Suikoden [Archive] - Wizards Community

Post/Author/DateTimePost
DualShadow

04-26-07, 02:28 PM
I was wondering did someone ever tried to do a systeme for the Suikoden Rune magic ?????
hustlerbojenkins

05-03-07, 02:34 PM
I am currently running a campaign based in the suikoden world. im doing it on D&D 3.5 rules. i did some rune magic system, but its incredibly limited. also, i havent quite worked out the spells per day system.

but basically, i put fire spells with fire runes, things like that. making somewhat weak spells on the first tier of the rune, and stronger spells on the sixth tier. since spells in suikoden have 6 tiers (basic runs have 1-4, advanced runes have 2-5, and true runes have 3-6)

of course, with this there is no real enchanting of weapons(very few people in the suikoden world can use real magic, but those who can are incredibly powerful sorcs, like mazus and crowley) but most of the runes can be crafted onto weapons(think IK rune plates with infinite batteries?) to do elemental damage or life drain or what have you.

the more i run this campaign the more ill be polishing my rune magic system. but feel free to ask questions or something.
zeone3000

05-03-07, 04:31 PM
Didn't the runes have a daily amounts ir unitl u went to an Inn. And some you couldn't act for a round or something like that. Finally, to draw from d20 moderen a little, Mastercraft.
hustlerbojenkins

05-03-07, 11:33 PM
yes, they do. i made up spell progression based on magic users(like suikoden equivalent wizards), middle magic users(like clerics and sorcs), and fighters(i.e. 4/1/0/0 at max level) but you only get 4 levels of spells, but you can also know more spells theoretically but cast them fewer times per day, since there are only four rune magic levels. like, a max level wizard type would have 9/9/6/4 spells per day. first level spells are usually stronger than actual first level spells. its pretty balanced so far. and the sixth tier of spells are like, ninth level spells. its slightly more limited than D&D magic, but so is rune magic in the game. there is just an incredibly finite amount of power you can gain practically from runes that arent true runes.

but we're too early into the game for anything past the first tier of rune magic. so i cant really tell how balanced it is. everyone is level two.
DualShadow

05-04-07, 03:03 PM
your spell per day progression seems nice and pretty decent but what do you do for each spell do you custom made them base on th game's spell or did you just put DnD spell instead ?
hustlerbojenkins

05-04-07, 03:55 PM
just the D&D spell in place of a rune. i just want the setting for my campaign, i dont have time to make up new spells. >.> though, if you have more time, it wouldnt be out of the question. most of the runes can reasonably fitted with D&D spells. and if you want spells that dont necessarily fit a rune, make a new rune.
realbombchu

06-10-07, 08:15 AM
I tried to make a Suikoden Setting a while back, and I still have some of the stuff I came up with, including the winghordes (or winger, if you like) racial traits, and Millie's (from S2) groundhog, Bonaparte. Bonaparte isn't quite done, but all he needs are skills and feats. I could finish it in a day if you like. I really want a Suikoden setting to happen, even if it isn't in my group, so feel free to use my stuff, if you want. Anyway, I'm on the wrong computer to send you the stuff now, but I will send it with my next post. Good luck!
realbombchu

06-10-07, 08:27 AM
I realize this doesn't have anything to do with runes, but if you're trying to make a Suikoden setting, you'll need the races, right? Anyway, here are the winghordes, like I promised. I'll work on my old system for rune magic and see what I can offer you there. The winghordes are obviously based on the raptorans, because I wanted them to fly without a level adjustment. Hope you like them.

Winghorde Racial Traits

+2 Dexterity, -2 Constitution, -2 Charisma: Winghordes are very quick, but their hollow bones make them fragile. Winghordes are often dirty and poor, and people do not like them.

Winghorde base land speed is 40 feet.

Medium: As Medium creatures, winghordes have no special bonuses or penalties due to their size.

Wing-Aided Movement: Winghordes can use their wings to help with movement even if they can't fly yet. The extra lift from her wings gives a winghorde a +10 racial bonus on Jump checks.

Gliding (Ex): A winghorde can use her wings to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. Winghordes glide at a speed of 40 feet (average maneuverability). Even if a winghorde's maneuverability improves, she can't hover while gliding. A winghorde can't glide while carrying a medium or heavy load. If a winghorde becomes unconscious or helpless while in midair, her wings naturally unfurl and powerful ligaments stiffen the wings. The winghorde descends in a tight corkscrew and takes only 1d6 points of falling damage, no matter what the actual distance of the fall.

Flight (Ex): When a winghorde reaches 5 Hit Dice, she becomes able to fly at a speed of 40 feet (average maneuverability). A winghorde can't fly while carrying a medium or heavy load or while fatigued or exhausted. Winghordes can safely fly for a number of rounds equal to their Constitution modifier (minimum 1 round). They can exert themselves to fly for up to twice as long, but then they're fatigued at the end of the flight. Winghordes are likewise fatigued after spending a total of more than 10 minutes per day flying. Because winghordes can glide before, after, and between rounds of actual flight, they can remain aloft for extended periods (even if they can only use flight for 1 round at a time without becoming fatigued).

When they reach 10 Hit Dice, winghordes have enough stamina and prowess to fly for longer periods. They can fly at a speed of 40 feet (average maneuverability), and flying requires no more exertion than walking or running. A winghorde with flight can make a dive attack. A dive attack works like a charge, but the winghorde must move a minimum of 30 feet and descend at least 10 feet. A winghorde can make a dive attack only when wielding a piercing weapon; if the attack hits, it deals double damage. A winghorde with flight can use the run action while flying, provided she flies in a straight line.

Unerring Direction: Winghordes have an instinctive sense of which direction is north, even when they are underground or otherwise unable to see the sky or other visual cues. Beyond the Material Plane, this ability doesn't function.

Low-Light Vision: A winghorde can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. A winghorde retains the ability to distinguish color and detail under these conditions.

+2 racial bonus on Spot checks. Winghordes have unusually keen eyesight.
Winghordes cannot wear boots because of their hooked talons. They can wear wing ornaments with similar magical effects.

Winghordes do not have any natural attacks. Their talons are too weak to make effective natural weapons.

Automatic Languages: Common and Winghorde.

Bonus Languages: By home region. Most winghordes are from the Winghorde District of Two River City or the forests of Tinto.

Favored Class: Rogue. A multiclass winghorde's rogue class does not count when determining whether she takes an experience point penalty.

Level Adjustment: +0.