1 round

Cannon Mode

Attack Fire Rate DP Range Weight Cost
3 + 2d12 1 200 8 18 N/A
Extra Info Shot damage value is increased by the amount of SA points spent.  Supplying the magic power is called charging the rune cannon, and for every 2 SA spent into the cannon, the rune cannon's attack value increases by 1 point. You also add the user's magic power to the attack and the user can make critical magic hit checks. Every charge of 10 SA costs 1 support action. Charges can be built over multiple rounds but must be discharged by the end of the battle.

 

4. The Rune Blaster

This is a smaller rune cannon that is slightly larger than a hand cannon or a long barrel pistol. It's power is much less than that of a traditional rune cannon, but being small it can be easily concealed and retrieved at a moment's notice. Takes 1 space stored.
 

Attack Fire Rate DP Range Weight Cost
2d12 1 200 8 8 350.00
Extra Info Shot damage value is increased by the amount of SA points spent. Supplying the magic power is called charging the rune cannon, and for every 2 SA spent into the cannon, the rune cannon's attack value increases by 1 point. You also add the user's magic power to the attack and the user can make critical magic hit checks. Every charge of 10 SA costs 1 support action. Charges can be built over multiple rounds but must be discharged by the end of the battle.

 

5. Rune Cannon Modifications

You can use the following enhancements for rune cannons, which are the same as the official rune cannon enhancements, just change the 2 SA to the SA cost since each rune cannon requires different SA costs per charge.

Item Attack Block DP Range Weight Space Taken Other Information Cost
Longer Barre 0 0 0 5 1 0 N/A 15.00
Improved Rune Crystal 2 0 0 5 0 0 changes charge rate to 1 SA = 1 point attack value increase 50.00
Blast Focus 0 0 0 0 0 0 add spell status effects to blast; must have spell that causes status effect mastered 20.00


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  • mythus
    mythus  3 weeks ago

    we can use the link i just shared to post and test and make sure everything works for us. We'll be usiing that link until everything is moved over. after that it will just be legendsofnorova.net

  • mythus
  • mythus
    mythus  3 weeks ago

    i notice that no one else has responded to the post

  • mythus
    mythus  3 weeks ago

    no not yet, however, yesterday we had thanksgiving at the kids birth mom's family. today shelly's mom is over with shelly doing thanksgiving prep, and so on. friday will be the last day of our thanksgiving with our famiily feast. I had to finish the upstairs rooms, the floorboards, light switches, and such.

  • DreamWriter05
    DreamWriter05  3 weeks ago

    It's not Thanksgiving yet.

  • mythus
  • mythus
    mythus  3 weeks ago

    sorry guys, been very busy with thanksgiving prep at home

  • Gryphon
    Gryphon  4 weeks ago

    That’s okay , I’ve got my hands working on making some polymer clay more pliable. I use FIMO and some colors are stiffer in nature than others. I’m working on my flowers of hope, since I’ve got the day off from work.

  • DreamWriter05
    DreamWriter05  4 weeks ago

    @Gryphon I'll post for Ruby soon. Just need to fuel up first. Be looking for a post either tonight or sometime tomorrow. :D

  • Gryphon
    Gryphon  4 weeks ago

    Ouch. Stupid bugs. Knowing you Mythus you’ll squash them. Where’s a can of raid when you need it?


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