Well actually no, there is not general rune pages that work well on all characters. Ability to understand nuances that really make champion great against enemy champion(s) on lane, create the biodiversity that this game has.
In addition to following builds you should know runes are cost effectiveness (so you get the most bang for the buck). For example mana regen per level seals are most efficient runes, but you only need them for champions who use a lot of mana and/or need to get by without blue buff.
In following 3 builds, Supports can run with jungle runes. x3 Gold quints get you 18 gold per minute or 360 gold at 20 minute mark. So it is much much better to have extra armor and/movement speed. 3 gold quints give you money about equal to 1 cs on every 4 waves.
AD
Magic resist at level 18 13.5 (rounds to 13)
Magic resist 5.36 (rounds to 5.4)
Physical damage 14.67 (rounds to 15)
Movement Speed 3%
- Quints:
- x2 +1.5% Movement Speed
- x1 +2.25 Attack
- Marks:
- Seals:
- Glyphs:
- x4 0.45 Magic Resist
- x5 0.15 Magic Resist per level (2.7 at level 18)
AP
Mana regen /5 at level 18 10.53 (rounds to 11)
Ability Power 26
Magic Penetration 8.5
- Quints:
- Marks:
- x9 +0.95 Magic Penetration
- Seals:
- x9 +0.065 Mana regeneration per level (1.17 at level 18)
- Glyphs:
Jungle
Magic resist at level 18 10.8 (rounds to 11)
Movement Speed 3%
Armor 20.45 (rounds to 20)
Attack 8.55
- Quints:
- x2 +1.5% Movement Speed
- x1 +4.26 Armor
- Marks:
- Seals:
- Glyphs:
- x4 0.45 Magic Resist per level (2.7 at level 18)
- x5 0.7 Armor
Losing like 2-3 waves of minions ~equal to worth of all runes. This is reason why jungler camping bot usally wins - if enemy ad needs to back or dies, then enemy support can be zoned out and x2 people lose wave exp and gold.