Some Runecrafters concentrate on using skin as their media of choice, tattooing Runes directly onto themselves and their clients. Illumin tend to be adventurous risk takers, and many gravitate towards lives of extremism and danger.
Illumin are fun to play for players that like colorful characters; a player taking the time to fully envision their Illumin's appearance and their various tattoos has a lot of fodder for interesting roleplaying opportunities, and the capabilities of such a character are nothing to sneeze at either. An individual Illumin can be tailored to be good at a wide range of things with a well chosen selection of Runic Tattoos.
Cost Ability
55 Journeyman Runecrafter Package (PS: Tattooing)
10 Export Lore: +10 Runes
6 Expert Lore: + 3 w/ KS: Runecrafting
4 Master Tattooist: +4 w/ PS: Tattooing
10 Competant: +1 Overall Level
40 Tattoos: Permanent Runic Tattoos with a Real Cost of 40 pts (must have Runes for each)
125 Total Cost of Abilities
Value Disadvantages
-5 Distinctive Features: Heavily Tattooed (Concealable, Noticed, Not Distinctive In Some Cultures)


Total Cost of Package

Basic Package Deals
Journeyman Runecrafter
The Runecrafting Magic System is detailed here.
Rather than cast Spells or work some other form of Magic on the spur of the moment, Runecrafters instead inscribe special Runes upon objects or even living creatures that invest the inscribed object or person with Magical capabilities. Runecrafters particularly excel at the crafting of Magic Items, and are often well equipped individuals. They also excel at warding buildings and areas with protective Runes, making them excellent on the defense as well.
Runecrafters can be quite powerful, and also possess useful crafting skills. In campaigns focusing on more hack and slash action, Runecrafters with a selection of custom made Magic Items can excel, while in a more role-playing oriented game their ability to interact with the mercantile elements of the setting come to the fore. Generally well rounded and fun to play, they offer a lot of potential to an interested player.
NOTE: In some settings Runecrafting has roots in a particular culture; for instance in some worlds Runes might be the Magic of Dwarvenkind.
Cost Ability
20 Runes: 20 Rune Familiarities
13 Runic Lore: KS: Runecrafting (INT-based) + 5
2 Media Skill: (Choose 1: PS: Calligraphy, PS: Carving, PS: Embroidery, PS: Engraving, PS: Sculpting, PS: Tattooing)
4 Capable: +4 with Media Skill of Choice
15 Inventory: Permanent Runic Magic Item(s) with a Total Real Cost of 15 points (must also have Permanent Rune(s) corresponding to Item(s))
1 Literacy w/ Runic Language
Value Disadvantages
0 None
+55 Total Cost of Package
Cost Options
1 each More Rune Familiarities
var More Permanent Runic Magic Items
var More Media Skills
2 WF: Runecrafter Group (Axe, Hammer, Pick)
-15 Psychological Limitation: Self Centered (Common, Strong)
-10 Rivalry with other Magic Users  (More Powerful, Group, Professional, Unaware, Outdo)
-5 Social Limitation: Disreputable Master (Master is generally scorned, disrespected, or has a questionable past -- this colors peoples perception of character) (Frequently; Minor; Not Limiting In Some Cultures)