Regarding my creation of a runesmith as a PC I put some thoughts into the Runes coming with Black fire Pass.
Here are my thoughts, comments welcome.
Name/ Basic thoughts/ Taken as a starting rune/ Combo
Weapon
Cleaving - Its a no brainer. Most humanoid opponent's have at least 2 Soak or 1 if they are cannon fodder. Harder Bosses have even more. So you would get at least +1 netto damage or the full +2 for no extra fuzz.
Taken as a starting rune: Yes, it negates opponents armour and is useful even later when the enemies get tougher. On the contrary your GM could get bored of everyone negating armour, so he will bring hordes or low armour-high wound enemies. Also it might be good for none Combat characters because you don't need extra boons or anything to make use of it.
Combo: A negative Synergy might be if you have actions which reduce armour themselves or cancel it like Troll Feller Strike. So the extra Piercing is lost. On the other hand you will get the rune bonus on every standard melee strike.
Rating AA
Striking - Doesn't sound fancy at first, but up to each Rank you can Reroll one attack dice. Each dice results in one recharge token. So you can use it every other turn to reroll one die. Might come handy to reroll powerful dice which have a blank showing, or to reroll a difficulty not to suffer something bad, or which might let the attack fail, i.e.. double swords.
Taken as a starting rune: Maybe as it gives the opportunity for non combat characters who have less attack dice in melee to reroll the ones you have to make it a successful attack.
Combo: Rune of Striking could work well with Rune of Might. Might needs Boons and Action Cards need Boons to be hit better/harder. So the main power comes out of the rune when you use it with an action card and need some special effects, or need to negate some negative ones like skulls.
Rating A
Might - Good Damage Bonus but boons needed. Not so good for non combat careers as these might have a success and no boons, or boons but no success.
Taken as a starting rune: Only if you give it as a gift to a combat career. The Might Rune needs Boons, so you need to generate them. So it is a good supplement for an big attack action card in whom you put all your fortune and effort.
Combo: Good combination might be any other Weapon Rune. Cleaving, or striking for better chance of boons or Fury for the Strike to end the Boss in one hit.
Rating A
Fury - Well Fortune dice don't grow on trees. Also it is not a no brainer like Cleaving for example. Also you just can't use it every turn or your would run dry very fast one fortune dice.
Taken as a starting rune: No, you need fortune for almost every important stuff, I recommend it as a possible second one for the weapon of a combat career friend. He would spare his fortune dice for the combat stuff and don't need it that often on social stuff. Or so I think.
Combo: Also here come the Mighty Axe of a Troll Slayer in mind. You need that mighty troll feller strike and an all out attack. So combine this Rune with a powerful action card, plus Rune of Might plus one or more fortune dice to activate the Rune of Fury as also generate some boons and hammers for Rune of Might and the Action Card itself. On the other hand the bonus damage of Fury is only activated by one Fortune die, and doesn't multiply with more die, so the bonus is more or less like Rune of Cleaving which can be used on every attack against every henchmen.
Rating B
Talisman
Luck - Doesn't sound much to Reroll a complete dice pool once per Session. So maybe it should really spared for the final blow on the boss, or the defence with some action card. Or if realy you need an succes or your character is done for. So it can be a daysaver or a character saver.
Taken as a starting rune: Its a good Rune but not as a beginning one in my opinion. It is also a good gift for one of your companions for his perfect sniper shot, super Boss-feller Strike or powerfull spell which would rip your companion wizzzard appart if these two or three chaos stars would stand there. Also as a veteran dwarf Blood Bowl player having a reroll gives you some kind of safety net and you can make more dangerous things which then might suceed. Just because you know you could Reroll them. But don't get to comfy with that reroll, once spend the rest of the session might not feel so great and quite too long.
Combo: There are some Runemagic Actioncards that have a very bad destroying effect on your runes. When they fail horribly your need to activate all runes and they will be destroyed afterwards. The Rune of Luck is here the answer. Spare the rune for these actions and when they fail with two chaos stars then its maybe the best time to use your Luck.
Rating A
Courage - Well I haven't made that much terror checks so I cant really make a statement here. But the main thought it that this is a higly situational Rune. If it come from a boss monster a armour rune could protect you every turn, while a defence talisman protects from its attacks or powers. Maybe someone might enlighten me about this.
Taken as a starting rune: No, not a beginning rune in my opinnion. Maybe later as a gift or to spend it on rune actions, but there are better ones out there I think. Maybe as a gift but there are better ones which helps your companions more.
Combo: If the Terrorcheck is reduced to zero there is no check at all. So maybe an action/spell that helps you against terror/fear could be enhanced with this rune. But again higly situational and not that usefull/better other options.
Rating B - IMHO
Guarding - I think that is quite good rune. It needs to have an active defence used which might be a problem for non combat chars but a dwarf runesmith can usually use most of the basic defences. If weapon skill is taken as the azgaraz dwarf bonus, the parry defences gets even better with three black dice.
Taken as a starting rune: Yes, could be a good beginning rune. Armour runes are also good but you need superior armour to put them on, also in your later chareer you get maybe better armour, but you couldn't strike your old rune combinations again. But a talisman is a talisman. Zero encumberance and it gaves no other benefit than the rune. Also some black die for defence is never a bad think for an academic char. And it is the perfect gift for your companions. No rebuilding of their weapons or armour. It is like an instant guarded position for everyone.
Combo: Actually the card doesn't say that you have to be the target of the attack. Only that you use an ACTIVE defence card in response. The Question is if this Runemagic card where you can try to block a spell against counts as an active defence card. Needs to be checked. The Guarding rune makes that quite a strong defence.
Rating AA
Warding - The rune is a defence versus the unatural where most non magical chars doesn't have anything to defend for. Also it is the perfect rune for a dwarf runesmith and the mindset of a dwarfen group. Magic is for stupid umgis and careless elfes. Real people use stone and steel and runes.
Taken as a starting rune: Maybe to No. Spell attacks are usually boss fights and then only helps you there. Also if your GM knows of your runes than he would simply don't target you. This rune is not bad though.
Combo: Combined with Guarding or Courage most terror striking demons just wait to be pounded in the head with a good hammer. Could also be combined with the Runemagic defence, but only if self targetet. So higly situational. On the other hand to actually later as a runesmith to make presents to all your companions you need more talsiman runes to make different combinations. So if you want to spare your Guarding talismans around combine one with Warding and there you have a good defence talisman.
Rating A
Armor
Fortitude - No Brainer, simply get two wounds. It is a simple example how runes works by the way. The rune itself need one talent experience to be spend. So by getting two wounds out of one talent is a bonus. But it gets even better when you can build combinations for your companions. And when later combined with a second rune as an advanced runesmith you could also inscribe shields with it so that they have two rune armour attached to them. At this point it gets beardy, but hey, that is a dangerous world out there.
Taken as a starting rune: Yes, but if you go on armour runes then Stone should be the first one as it is not a subject for the rule of Pride. Ist a simple increase stat rune. Nothing more nothing less.
Combo: Combined it with every other armour rune and you couldn't make anything wrong.
Rating A
Shielding - Two black dice is a big bonus. But it is also quite situational. Ranged attack is common, but the defence against magic is only spells, and only when they target the defence. Like fire magic for example. But a lot of spells circumvent defence. Also if the GM knows your rune the henchmen might decide to simply target your companions.
Taken as a starting rune: No. Too situational and better armour ones available. But it is a good one for combinations later. If most of your party is equiped with this rune normal arrows and bullets will have it a little harder to scratch you.
Combo: A combination with maybe a talisman rune of Warding on a different item might give a decent magic absorbing dwarf.
Rating B
Iron - Like Fortitude a no Brainer. Simply get one more soak and be happy with it. Compared to Fortitude I think they are even. If you have lots of small damage coming your way increased soak is better. When you suffer damage form any source then Fortitude is better. On the other hand your extra Wounds from Fortitude needs to be healed form time to time. The Soak bonus is always build in.
Taken as a starting rune: Yes, but if you go on armour runes then Stone should be the first one as it is not a subject for the rule of Pride.
Combo: Combine it with every other armour rune and life happily ever after. There is for example action card where you can hit your opponent with your armour and deal damage as your soak stat. In this special case this Rune is also one more damage. Again highly situational and maybe only for ironbreaker anyway.
Rating A
Stone - Aah, the rune every apprentice runesmith learns and is allowed to mass produce according to the rules. Increase defence is good against combat attacks, and some spells as also some actions. And there is nothing wrong with the desire to life on.
Taken as a starting rune: Yes, but see if your armour is a superior quality or start better of with a nice talisman rune and get Stone when you have made/aquired some nice armour. Also the upgrading of your companions armour can also only happen when they have aquired superior stuff or you have made pieces for them. The only exception is if you have there an Ironbreaker with his gromril armour. He can be upruned as soon as there is the money ready for the materials. Makes him a real small tank as like he should be. Also after you have upruned all your companions, new armour runes can be then inscribed on top of the rune of Stone, but combinations have then to be unique.
Combo: Can be combined with any other armour rune. Combination might be the ironbreaker action where he can put Defence on his Soak to absorb the damage. So if you know you will have a Ironbreaker in your group, Stone is the thing to take.
Rating AA
Possible good Runecombinations ... tbd