Some Runecrafters combine an ability to create mystic wards and traps with mastery of more mundane traps and snares to lay truly nasty surprises. Often in high demand for their services by those that are willing to pay top dollar for their own security, Trapmasters can alternately apply their insider knowledge to the task of defusing other peoples traps as well.
Trapmasters can be very interesting characters to play. Though they aren't very proficient at combat, their specialized skills can provide endless amusement to a player of the proper mindset, and even the most bloody handed of adventuring crews can appreciate the Trapmaster's skills when it comes time to slice some locks or vicious traps, or set them as the case may be.
Cost Ability
53 Journeyman Runecrafter Package (remove Media Skill of Choice)
55 Traptinker Package (upgrade FAMs with Carpentry and Blacksmithing to full Skills, no cost difference due to Jack of All Trades)
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
8 Skilled: +1 All Skill Level
125 Total Cost of Abilities
Value Disadvantages
-10 Psychological Limitation: Easily distracted by interesting Traps and Locks or things pertaining to them  (Uncommon, Strong)
-10 Psychological Limitation: Easily distracted by interesting Runes or things pertaining to them  (Uncommon, Strong)


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)

Package Deals
Traptinkers are masters of the more mechanical aspects of Roguish endeavors; locks, traps, and other such gizmos. Due to the special value of their skills to adventuring pursuits, they are treasured members of any adventuring group fortunate enough to benefit from their services.
Able to go through locks and traps like a hot knife through butter, Traptinkers usually have a comprehensive knowledge of the manufacture of locks and traps, and how to circumvent them. However, the dedication necessary for their craft leaves them little time for more martial or athletic pursuits.
Cost Ability
11 Open Lock: Lock picking (DEX based) + 4
19 Sense Traps: Detect A Class Of Things 11- [Separate Sense], Discriminatory, Increased Arc of Perception: 240-Degree, Range, Sense
13 Trap Mastery: Security Systems +5
3 Concealment
3 Mechanics
1 FAM: PS: Blacksmith
1 FAM: PS: Carpentry
3 KS: Traps & Locks (INT)
1 Literacy w/ Native Language
Value Disadvantages
0 None
+55 Total Cost of Package
Cost Options
30 Sublime Lock picker: Suppress vs. Unusual Locks: 16d6, Variable Effect One Power At A Time (Any 1 Power construct "Lock"; +1/4), Delayed Return Rate (points return at the rate of 5 per 5 Minutes) (+1/2), Reduced Endurance 0 END (+1/2) (180 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Character May Take No Other Actions (-1/4), Limited Special Effect Uncommon SFX (-1), Lock Completely reset after 5 Minutes (-1), Required Hands Two-Handed (-1/2), No Range (-1/2), Concentration 1/2 DCV (-1/4), Requires A Lock picking Skill Roll (No Active Point penalty to Skill Roll, RSR Skill is subject to Lock picking Skill vs. Magic Skill of Locking Caster -1/4)
23 Sublime Remove Traps: Dispel Traps 20d6, Expanded Effect One At A Time (+1/4), Reduced Endurance 0 END (+1/2) (105 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Character May Take No Other Actions (-1/4), Required Hands Two-Handed (-1/2), Concentration 1/2 DCV, Must Concentrate throughout use of Constant Power (-1/2), No Range (-1/2), Requires A DEX Roll (No Active Point penalty to Skill Roll -1/2)
26 Advanced Climb Walls: Climbing +4 (Real Cost: 11) plus Clinging (+15 STR) (15 Active Points); Cannot Resist Knockback (-1/4), Requires a Climbing Skill Roll (-1/4)
10 Move Silently & Hide in Shadows: Stealth +1, Concealment +1
15 Read Languages: Universal Translator 22- (31 Active Points); Written Only (-1)
2 AF: Heavy Armor Proficiency
1 AF: Tower Shield Proficiency
15 Better Lucky than Good: 3d6 Luck
-2 Bad Knees: -1" Run
-15 Psychological Limitation: Curious  (Common, Strong)
-10 Psychological Limitation: Easily distracted by interesting Traps and Locks or things pertaining to them  (Uncommon, Strong)