The Unity Rune governs the powers of Friendship and Betrayal. Due to its nature of friendship, it's going to be 'friendly' and let you each tap into a different part of its powers. So Jon, who has water and flowing, might want it to be an offensive rune, where Mike and Kerri who have offense might want a healing rune. Sarah, who is going to be berserk 24/7, is going to want it to be a passive rune and give an ability and not magic. Maybe you want it to be a type of command rune, where it lets you do a ton of damage in battle as a melee attack. Whatever you want. The one thing is, it's going to be a little different for everyone, as friendship means something different to everyone.
When deciding on what your unity rune does for you, I'd look over the below possibilities, and/or the abilities of the runes in the book. Being a true rune, your rune will be better than a 'basic' rune, but a tad weaker than a 'whole' true rune (yours is split into nine parts, after all). so look over the ideas when you get a chance, run your ideas by me and I'll be happy to tailor your rune to you specifically.
Unity Rune Possibilities:
Offensive:
1. Backstab: [Unity Magic Grade × 5] + 1d12 damage. Target: One enemy. Teleport behind one enemy, and stab him in the back.
2. Get him! [Unity Magic Grade × 10] + 1d12 damage. Target: One enemy. Entire Party surrounds and beats up one enemy mercilessly.
3. Distortion [Unity Magic Grade × 10] + 1d12 damage. Target: All enemies. The unity runes ‘breaks’ a bond between worlds, and the energy distorts the enemy. Chance of enemy getting sucked in to the closing fissure. (Roll a 1d12; if a 1 or 2, enemy is killed).
4. Traitor’s Torment: [Unity Magic Grade × 15] + 1d12 damage. Target: One enemy. Ghosts of traitors past haunt the target, assaulting his/her mind.
Support:
1. Call of Heroes: Revives a fainted Ally with (Magic grade x 5) HP. Target: One Ally.
2. Preventive Medicine: When used, no ally can be hit by any status conditions for this battle. Target: All allies.
3. Call to Arms: All allies are guaranteed to hit this round, with (Magic grade) added to the melee damage rolls. NOTE: Regardless of initiative, this spell always goes first. Target: All allies.
4. Protection: Nullifies all attacks on party this round. Target: All allies.
Healing:
1. Power of friends: [Unity Magic Grade x 5] + 1d12 HP restored. Target: One ally
2. Strength of friends: [Unity Magic Grade x5] + 1d12 HP restored. Target: All allies
3. Wonder of Friends [Unity Magic Grade x 10] + 1d12 HP restored. Target: All allies
4. True Friendship: Heals all HP for all allies. Target: All allies
1. United we stand: Adds 1 damage to your melee damage roll for every three friends (aka stars of destiny) you have. Target: Self.
2. Human Shield: Take the blow for any wounded ally. NOTE: This spell always goes first, regardless of initiative. Target: Self.
3. Final Shot: Target: One enemy/self. Put all of your HP and MP into one final, desperate attack. Always hits with the formula: (Remaining HP + Remaining MP + Weapon grade + any attack bonuses) x Your level. User then falls KO.
4. Self Sacrifice: Sacrifice half of your HP to fully restore the rest of the party. Heals all status, KO, and all HP (but yours). Target: all allies.
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