Rune MasteryV2.3

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    Rune Mastery

    Rune MasteryRune Mastery, the rather pretentious title for the limited skills practiced by a cadre of Human Wizards. These Wizards are the

    practitioners of a crude, debased form of the highest of all Dwarf arts, that of Runesmithing. The Wizards in question call themselvesRune Masters. However, the truth is these so-called Rune Masters have little skill when compared with the great Dwarf Rune Lords. TheLore studied by Rune Masters all stems from the teachings of the first Rune Master Dortmund Klauser, who penned The Book of RunicMastery the seminal and extremely heretical work from which all subsequent Rune Mastery would be learned from.

    The Origins of Rune Mastery

    The origins of Rune Mastery are something of a bone of contention, depending on whom you ask there are a number of differentstories. All versions agree on a two points: Firstly that Dortmund Klauser was the first Rune Master and secondly that he learned his skillsby studying alongside an unnamed Dwarf somewhere between the years 1340-1350. However, from this point onwards the storiesdisagree, there are three popular views:

    The first view is that of the Rune Masters themselves, which incidentally tallies with the official historical record of Ostermark thehome province of Dortmund Klauser ( a successful Hard -20% Common Knowledge Empire Skill Test will reveal this information ). Thisversion of the tale claims that Dortmund Klauser was a kind and honest scholarly Wizard with interest in metals and alchemy. One daywhile traversing the Axebite Pass in the Grey Mountains Klauser came across the remains of a dwarfen ore caravan that had met a brutalambush. While checking for survivors Klauser found a badly injured Dwarf. Klauser cared for the wounded Dwarf and over a period ofmany months slowly nursed him back to something approaching health. The Wizard and the Dwarf had become firm friends during theirtime together and the Dwarf had revealed himself to be a Runesmith. The then Dwarf offered to teach Klauser the basic principals ofRunesmithing as a way of thanking him for saving his life, Klauser gladly accepted. In time the Runesmith fully recovered and eventually

    returned to his home in the Grey Mountains. Klauser continued working on the runic theories he had formulated in conjunction with the

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    Rune Mastery

    Rune Master Careers, Skills & Talents

    Career: Rune Masters ApprenticeNote: Only Humans can enter this Career. At the GMs approval this career may be substituted for that of Apprentice Wizard or HedgeApprentice.

    Skills: Academic Knowledge ( Klauser Runes ), Channelling, Drive or Ride, Evaluate or Perception, Magical Sense, Read/Write, RuneMastery, Speak Arcane Language ( Mystic Khazalid ),Trade one of:( Armourer, Jeweller, Smith, Weaponsmith ).Talents: Coolheaded, Klauser Runes ( any two ).Trappings: Leather Jack, Leather Apron, Trade Tools ( as appropriate ), Access to a copy of The Book of Runic Mastery by DortmundKlauser.Career Entries: Apprentice Wizard, Artisan, Forger, Hedge Apprentice, Scholar, Student.Career Exits: Apprentice Wizard, Hedge Apprentice, Rune Master, Scribe, Student.

    Career: Rune MasterNote: Only Humans can enter this Career.

    Skills: Academic Knowledge ( Klauser Runes, Runes ), Channelling, Drive or Gossip, Common Knowledge ( any two ), Evaluate orRead/Write, Magical Sense or Perception, Ride or Swim, Rune Mastery, Speak Arcane Language ( Mystic Khazalid ), Speak Language (Classical ), Trade ( any two ).Talents: Aethyric Attunement, Artistic, Hardy, Klauser Runes ( any four ), Seasoned Traveller.Trappings: Small Anvil, Good Quality Trade Tools ( as appropriate ), 2 Runic Items, Good Quality Clothes, a Copy of The Book of RunicMastery by Dortmund Klauser, 20gcs.Career Entries: Apprentice Rune Master.

    Career Exits: Apprentice Wizard, Artisan, Hedge Apprentice, Runic Grand Master, Student.

    WS BS S T Ag Int WP Fel A W SB TB M Mag IP FP

    +5 - +5 +5 +10 +10 +10 - - +2 - - - +1 - -

    WS BS S T Ag Int WP Fel A W SB TB M Mag IP FP+10 - +10 +10 +20 +15 +20 +5 - +3 - - - +2 - -

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    Career: Runic Grand MasterNote: Only Humans can enter this Career.

    Skills: Academic Knowledge ( Engineering, Klauser Runes, Runes, Science ), Channelling, Common Knowledge ( any two ), Evaluate orHaggle, Gossip or Swim, Magical Sense or Perception, Read/Write, Rune Mastery, Speak Arcane Language ( Mystic Khazalid ), SpeakLanguage ( any two ), Trade ( any three ).Talents: Controlled Channelling, Klauser Runes ( any ten ), Savvy, Strong-Minded.

    Trappings: Large Well Equipped Workshop, Best Quality Trade Tools ( as appropriate ), 4 Runic Items, Several Sets of Best QualityClothing, 100gcs, Respectable Faade, Aversion to Dwarfs.Career Entries: Rune Master.Career Exits: Apprentice Wizard, Artisan, Engineer, Hedge Apprentice, Merchant, Scholar.

    New Skills and Talents

    Academic Knowledge ( Klauser Runes )Skill Type: Advanced.Characteristic: Intelligence.Description: Use this skill to identify unknown runes and recall details about their manufacture and traits. Note: This Skill confers no abilitywith true dwarfen runes. If faced with an unknown dwarf rune a successful test against this skill will only reveal that the rune is not one ofKlausers runes.Related Talents: None.Reference: Rune Mastery fanmade document.

    Rune MasterySkill Type: Advanced.Characteristic: Will Power.Description: Use this skill to empower magical runes. Rune Mastery is the basis of the Rune Masters abilities. This Skill allows you to trapmystic forces within a rune creating enchanted items of great power. Human Rune Masters can only empower runes inscribed on to hardmaterials such metals or gemstones. They may not inscribe soft materials such as cloths. All Klauser Runes are permanent. Note thisSkill is not used to identify runes nor does it confer any ability to create or inscribe true dwarfen runes.Related Talents: None.

    WS BS S T Ag Int WP Fel A W SB TB M Mag IP FP+10 +5 +10 +10 +25 +25 +25 +10 - +4 - - - +3 - -

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    Rune Mastery

    Table of Inscription Roll Modifiers

    The Catalogue of Klauser RunesThe Runes invented by Dortmund Klauser are still the limits of what a Rune Master can achieve. The KlauserRunes are presented in a similar form to the true dwarfen runes found in the Realms of Sorcery supplement.

    However all Klauser Runes are permanent as human Rune Masters have never developed the skill of inscribingtemporary runes. So all the descriptions below can be considered to be for permanent runes.

    Klauser Rune of ArmourType: Armour.Inscription Number: 6Empowerment: 4Description: When this rune is inscribed to a piece of metallic armour it confers a +1 bonus to the number of

    Armour Points that the armour bestows. This can raise the total number of Armour Points on any given location to

    Conditions the Klauser Rune is Inscribed Under Modifier to Inscription Roll

    Rune Master crafted the item to be inscribed himself +1

    Rune Master crafted the item to be inscribed himself and the item is of a level of GoodCraftsmanship.

    +2

    Rune Master crafted the item to be inscribed himself and the item is of a level of BestCraftsmanship.

    +3

    Rune Master successfully passes a Channelling Test + Mag Characteristic of the Rune Master

    Rune Master uses Best Quality Trade Tools during the Inscribing process +1

    Rune Master uses Poor Quality Trade Tools During the Inscribing Process -1

    Rune Master is under the effects of Alcohol or Drugs -10

    The Rune Master has previously successfully inscribed this specific Klauser Rune 5 timesor more

    +1

    The Rune Master has never successfully inscribed this specific Klauser Rune before -2

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    above 5. The effects of more than one of these Klauser runes are cumulative.

    Klauser Rune of Blindsight

    Type: Talisman.Inscription Number: 9Empowerment: 7Description: When this Klauser Rune is inscribed to an item usually a medallion or pendant, the wearer gains the Keen Senses and NightVision Talents. If the wearer already has either talent he cannot claim any extra bonus to them.

    Klauser Rune of Cruel MetalType: Weapon.

    Inscription Number: 16Empowerment: 11Description: This Klauser Rune can only be inscribed on to a weapon with a sharpened metal edge such as a sword or axe. Injuriesinflicted by weapons bearing this rune remain open and continuing to bleed for days after the wounds were inflicted. Any hit from aweapon bearing this rune that causes Wound loss will cause the victim to lose 1 additional Wound in every subsequent round. If the victimsurvives the battle he may staunch the blood flow. However the victim will continue to lose 1 Wound Point per day that cannot be healeduntil he has received medical attention. Magical Healing, Healing Draughts and the like will restore the usual amount of Wounds but willnot stop the bleeding. A successful Heal Skill Test is required to stop the bleeding but it will not restore any lost wounds. The following daythe victim will begin to heal again as normal.

    Klauser Rune of Cutting and SmashingType: Weapon.Inscription Number: 6Empowerment: 4Description: When inscribed on to a weapon this rune adds a +1 damage bonus to all blows dealt by that weapon. If this Klauser rune

    causes a wound that would not have been caused without it, the rune will cease to function until sunrise of the following morning. Theeffects of more than one of these Klauser runes are cumulative.

    Klauser Rune of Fearful FlightType: Armour.Inscription Number: 10Empowerment: 4Description: This Klauser rune must be inscribed on to a metallic helm. When the rune is activated via a mental command from the

    wearer, he gains the Frightening Talent for the next 15 minutes. After which the rune will cease to function until sunrise of the next day.

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    Klauser Rune of Flame and AshType: Talisman, Weapon.

    Inscription Number: 16Empowerment: 9Description: When this Klauser Rune is inscribed on to an Item it will erupt into flames at the owners mental command, the owner of theitem can give the command from up to 12 yards away ( the definition of owner of the item is the last person to have possession of it for 24hours ). When the Item bursts into flames it causes a damage 4 hit to everything within a three yard radius and ignites any flammableobjects struck by the flames. The runic item is unharmed by the flames. This Klauser Rune is most often inscribed on throwing weapons,but has been rather nastily inscribed on pieces of jewellery, given as gifts and then used as firebombs within the day. This Rune ceases tofunction until sunrise the following day after being used once.

    Klauser Rune of FlightType: Weapon.Inscription Number: 6Empowerment: 3Description: When this Klauser rune is inscribed on a weapon it will ensure that when the weapon is thrown it will always hit the intendedtarget. Normal range limits apply. After one use this Klauser rune will cease to work until sunrise of the following day. However the throwerof the weapon need not use the power of the Klauser rune until he wishes, For Example a throwing axe could be thrown three times usingthe Ballistic Skill Characteristic as normal but the fourth time the thrower decides to use the power of the Klauser Rune and automaticallyhits, the Klauser rune then ceases to function until sunrise.

    Klauser Rune of Greater ConstitutionType: Talisman.Inscription Number: 14Empowerment: 6

    Description: The wearer of an item bearing this Klauser rune gains a +10% bonus when dealing with Disease and Poison Tests. This canbe cumulative with the Resistance to Disease and Resistance to Poison Talents.

    Klauser Rune of Great DeathType: Weapon.Inscription Number: 50Empowerment: 90Description: A weapon inscribed with this Klauser Rune will kill any being that it wounds. This Klauser Rune is recorded in The Book of

    Runic Mastery, a footnote beside its description reads that only a god may inscribe this rune .There is no mention of which god and

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    this has added fuel to the fire as far as Witch Hunters are concerned. Although this Klauser rune is listed no known weapons have everbeen found to bear it. Several Rune Masters that have attempted the inscription of this rune have later been found dead without anobvious cause. Note: It is left up to the GM exactly how to implement this Klauser Rune.

    Klauser Rune of Lesser DeathType: Weapon.Inscription Number: 29Empowerment: 30Description: This Klauser rune is always inscribed on a weapon, the rune empowers the weapon with the ability to inflict an automaticCritical Hit on that location ( roll 1d10 to determine severity of the Critical Hit ) regardless of remaining Wounds to any member of aspecific race with a single blow provided that the blow causes at least one Wound Point of damage. Each Klauser Rune of Lesser Death

    affects one group of creatures such as Chaos Creatures, Elves, Greenskins etc... Note: In order to inscribe this Klauser rune the RuneMaster must have killed at least one creature from the group in question at some point in their lives.

    Klauser Rune: Hint of DeathType: Weapon.Inscription Number: 19Empowerment: 14Description: This Klauser rune is always inscribed on a weapon, the rune empowers the weapon with the ability to inflict an automaticCritical Hit on that location ( roll 1d10 to determine severity of the Critical Hit ) regardless of remaining Wounds to any member of aspecific racial group with a single blow provided that the blow causes at least one Wound Point of damage. Each Klauser Hint of Deathrune affects one specific racial group of creatures such as High Elves, Orcs, Imperial Humans etc... For Example a sword inscribed with aKlauser Hint of Savage Orc Death would cause an automatic Critical Hit against Savage Orcs but count as an ordinary weapon againstCommon Orcs. Note: In order to inscribe this Klauser rune the Rune Master must have killed at least one creatures from the racial groupin question at some point in their lives.

    Klauser Rune of ProtectionType: Armour, Weapon, Talisman.Inscription Number: 9Empowerment: 7Description: This Klauser rune may be inscribed on to any type of object, as long as the runic item is in the bearers possession he willgain a +10% Will Power bonus to all Tests to resist the affects of magic. The effects of more than one of these Klauser runes are notcumulative.

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    Empowerment: 1Description: At the bearers mental command this rune will shoot out a blinding burst of white light directly at one creature within 4 yards ofthe rune bearer. The creature must pass a Challenging ( -10% ) Agility Test in order to avert their eyes in time. If the Test is failed the

    creature is blinded for 2 rounds. This rune will then cease to function until sunrise the following day.

    Klauser Rune of SpeedType: Talisman.Inscription Number: 7Empowerment: 8Description: The bearer of this Klauser rune may move at an accelerated rate. The bearer gains a +1 bonus to his MovementCharacteristic while the runic item is in his possession. The effects of more than one of these Klauser runes are not cumulative.

    Klauser Spell RuneType: Armour, Weapon, Talisman.Inscription Number: 14 + the Casting Number of the Spell to be Inscribed.Empowerment: 13Description: Dortmund Klauser was a Wizard prior to developing the art of Rune Mastery, this Klauser rune allows any object to beinscribed with a spell of the Rune Masters choice and grants the rune bearer the ability to cast the spell with no Casting Roll and nochance of Tzeentchs Curse. The rune bearer need not be a spell caster to use this rune. To cast a spell in this way takes the samenumber of actions as it normally would. This Rune ceases to function until sunrise the following day after being used once. The RuneMaster must have the ability to cast the spell he wishes to infuse the Klauser rune with. The base Inscription Number for this KlauserRune is 14 but when making the Inscription Roll to seal the rune the Rune Master must add the Casting Number of the Spell to be trappedwithin the Klauser rune to gain the true Inscription Number. For Example if a Rune Master wished to inscribe a Spell Rune with a LightningBolt Spell ( Casting Number 10 ) then the Inscription Number of the Spell Rune would be ( 14 + 10 )= 24.

    Klauser Rune of Swiftness

    Type: Weapon.Inscription Number: 7Empowerment: 9Description: This Klauser rune may only be inscribed on to a weapon, it grants the weapon the FastQuality or in the case of weaponswith the SlowQuality such as great weapons it simply negates the SlowQuality. The effects of more than one of these Klauser runes arenot cumulative.

    Klauser Rune of Water Walking

    Type: Talisman.

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