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Level 1 Runes: All of the following Symbol Skills are IQ/A, unless attack in hand-to-hand combat - the weapon

ombat - the weapon parries the attack


noted differently. There is no Rank requirement; any runesmith may automatically, without the character using up an action.
learn these skills. The character bearing the rune may decide which attack is parried:
Rune of Accuracy (Fatigue Cost: 2) they can decide after they know whether the attack roll was
This rune may be inscribed on any missile weapon, or on the missile successful but before the damage roll is made. Once the rune has
to be fired or thrown. If inscribed on a weapon, it will add +1 to the been effective, it ceases to be active until dawn of the following day.
user's effective skill while using the weapon. If inscribed on a missile, Rune of Penetrating (Fatigue Cost: 3)
it will add +2 to the user's effective skill when using that specific This rune adds +1 to the effective damage of any missile. It may be
missile. The rune confers no extra resilience on a missile, so if an inscribed on any missile from a missile weapon, including shot
inscribed missile is destroyed when it hits its target (which will from guns, but not on a bow, crossbow or gun. It can also be
happen 50% of the time), the rune's power will be lost. This rune is inscribed on spears and even on daggers, but will only be effective
often inscribed on large stone-throwers to lessen the deviation of if the weapon is thrown. Once the rune has been used, it ceases to
their shot from the intended target. be active until dawn of the following day.
Rune of Battle (Fatigue Cost: 3) As with some other runes, the Rune of Penetrating can be inscribed
This protective rune may be inscribed on any amulet, item of on a war machine. When used in this way, it increases the damage
clothing, weapon, etc. Any critical hit received by the owner of the potential of the machine by +1 for 1d3 hours.
item will be reduced by 1 line on the Critical Hit chart. If this Rune of Restoration (Fatigue Cost: 3)
reduces the value completely off the chart, then there is no critical. This rune can be used in two different ways. As a temporary rune,
These runes are cumulative, giving a modifier of up to -3 lines on it can be painted on the skin of an injured Dwarf restoring 1d hit
the Critical Hit chart. Even if a character is wearing two amulets, points. As a permanent rune, it can be inscribed on an amulet
each with 3 Runes of Battle on them, the critical hit will be reduced which, when placed on the forehead of an injured Dwarf, will
by no more than 3 lines. Once the rune has been effective once, it restore 1d6 hit points; the rune will then fade until the following
ceases to be active until dawn of the following day. A temporary day. The Rune of Restoration will work on humanoids other than
rune will save against one critical hit, and then disappear. If a Dwarfs - even Elves and Orcs - but only restores 1d3 hit points. It
character is carrying more than one temporary rune, even in a will not work on animals at all.
backpack, they will all be activated and destroyed by the first critical Rune of Shielding (Fatigue Cost: 3)
hit - a temporary Rune of Battle cannot be 'saved up' for the next This rune may be inscribed on a shield, armor, or amulet. It
critical hit. provides the character +1 DR all over against missile attacks and
Rune of Burning (Fatigue Cost: 3) +1 Dodge when avoiding magic missile attacks such as fireball and
This rune may be inscribed on any normal missile except lightning bolt. Although it is not a temporary rune as such, the use
ammunition for firearms. Suitable items include arrows, crossbow of the Rue of Shielding is limited to two hours per day. The timing
bolts, spears, and the like. A missile with this rune inscribed on it of it's activation is not controlled by the character; the rune
will burst into flame upon hitting it's target, doing 1d of fire activates when the character is first attacked.
damage (to flammable targets only) on top of the normal damage. Rune of Speed (Fatigue Cost: 3)
The rune is often inscribed on a metal or stone arrowhead, which Any hand weapon may be inscribed with this rune. It grants the
will survive the immolation while the rest of the arrow is burned wielder a +1 modifier to their Speed characteristic, and does not
up. Temporary runes of this sort are often inscribed on flasks of fade when used, unless it is a temporary rune.
oil, making them potent, self-igniting firebombs. Once the rune has Rune of Stone (Fatigue Cost: 2)
been used, it ceases to be active until dawn of the following day. This rune may be inscribed on any piece of armor: it adds +1 DR
Should the rune be inscribed on a war machine, however, then once to the areas covered by that piece. The material of the armor is
activated its power will endure for 1d3 hour before fading. In that toughened by the magic of the rune without becoming any heavier.
case, any ammunition shot by the machine will burst into flames No more than one Rune of Stone may be inscribed on any given
once it hits it's target. piece of armor, but there is no limit to the number of pieces that
Rune of Cutting (Fatigue Cost: 3) can be worn with the rune on them. If inscribed as a temporary
This rune may be inscribed on any bladed hand weapon, causing the rune, it loses its power after a blow is struck that affects that piece
blade to penetrate armor more easily. The weapon will automatically of armor; otherwise it remains effective no matter how many times
seek out weak spots in the opponent's armor, or in an item (such as the armor is hit. To active this rune a blow must be struck in anger
a door) that is being attacked. An enemy's armor DR is treated as if or must come from an inanimate object (such as a failing rock) that
reduced by 1 (to a minimum of 0) when hit with a weapon inscribed would cause actual damage - a friendly slap will not count. This is
with this rune. This rune stays in effect at all times, unless it is a one of the first runes learned by runesmiths, so it is relatively
temporary rune. common.
Rune of Enemy Detection (Fatigue Cost: 3) Rune of Striking (Fatigue Cost: 3)
This rune may be inscribed on a door, gate, or any other closed This rune may be inscribed on any hand-weapon. The bearer may
entryway. It can also be inscribed on an amulet. In conjunction with add + 1 to effective skill when using the weapon, which will twist
the runic representation of a specific enemy, these runes give off a and tum in the wielder's hand, seeking the best opportunity to
reddish glow as a warning whenever that enemy is within a 30 yard strike a blow on an opponent. This rune does not fade when used,
radius. A temporary rune will fade after detecting one enemy. unless it is a temporary rune, in which case it will disappear after
The description tied to the rune must allow the magic to distinguish one blow has been struck that would otherwise have missed.
the intended target from other people; if it simply describes The Rune of Warding (Fatigue Cost: 3)
man with the red beard, then any man with a red beard will cause The rune is usually inscribed on an amulet worn around the neck,
the rune to activate. In the same way, the rune cannot work out or on a piece of armor, and dispels any spell targeted at the bearer
things that are not obvious. Runes that are set to detect Slaaneshi on a roll of 4 + on 1d. If the spell is cast at a group containing the
cultists" will only work if the target is openly wearing clothes or bearer, the spell still has it's normal effect on others in the group.
markings that distinguish them as such. The bearer need not be aware of the spell being cast to be
Rune of Fire (Fatigue Cost: 2) protected, although the rune on the amulet will glow brightly as the
This rune may be inscribed on any hand weapon, but not on missile spell is cast. The rune will also cancel useful spells (such a healing
weapons. A weapon with this rune will burst into flame when taken spells). To benefit from such a spell, the amulet must be removed.
from its sheath, and if it hits will do an additional 1d of fire damage It does not protect against missile spells such Fire Ball. Once the
to flammable targets. The temporary version of this rune is rune has been used, it ceases to b active until dawn of the following
sometimes inscribed on torches, for those who want a light source day.
in a hurry. Once the rune has been effective (until the torch is burnt Rune of Warning (Fatigue Cost: 2)
up or the weapon returned to its sheath) it ceases to be active until This rune may be inscribed on almost any item. A person carrying
dawn of the following day. The rune's fire will not affect the wielder it will never be surprised in combat. They may be ambushed, but
in normal use, but if a Critical Fumble is rolled, there is a chance of will react immediately, and their enemies will not gain a 'free round'.
a character setting fire to himself or his surroundings. The wearer of the rune will get an odd feeling akin to sixth sense
Rune of Forging (Fatigue Cost: 2) that an attack is imminent. This rune does not fade after use unless
This is a specialist rune, especially helpful to runesmiths. Usually it is a temporary rune, in which case it will vanish after it has alerted
inscribed on a hammer or other metalworking tool, it adds +1 to all its bearer of one impending attack.
skill checks involving the Armoury or Smith skills when that tool is
used. This bonus is non-cumulative: having several tools inscribed
with this rune or one which is inscribed several times will not make
the bonus any greater. Many runesmiths insist that their apprentices
learn this rune and make a Hammer of Forging as their first piece
of work as a runesmith.
This rune is also found inscribed on cannons. When used in this
way, it allows the war machine to reroll in the event of a misfire.
However, should the canon fail another reliability check, then the
cannon has misfired and the appropriate roll must be made to
determine the extent of the damage. This rune does not fade when
used, unless it is a temporary rune.
Rune of Luck (Fatigue Cost: 2)
This rune may be inscribed on almost any object or clothing. Its
bearer may add or subtract one point from any die roll. Once the
rune has been used, it ceases to be active until dawn of the
following day. If a character carries more than one Rune of Luck,
they cancel out each other's effects and are useless.
Rune of Parrying (Fatigue Cost: 2)
This rune may be inscribed on any hand-weapon. The weapon
inscribed with this rune will twist and turn in the wielder's hand to
automatically defend them. The rune cancels out any one enemy
effect, the Terror advantage at level 1). The exact appearance is up
Level 2 Runes: All of the following Symbol Skills are IQ/H, unless to the inscriber of the rune, but may include great size, monstrous
noted differently. Runesmith Cult Rank level 3 is also a requirement features, blazing eyes, ferocious beard, orange hair, or whatever the
to learn these runes. runesmith wishes. The effect disappears if the weapon is sheathed
Rune of Alarm (Fatigue Cost: 5) or dropped. If the rune is temporary, the its effects last for 1d
This item can be inscribed on any one spot or object. Should any minutes, but end prematurely if the bearer lets go of the weapon,
living creature pass within a yard of the rune, it will sound an alarm even in a sheath.
very loudly. The runesmith who inscribes the rune may decide the Rune of Locking (Fatigue Cost: 4)
type and loudness of the noise to be emitted, including a short When inscribed on a door or any other closeable item such as a
spoken message up to 10 seconds long. The runesmith may also chest or jewelry box, this rune locks the item in question so
specify what person or category of people the rune guards against. securely that it cannot be opened except wit the Rune of Opening.
For instance, many doors to Dwarf fortresses have runes on them No other magical unlocking method, including the magic spells
that allow any Dwarf to pass, but sound a loud gong if anyone else Lockmaster or Locksmith, will work. However, there is nothing to
enters. Also, many Dwarf tombs have a Rune of Alarm on the stop the door in question being broken down. This rune is often
entrance that will boom out in a loud, frightening voice, Who used by the Dwarfs to guard the tombs of their ancestors. If
dares disturb the eternal rest of..., followed by the name of those inscribed as a temporary rune, the lock will last until the next full
interred within. If inscribed alongside one, the Rune of Alarm can moon of Mannslieb.
set off a Rune of Fear when it is activated, causing any who hear the Rune of Opening (Fatigue Cost: 4)
alarm to be subject to a Fright Check. When inscribed upon a locked door or item, this rune will unlock the
Rune of Blasting (Fatigue Cost: 4) lock. It will work on any physical lock an on items locked with the
This rune is used by Dwarfs in their mining operations, and is only Rune of Locking, but not on any other magically locked items, such as
used in the form of a temporary rune. Inscribed on a rock or those locked with the magic spell Magelock. This rune is generally
natural surface (worked stone, wood, etc.) it will cause a 4d6 used in a temporary form by Dwarfs for opening a Rune of Locking
damage explosion 1d minutes after it is drawn. The rune cannot be in order to lay to rest another Dwarf in his ancestors' tomb; using it
drawn on living things. The relatively long delay before the for breaking and entering is highly dishonorable, and possibly even
explosion is to allow the runesmith to carry his anvil out of danger. blasphemous to Grungni. This rune can only be used as a temporary
Rune of Breaking (Fatigue Cost: 5) rune.
This rune may be inscribed on any hand-weapon. If a successful Rune of Resistance (Fatigue Cost: 5)
parry is made against a person carrying a weapon inscribed with This rune may be inscribed on any amulet or clothing. It adds +1
this rune, both sides roll 1d. If the bearer of the Rune of Breaking DR to the character on all locations, effectively adding a layer of
gets a higher roll, the enemy's weapon is broken, even if it was a invisible and weightless armor to all body parts. Any attacks that
magical weapon. If another Rune of Breaking weapon is used in ignore armor will go through this as normal. The armor comes into
the parry, both sides roll 1d and if one roll is lower than the other existence at the instant that a blow hits, disappearing immediately
then the loser's weapon breaks. This rune has no effect against afterwards, and is normally undetectable. This rune does not fade
'natural' weapons such as claws or teeth. Once used, the rune ceases who used, unless it is a temporary rune.
to be active until dawn of the following day. Rune of Sanctuary (Fatigue Cost: 6)
Rune of Cleaving (Fatigue Cost: 4) This rune may be inscribed on an amulet, article of clothing, ring, or
This rune may be inscribed on any hand-weapon. It's wielder gains any similar item. It grants some small amount of protection against
+1 to ST when using that weapon. The rune does not fade when hostile magic directed at the wearer, represented by the character
used, unless it is a temporary rune in which case its effects last for gaining a +1 modifier on any check vs. spells that allow one. If
1d minutes once activated. inscribed on a banner, the effects of this rune spread to any associate
Rune of Communication (Fatigue Cost: 2) who stands within 10 feet of the banner bearer. This rune does not
This rune may be inscribed on any two objects. Each object must fade when used, unless it is a temporary rune.
be created separately, one directly after the other. One object is the Rune of Slowness (Fatigue Cost: 6)
seeker, the other the target. Anyone holding the seeker will This rune may be inscribed on an amulet, armor, clothing and so on.
immediately know the direction and general distance of the target, Anyone attacking its bearer will find their Speed halved, often
as long as it is within 1 mile. The rune could, for instance, be allowing the bearer to attack first. It deal not affect the person's
inscribed on a sword and its sheath, so that a warrior would know Speed when fighting anyone else in a multi-target melee; only attacks
the location of a lost weapon. Alternatively, it could be inscribed on against the bearer of the rune are slowed. This rune does not fade
two small coins, and one given to someone who the owner of the when used; if temporary it lasts for 2d minutes.
other coin wanted to follow. If inscribed temporarily, the runes last Rune of Spellbreaking (Fatigue Cost: 5)
until dawn of the following day. This rune may be inscribed on any amulet, and will automatically
Rune of Disclosure (Fatigue Cost: 6) cancel one spell cast at the bearer. This includes spells such as
This rune can be inscribed on any container. If something is then fireballs, which will fizzle harmlessly in the caster's hand. Since the
placed inside, the rune will glow brightly if the object is a forgery rune makes the spell fail 'at source' (i.e. in the spellcaster's hand), a
or false in some way. Metal that has been debased will cause the spell cast at a group containing the bearer of the rune will fail to
rune to glow, as will counterfeit coins and forged papers. If large work on the rest of the group. The bearer need not be aware of the
enough, the container will be able to detect such things as bags with spell being cast to be protected. As with the Rune of Warding, the
hidden compartments. It can also detect items made using a rune will also cancel useful spells. Once the rune has been effective,
container inscribed with the Rune of Plenty. If temporary, the rune it ceases to be active until dawn of the following day. The rune will
will fade after one testing, regardless of the outcome. In ambiguous not prevent 'indirect' spells from taking effect; summoning a
or unclear cases, for example when player characters aren't sure Daemon to attack the bearer would work, since the spell is not cast
what an object is supposed to be, or suspect it was made as an on the Daemon's victim.
easily detectable fake (i.e. a deliberate red herring), the GM's word Rune of Stalwart (Fatigue Cost: 5)
is final and needs no explanation. This rune may be inscribed on an amulet, article of clothing, belt,
Rune of Fortitude (Fatigue Cost: 4) helm, ring or shield. It grants the wearer a +1 modifier to any morale
This rune may be inscribed on an amulet, clothing, armor, etc. It test made against their Will score. The rune also grants a +1
gives the wearer +5 hit points. If the item is removed, the wearer modifier when making Fright Checks. This rune is commonly
loses the bonus instantly, unless they are already at 0 hits, in which inscribed on war machines to strengthen the crew's resolution on the
care removing the item has no effect. This rune does not fade when battlefield. The modifiers above cover the entire crew assigned to
used, unless it is a temporary rune. If so, the rune fades when the that runic war machine. This rune does not fade when used, unless it
bonus hit points are lost due to damage, or at sunset, whichever is a temporary rune.
comes first. Rune of Transformation (Fatigue Cost: 4)
Rune of Fortune (Fatigue Cost: 3) This rune can be cast on any hand-weapon, and allows it to
This rune may be inscribed on any hand or missile weapon. Any transform into a different weapon (specified at the time of
misfire of a gunpowder weapon or critical failure of any other inscription), so long as it is smaller than the original weapon, and
weapon becomes a normal failure if this rune is inscribed on the does equal or less damage. For instance, a normal sword could
weapon. Once the rune has been effective, it ceases to be active transformed into a dagger, but not into a two-handed sword or a
until dawn of the following day. If inscribed on a war machine, the halberd. The person inscribing the rune decides what other weapon
rune remains active for 1d hours and allows the war machine to the inscribed weapon can turn into. Up to three Runes of
reroll any disastrous misfire. Transformation can be inscribed on a weapon, allowing the weapon
Rune of the Furnace (Fatigue Cost: 6) to change into three other types. To activate the rune, the user must
This rune may be inscribed on an amulet, clothing or armor Its
trace the rune with a finger (and roll his Rune Lore skill); the
bearer is immune to fire, heat and flame. He can walk through a
weapon will then immediately change into the other weapon. The
blazing house or stick his hand in a furnace without suffering harm.
rune must be traced again to change it back. Tracing takes one
He is not affected by fire attacks, although be will take half the
second. If the rune is temporary, it will cease to function after the
normal damage caused by a magical fire (rounding down). The
weapon has resumed its normal size, after one transformation.
effect lasts 1 hour, whether it is a permanent or temporary rune.
Rune of Valiant (Fatigue Cost: 5)
This rune can be activated once per day; if temporary it simply
Similar in effect to the Rune of Stalwart above, this rune provides it's
disappears. The rune is triggered by any fire that would damage the
bearer, and will last an hour from that time. wearer with a +2 modifier to Morale and Fright checks for a short
Rune of Fury (Fatigue Cost: 6) duration. Although it is not a temporary rune as such, the duration
This rune may be inscribed on any hand-weapon. Its bearer of its effects is limited to two hours per day. The timing of its
activation is not controlled by the character' will, but occurs when
receives the Extra Attack advantage while using the weapon. This
the character is first attacked.
rune does not fade when used, unless it is a temporary rune. Only
one may be inscribed on any weapon.
Rune of Illusion (Fatigue Cost: 5)
This rune may be inscribed on any hand-weapon. It gives the
wielder an appearance of great ferocity and fearsome aspect,
causing any enemy of SM+1 or less to become subject to fear (in
against. For instance, the runesmith could specify 'anyone except
Level 3 Runes: All of the following Symbol Skills are IQ/VH, myself', 'anyone except a Dwarf', 'all Goblins' or 'anyone with red
unless noted differently. Runesmith Cult Rank level 5 is also a hair'. The item can only tell something about the person touching it
requirement to learn these runes. if the person who inscribed the rune could have perceived it. It is
Rune of Courage (Fatigue Cost: 8) not possible to make a rune which protects against 'anyone who
This rune may be inscribed on an amulet, armor, clothing etc. The doesn't like me', or 'all cultists of Slaanesh'.
wearer gains a +2 to his Will attribute. This rune does not fade It is possible to tie the explosion to a certain time or date; 'this
when used, unless it is a temporary rune, in which case it fades after manuscript will self-destruct in 30 minutes' or 'this jewel will selfdestruct
affecting one Will based check. on 5th Vorgheim'. The item with the rune on, and the rune
Curse Rune (Fatigue Cost: 7) itself, are completely destroyed in the explosion (magical items may
This rune may be inscribed on an amulet, clothing, weapon or be permitted a test to survive, at the GM's discretion). Anyone with
other item. Anyone apart from the bearer touched by the rune item Rune Lore can tell what the rune is protecting against.
has one of his characteristics (chosen at the time of inscription) On war machines, this rune has a less discriminating purpose. It is
reduced by -1 until sunrise. This rune is often used on weapons to used to prevent static machines like cannons, stone throwers and
curse the combat abilities of an enemy, but could just as easily be bolt throwers from falling into enemy hands. Any artillerist, gunner,
used on a coin to make bribing a guard easier by lowering his Will. or soldier on the weapon's team knows the word which will activate
Once the rune has been effective, it ceases to be active until dawn the rune. The resulting explosion destroys the machine and causes
of the following day. 4d hits of burn damage on anyone within 6 yards of the machine.
Rune of Disguise (Fatigue Cost: 7) The Rune of Immolation is always inscribed as a permanent rune,
This rune may be inscribed on an amulet, clothing or armor. It is even though its effects are one-use-only.
activated by tracing its outline quickly with a finger (and making a Rune of Iron (Fatigue Cost: 6)
Rune Lore check). Once active, the wearer of the rune cannot be This rune may be inscribed on an amulet, clothing, armor etc. It
seen as long as he keeps still. He may move his hands and head or gives the wearer +1 to HT, to a maximum of 20. A bearer of this
shuffle his feet, but must not move from the spot where he is rune will also feel fitter and healthier when carrying it (he gains the
standing or sitting. Casting spells, picking locks, readying a weapon Fit advantage, or Very Fit if already Fit). This rune does not fade
or actually fighting will negate the effect. Once the bearer of the when used, unless it is a temporary rune, in which case it will be
rune moves, touches or is touched by another person, he becomes activated by the first test that involves HT, and will last for a further
visible. The rune does not make the wearer silent - a sneeze at the 1d minutes.
wrong time can be disastrous. Once the rune has been effective, it Rune of Kadrin (Fatigue Cost: 6)
ceases to be active until dawn of the following day. Usually found on banners, this rune may also be inscribed on
This rune can be also used by a runesmith to hide other runes on amulets, articles of clothing, belts, arm braces (leather or metal) and
an item. For instance, if a weapon is made with the Rune of Cutting rings. It allows the bearer who miss their 'to-hit' rolls by 2 or less to
on it, the runesmith may add the Rune of Disguise at the same time, re-roll once. When inscribed on a banner, the effects of this rune
and neither the Rune of Disguise nor the Rune of Cutting will be spread to any associate who stands within 10 feet of the banner's
visible. They can detected by anyone with Warp Resonance, and bearer. The rune does not fade when used, unless it is temporary.
Rune of Might (Fatigue Cost: 8)
read by someone with Rune Lore, but are otherwise invisible. If
This rune may be inscribed on any hand weapon, but not on missile
the Rune of Disguise is used in this way, it does not have the effect of
weapons. It adds +4 to the user's ST when attacking creatures with
making the bearer invisible as well.
HT greater than that of the bearer. It has no effect when attacking
The Rune of Disguise has one other function. It may be used on war those with equal or lower HT. If on clothing, armor or an amulet,
machines to distort the space around the machine, rendering it the rune is active all the time. If on a weapon, it is only active for
partially invisible. In such situations, at the gamesmaster's attacks with that weapon. If the rune is inscribed twice, add +8 to
discretion, the war machine can neither be seen nor fired upon until the bearer's original ST; if inscribed thrice +12 is added to the
it moves or shoots. It cannot be inscribed on buildings or natural bearer's ST. No matter how many items inscribed with this rune are
features. worn, only three will have an effect, and the runes can never take
Rune of Fate (Fatigue Cost: 10) the wearer's ST above 20. This rune does not fade when used;
This rune must be inscribed on a finely cut jewel worth at least temporary runes last for 1d minutes.
100GC, by someone with the Jeweler skill, and must be made for a Rune of Passage (Fatigue Cost: 10)
specific person. Moreover, that person must be wearing it for the This rune may be inscribed on any amulet, clothing, armor, or on a
rune to have effect. This rune allows the wearer to trap a portion weapon. Its bearer may pass through all solid substance at . his
of their soul inside the gem, so that even if they are 'killed' this Move score for 10 seconds. The substance will close up behind as
small fragile remainder of them may be enough to keep them from he passes. This means that a character bearing this rune could walk
joining their ancestors. through a wall or door, as long as it is not too thick (a character
The wearer of this rune is treated as if they have the Luck with a modified Move of 5 could pass through an 8-foot stone
advantage. The rune may only used once - once it is used, the gem wall). If the object being traversed is thicker than the distance the
splinters into tiny, useless shards. Having more than one item with a rune-wearer can cross in 10 seconds, they will become embedded in
Rune of Fate will not give any extra uses, and if a person has two it - this is fatal if character is not rescued within a number of
jewels, both will shatter when the Luck ability is used. Dwarfs rounds equal to their HT score. The rune does not work on living
believe that a person's fate is in the hands of the gods, and will only objects: a character cannot pass through people, animals, plants or
make an item inscribed with a Rune of Fate for someone they trees.
consider particularly worthy. This rune must be inscribed as a If the rune is inscribed on a missile, it could, for instance, be used
permanent rune, even though the item is destroyed when the rune to shoot someone through a closed window, or on the other side of
is used. a wall. However, the effect of passing through the solid object
Rune of Fear (Fatigue Cost: 7) halves the missile's damage (rounding down) and incurs a -1 to hit.
This rune may be inscribed on an amulet, clothing or armor. It is The bearer of the rune may also choose to use the rune to enable
activated by tracing the rune quickly with a finger (and rolling the quick movement through difficult terrain. The character may move
Rune Lore skill). Once activated, the wearer takes on a frightening one level faster than normal in the terrain (though not faster than
appearance for the next 3d minutes - anyone seeing the person his normal running rate) for one round. Once the rune has been
must make an immediate Fright check. The person wearing the rune effective, it ceases to be active until dawn of the following day.
does not change their appearance in any way, they just become Rune of Plenty (Fatigue Cost: 10)
much more menacing. Once the rune has taken effect, it ceases to This rune can be inscribed on any container containing any one
be active until dawn of the following day. item or substance (arrows, porridge, fresh water or a ball of sulfur,
The rune can also be inscribed on a door or building, causing fear for example). Once the rune is inscribed, the container will produce
in anyone who approaches it. When used in this way, the rune will 1d of that item per day (although there is a 25% chance that the
become active when someone looks at it. rune will fail). The original item is consumed as the rune is
Grudge Rune (Fatigue Cost: 8) inscribed, in the same way as a magical ingredient.
This rune may be inscribed on any hand weapon. It grants the With substances such as water or sand, the container will produce
wielder a +2 modifier to their effective weapon skill against a the volume of that substance used during the making of the item,
particular foe named by the character as an individual to whom 1d times each day. In the case of discrete items (such as arrows or
they hold a strong grudge for some past wrong. Only one such coins) it will only produce 1d items. Inscribing the rune while there
person, tribe or race can be targeted by the rune any time. This are two gold coins in the container will not produce 2d coins per
rune does not fade when used, until the score with that enemy has day. Items will appear one at a time; as one item is removed,
been settled, at which time it loses its runic power, becoming just a another takes its place. The power of the rune can only be used
decoration. If carved as a temporary rune, it will last for 1d minutes once per day.
of combat against the foe named during its inscription. A container inscribed with this rune will not reproduce anything
Rune of Healing (Fatigue Cost: 7) magical, or any living item. If the rune is inscribed as a temporary
This rune may be inscribed on any armor, clothing, amulet, and so rune, the container will produce 1d items before the rune fades.
on. Every time a blow causes actual damage to its bearer, 1d hit Anything produced with this rune is magical in nature, and will
points will be automatically healed at the beginning of the appear as 'magical' to anyone who can detect it. The container will
following round. This happens each time the bearer is struck; if not reproduce any item that has itself been created by this rune.
they take damage three times in a round, they will heal three times Rune of Seeking (Fatigue Cost: 8)
at the start of the next round. If inscribed as a temporary rune, the This rune may be inscribed on any missile weapon, including guns.
effect lasts for 1d minutes. It is activated by tracing with a finger (and rolling Rune Lore), and
Rune of Immolation (Fatigue Cost: 8) the next shot fired from the weapon will automatically hit any target
An item inscribed with this rune will explode if touched by anyone within range, with no roll needed. The weapon must be pointed in
not specifically named by the runesmith at the time of inscription. the right direction, and will twist and turn in the user's hand until its
Anyone within 6 yards will suffer an automatic 1d of burn damage. aim is perfect. Once the rune has been used, it ceases to be active
It is often used to prevent important secret papers or items from until dawn of the following day.
falling into enemy hands. If this rune is inscribed on a war machine, it enables weapons such
The runesmith must specify exactly what the rune is protecting as a bolt thrower (but not weapons such as stone throwers which
hurl their ammunition in an arc) to be used against high-flying
creatures by magically directing the bolts to their target. Such targets
are assumed to be at the weapon's maximum range. In these cases,
the rune remains active for 1d hours.
Rune of Smithing (Fatigue Cost: 10)
Any attack made with a weapon inscribed with this rune does an
additional 1d damage on top of normal damage. This rune does
not fade when used; as a temporary rune, it will last for 1d minutes.
Rune of Spell-Eating (Fatigue Cost: 8)
An amulet inscribed with this rune will automatically absorb and
store one spell cast at the bearer of the rune on a successful Will
check. If the check is passed, the glow of the rune will change from
amber to blue, showing that a spell is stored in the amulet. The
bearer need not be aware of the spell being cast for it to be
absorbed. If a spell is already stored and another spell is cast at the
bearer, the second spell will have its normal effect. Any stored spell
can be cast once by the bearer of the rune, with no FP cost and no
need to use a magic ingredient. Once the spell in a rune has been
cast, the rune fades until dawn of the following day. If the stored
spell has not been used by dawn it drains away harmlessly and the
rune will be empty again.
If the Will check is failed, the spell will affect the bearer normally. A
normal failure on the test will cause no damage; however, on a
Critical Failure the amulet absorbs too much magical energy and
shatters, causing 1d damage to the wearer. The amulet must be worn
for the spell to be successfully absorbed; it cannot be hung on a nail
while a wizard casts spells at it in an attempt to store one for use
later. The spell can only be recast by the person who was it's origina target.

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