Master 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.
The Master Runecrafter knows an impressive number of Runes and has accumulated a potent collection of Magic Items (or perhaps has crafted a single masterpiece). Skilled with numerous Media, the Master Runecrafter can inscribe a Rune on paper, wood, cloth, stone, metal, and skin.
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
40 Runes: 40 Rune Familiarities
13 Runic Lore: KS: Runecrafting (INT-based) + 5
6 Media Skills:
  Paper: PS: Calligraphy
  Wood: PS: Carving
  Cloth: PS: Embroidery
  Metal: PS: Engraving
  Stone: PS: Sculpting
  Skin: PS: Tattooing
3 Jack of All Trades
15 Capable: +5 with Craft Skills
10 Skilled: +1 Overall Level
35 Inventory: Permanent Runic Magic Item(s) with a Total Real Cost of 35 points (must also have Permanent Rune(s) corresponding to Item(s))
2 WF: Runecrafter Group (Axe, Hammer, Pick)
1 Literacy w/ Runic Language
Value Disadvantages
0 None


Total Cost of Package
Cost Options
1 each More Rune Familiarities
var More Permanent Runic Magic Items
var More Media Skills
-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)