|
General Magic Item Guidelines are here. |
Runecrafting is part of the
Artificer archetype. |
GM Notes on
Runecrafting
|
Rather than cast Spells
or work some other form of Magic on the spur of the moment, Runecrafters (ROON-KRAFT-ers) instead
inscribe special symbols 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. |
This reliance on Magic that is not castable at need makes for a challenging and
intriguing type of Magic User. |
CASTING
MODEL |
Runecrafting does not
use a concept of "Spells" or allow any quick combat-oriented "casting" of Magical
Effects. It's sole purpose is the crafting of Permanent or Ephemeral Magic Items via the
conceptualization of Magical "Runes" that are inscribed upon a
surface and impart specific abilities. Runes may be used on
weapons, armor, people via tattoos, or other inanimate objects. |
APPLICABILITY |
For the purposes of the
guidelines presented throughout this website there are two types of
Magic Items, Permanent and Ephemeral. as explained in the
Magic Item Guidelines document. The most
significant difference between them is that Permanent Items cost Character
Points to create while Ephemeral Items do not. |
Permanent Items last until destroyed and
are built using the Independent Limitation. |
Ephemeral Items have a finite supply of
Magical energy and are built using the Charges Limitation with the
"Non-recoverable" option. |
Runecrafting allows the creation of both
types of Magic Items. For convenience sake throughout this document Runes used to
make Ephemeral Runic Magic Items are referred to simply as "Ephemeral Runes"
and Runes used to make Permanent Runic Magic Items are called "Permanent
Runes". There are some mechanical differences between Permanent and
Ephemeral Runes which are explained in detail in a later section. |
RUNE FAMILIARITIES |
A Runecrafter buys each
Rune that they know as a one point Familiarity similar to a Transport or
Weapon Familiarity. Each distinct Power Construct or Magic Item is
represented by separate Runes regardless of similarity. |
EXAMPLE: Falrath's
Rune Of Dimensional Warding is defined as: |
Falrath's Rune Of Dimensional Warding:
Change Environment 4" radius, -10" Teleportation, Trigger (Someone In Area Affected Trying To Teleport Out or Someone Trying To Teleport In, Self-Resetting; +1) (84 Active Points); 6 Continuing Charges lasting 5 Minutes each which Never Recover (-1 3/4), No Range (-1/2), Physical Manifestation (-1/4;
Rune of Dimensional Warding) |
Real Cost: 24 Character Points; Average Market Price: 2,016 xc |
A Runecrafter that knows this Rune does not pay the Real Cost of the Rune's
effect. Instead they pay 1 point for a Familiarity with the Rune, which is
then listed on their
Character Sheet under "Skills": |
Falrath's Rune Of Dimensional Warding
(Ephemeral) |
Real Cost: 1 point |
NOTE: In this document
example Rune write ups often include an "Average Market Price" value given in "xc". This
amount indicates the average price in whatever denomination is the campaign
standard to purchase a Runic Magic Item or have a Rune
inscribed, in a neutral market (unweighted by availability or demand). Thus "xc" is
gold coins in a gold-based campaign, silver coins in a silver-based
campaign, or perhaps some more unusual system of currency in other campaigns. |
This amount is calculated as: |
- Ephemeral Runes: (Active Points * Real Cost)
- Permanent Runes: (Active Points * Real Cost) * 5
|
This amount could be heavily modified in either
direction based upon economic forces and applicable Skill Rolls such as
Trading. Individual GM's likely have widely divergent means of calculating
the cost of Magic Items and should be consulted when there is doubt on the
part of a player. |
RUNECRAFTING SKILL |
In addition to taking Familiarities with
each Rune that they know, all Runecrafters must have KS: Runecrafting.
This Skill indicates their general understanding of Runic Magic and ability
to recognize the properties of different Runes. A player can decide whether
they prefer the INT or GEN based version of this Knowledge Skill at
character creation. |
KS: Runecrafting;
Real Cost: 3 points |
KS: Runecrafting
(GEN); Real Cost: 2 points |
MEDIA SKILLS |
Runes may be inscribed or otherwise marked
upon numerous surfaces, referred to as Media. Runecrafters must
learn how to inscribe their Runes on each Media separately, as
represented by various Professional Skills. |
PS: Calligraphy |
Paper |
PS: Carving |
Wood |
PS: Embroidery |
Cloth |
PS: Engraving |
Metal |
PS: Sculpting |
Stone |
PS: Tattooing |
Skin |
|
The adjoining table lists the
principal skills, though a GM might extended this list to
include other Media; PS: Glazier for using Glass as a Media for
example. Obviously, these Skills may also be used for their
intended purposes as well. |
|
At the GM's discretion some other
Professional Skills might be proxied; such as PS: Weaving or PS: Sewing for
PS: Embroidery, or PS: Etching for PS: Engraving. |
Also at the GM's discretion some other Media
might be added or switched out, such as PS: Glazier for the making of Runes
in glass objects or PS: Pottery for adding Runes to ceramic and clay
objects. |
ITEM CRAFTING SKILLS |
It is important to note that none of the
default Media Skills cover the creation of objects, they simply allow
the addition of adornments to existing objects. If a Runecrafter wanted to
also make objects from scratch then where appropriate they must also take
the corresponding Skill(s) separately. |
For instance, a Runecrafter that knew PS:
Engraving that also wanted to create weapons and armor upon which to
engrave Runes from scratch would have to take some combination of
Blacksmithing, Weaponsmithing, and/or Armorsmithing to do so. |
MIXED MEDIA |
The interaction of Runes with different
Media is a significant feature of this Magic System, and there are some
specific guidelines detailing this interaction as follows. |
Normally all Ephemeral
Runes may be used with any Media the Runecrafter has the appropriate
Professional Skill for. Accordingly an Ephemeral Rune that can
only be applied to a single Media may take a -2 Limited Media Limitation; each additional
Media that such a Rune can be applied to reduces the Limitation by -1/2. |
Thus an Ephemeral Rune
which can be inscribed on four Media may take a -1/2 Limitation while an
Ephemeral Rune
that can be inscribed on five or more Media may not take a Limitation of this
sort. |
EXAMPLE:
Gorga's Rune of Hall Warding is an Ephemeral Rune that can only be
carved on Metal or Stone, and thus takes a -1 1/2 "Limited Media"
Limitation. |
This behavior is
reversed for Permanent Runic Magic Items; normally Permanent Runes may only be
implemented in a single Media (as appropriate to the Magic Item the
Permanent Rune represents), and each
additional Media that the Rune may be inscribed upon is a +1/4 Advantage
which must be applied to every separate Power Construct imparted by the
Rune, |
EXAMPLE:
The Rune of Zerstram is used to craft a mighty Magical Warhammer. Normally such a
weapon would need to be made from a single specific Media (typically metal for
weapons and armor). However a Zerstram Hammer can be crafted from Metal or
Stone, and thus has Multiple Media as a +1/4 "Multiple Media"
Advantage. |
Rune of Zerstram: Multipower,
70-point reserve, all slots Multiple Media (Metal/Stone) (+1/4), Reduced
Endurance (0 END; +1/2) (122 Active Points); all slots Independent (-2), OIF
(Warhammer; -1/2), Required Hands Two-Handed (-1/2); Real Cost: 30
Character Points |
- Heavy Blow: HKA 4d6-1 (vs. PD),
+1 Increased STUN Multiplier (+1/4) (69 Active Points); Real Cost:
2u
- Staggering Blow: HKA 3d6-1 (vs.
PD), +3 Increased STUN Multiplier (+3/4) (70 Active Points); Real Cost:
2u
- Punishing Blow: HKA 3d6-1 (vs.
PD), +1 Increased STUN Multiplier (+1/4), Does x1 1/2 Knockback (+1/2) (70
Active Points); Real Cost: 2u
- Furious Blows: HKA 2d6-1 (vs. PD), +1
Increased STUN Multiplier (+1/4), Autofire (5 shots; +1/2), Non-Standard
Attack Power (+1) (69 Active Points); Real Cost: 2u
|
Effective Active Points for
Creation Purposes: 162 Active Points * |
Total Real Cost: 38 points; Average Market Price: 30,780 xc |
* NOTE:
See the
Magic Item Guidelines document for guidance on creating Magic Items as Power
Frameworks. |
Restrictions |
There are a number of
restrictions which apply to this type of Magic Use, as follows. |
POINT CAPS |
By default no point caps are imposed on
Runic Items, though Runes with higher Active Points and Real Costs take
longer and are more difficult to inscribe. However some GM's might prefer to
enforce point caps on Runes to keep Runic Items from being too powerful for
their campaign. |
If such is the case, 60 Active Points are
recommended as a viable limit for Permanent Runes, and 90 Active Points as a
viable limit for Ephemeral Runes. |
USAGE |
In general Runes may be used to
make Magical weapons and armor, to embed magical powers into a person or
other object such as wards, and to create Runic tattoos investing a
recipient with Magical Powers. |
NAKED POWER ADVANTAGES |
Ephemeral Runes can be designed as Naked
Power Advantages where appropriate, but Permanent Runes cannot be. |
Ephemeral Runes meant
to be borne on weapons are often built as Naked Power Advantages applying to
a Killing Attack or Hand Attack, but Permanent Runes intended to create
weapons are built as a Killing Attack or Hand Attack in an Independent Focus with the
appropriate additional abilities added on as a Compound Power or as part of
a Power Framework. |
Ephemeral Runes intended to be borne on
armor are sometimes built as Naked Power Advantages applicable to Armor, but
are rarer than Ephemeral Runes intended for weapons. Runic armor is more
commonly made with a Permanent Rune based on the Armor Power or some other
Defense Power such as Damage Reduction or Force Field. |
TRIGGERS |
Ephemeral and Permanent Runes intended to
be used for miscellaneous effects or as wards are typically designed as
Powers on Triggers. |
Triggers are given comprehensive coverage on pages 269, 27, and 271 of the
HERO System Fifth Edition Revised Rulebook, and include the expanded Trigger
Options presented in
Digital HERO #11 in the
HERO Glyphs article by Steven S. Long. Players of Runecrafters should read
this section carefully and consider the implications of the various options
available for Triggers, particularly the rules for self-resetting Triggers. |
Some Triggers need special Detects
included in their design to function properly as explained on page 269
of the HERO System Fifth Edition Revised Rulebook. |
TATTOOS |
Runes intended to be
used as tattoos are typically Permanent; some are built on
triggers while others are "on" all the time. Tattoos are given specific
treatment under Inscribing Permanent Runes below. |
NUMBER OF
RUNES KNOWN AND RUNE DISTINCTIVENESS |
A Runecrafter may know as many Runes
as they are able to buy Familiarities for. However, every variation in
design, no
matter how insignificant, represents a separate Rune that must be bought as
a separate Familiarity. |
EXAMPLE: Gruarg the
Runecrafter knows the Ephemeral Rune Oppo's Rune of Blasting |
Oppo's Rune of Blasting: Energy Blast 5d6 (vs.
ED) (25 Active Points); 8 Boostable Charges which Never Recover (-2 1/4),
Physical Manifestation (-1/4) |
Real Cost: 7 (not paid) [8 bnrc]; Average Market
Price: 175 xc |
If Gruarg wants to add Explosion to
the Rune of Blasting, he must either learn another Rune such as Jael's Rune
of Exploding Blasts, or create the new Rune himself. |
Jael's Rune of Exploding Blasts: Energy Blast
5d6 (vs. ED), Explosion (+1/2) (37 Active Points); 8 Boostable Charges which
Never Recover (-2 1/4), Physical Manifestation (-1/4) |
Real Cost: 10 (not paid) [8 bnrc]; Average Market
Price: 370 xc |
SPECIAL EFFECTS (SFX) |
Magic Runes have very broad Special Effects. In
addition to any specific SFX that a particular Rune effect might have such
Electricity for a Lightning Rune or Fire for Flamebolt Rune, all
Magic Runes also automatically have the additional SFX of Magic,
plus Arcane,
and finally Runic. These
mandatory SFX cannot be altered by any means, including Variable Special
Effects. |
NOTE: The Rune of Electrical Arcs
is always Magic, always Arcane, and always Runic
in addition to Electrical. |
REQUIRED/FORBIDDEN MODIFIERS |
The following restrictions apply to all Power Constructs
used to represent Runes. Each category is described in more detail
under Creating Runic Items; this list simply summarizes what Modifiers are required or
forbidden: |
Ephemeral Runes |
- Must Have the Physical Manifestation Limitation
- May Not Have the Independent Limitation
- May Not Have the Focus Limitation
- May Not Have the Restrainable Limitation
- Must
Have Non-recoverable Charges
- Continuous Charges Must
Terminate Via Anti-Magic
- May Not Have No Conscious Control
|
Permanent
Runic Magic Items |
- Must Be Independent
- Must Use the Focus Limitation
- Typically Are Durable Foci
- May Not Be On Non-recoverable
Charges
- May be on Recoverable Charges
|
Runic Tattoos |
- Check with your GM for the method they are using for Runic Tattoos.
|
CREATING RUNIC ITEMS |
Different guidelines apply to the creation
of temporary "Ephemeral Runes" and "Permanent Runes", as follows. |
INSCRIBING EPHEMERAL RUNES |
Runecrafters can
inscribe simple Runes that are not meant to last forever but which can be
very useful while they last, called Ephemeral Runes. As described in the
Magic Item Guidelines
document, Ephemeral Magic Items are Magic Items that are
built with Non-recoverable Charges, which means that they have a finite
number of uses, but conversely do not cost Character Points to create. |
As noted above under
Media Skills, in order to inscribe an Ephemeral
Rune a Runecrafter must have the appropriate Media Skill for the Media they
wish to inscribe a Rune upon as well as the appropriate materials and tools. |
Thus if a Runecrafter wanted to add a Rune to a garment they
would need to have the PS:
Embroidery Skill, a needle, and sufficient thread to embroider the Rune, but if they wished to inscribe
the same Rune on stone they must have the PS: Sculpting Skill and a hammer and
chisel. It is left up to the GM's discretion whether a Runecrafter has the
correct materials in sufficient quantity for a given Rune. |
REQUIRED SKILL ROLLS AND TIME |
It takes the following effort to
successfully inscribe an Ephemeral Rune: |
- One hour per 10 Active Points, uninterrupted
- A KS: Runecrafting Skill Roll at -1/10 Active Points
- The appropriate Media Skill Roll at -1/10 Real Cost
|
If the KS: Knowledge Skill is
failed but the Media Skill Roll is successful then the Rune
looks correct but lacks Magical potency. |
20 minutes per 10 Active Points |
-1 |
5 minutes per 10 Active Points |
-2 |
1 minute per 10 Active Points |
-3 |
1 Turn per 10 Active Points |
-4 |
1 Phase per 10 Active Points |
-5 |
|
A Runecrafter may take less
time to inscribe an Ephemeral Rune, but suffer an additional
Skill Roll penalty to their Media Skill Roll for rushing the
job. |
|
BASE ITEMS |
The base Item to be inscribed must first be constructed
or otherwise acquired.
The Runecrafter may
subcontract this step to craftsmen or otherwise acquire a suitable Item, in which case
the GM determines the quality of the base Item.
If creating the Item themselves, the Runecrafter must also go through the
normal process of creating the mundane Item, as appropriate to the type of
Item. |
I MADE THIS! BONUS |
Runecrafters gain a +2 bonus to their KS: Runecrafting and Media Skill Rolls to add a
Rune to any Item they created from scratch. |
NON-RECOVERABLE CHARGES |
Ephemeral Runes must
include Non-Recoverable Charges in their design and may not be
Independent. |
NOTE: An
interesting option for Charges is given in Digital HERO #16 in the HERO
Glyphs article by Steven S. Long called "Conserved Charges", which might be
particularly useful for Ephemeral Runes. |
PHYSICAL MANIFESTATION |
All Ephemeral Runes must take "Physical Manifestation",
described on Page 100 of the Until Superpowers Database. Depending upon the
Media that a Rune is inscribed upon the Physical Manifestation of an
Ephemeral Rune often lasts long beyond the Charges in the Rune are expended. |
For instance if an Ephemeral Rune is
inscribed in stone, the Rune's likeness remains upon the stone even after
all the Charges in the Rune have been expended. An Ephemeral
Rune engraved into a piece of metal or chiseled into a block of stone or
tattooed on flesh will last for a very long time indeed even after the Rune
has lost it's Magic, until erosion, corrosion, or decay removes them under
typical circumstances. |
Physical Manifestation; -1/4
Limitation: Used to represent a Power that has a some Physical
embodiment which if destroyed ends the use of the Power. Treat the Physical
Manifestation as a Breakable Foci for purposes of determining it's DEF and
BODY. |
When carried by a Character Runes have a DCV equal to
their bearers DCV, and those aiming specifically at the item they are on
suffer a -2 OCV penalty exactly as if attacking a Focus. |
When left unattended Runic Items have a DCV ranging
from 0 to 3 DCV depending upon their size (smaller size = higher DCV), and
to specifically strike at a Rune upon the item imposes a -2 OCV penalty. |
Circumstances might impose further OCV penalties to
strike a Rune's Physical Manifestation, such as positioning, location,
intervening objects, and the like. |
REF: UNTIL Superpowers Database pg 100 |
INSCRIBING PERMANENT RUNES |
Runecrafters can
inscribe Runes that are meant to last forever, or at least until the
destruction of the object they are inscribed upon. Permanent Magic Items are Magic Items that are
built with the Independent Limitation, and cost Character Points to make. |
As noted above under
Media Skills, in order to inscribe a Permanent
Rune a Runecrafter must have the appropriate Media Skill for the Media they
wish to add a Rune to as well as the appropriate materials and tools.
Further, as noted under Mixed Media, Permanent
Runes only work on one Media by default; to be used on multiple Media
requires an Advantage to be applied to the Rune's design. |
Thus if a Runecrafter wanted to add a Rune to a
suit of metal armor they need to know the PS:
Engraving Skill and they must have some acid or a specialized engraving tool
with which to score the metal of the suit. It is left up to the GM's discretion whether a Runecrafter has the
correct materials in sufficient quantity for a given Rune. |
RESEARCH & EXPERIMENTATION |
The first time a Runecrafter creates a
Permanent Rune they must go thru a period of Research & Experimentation as
explained in the
Magic Item Creation. Please reference the Research &
Experimentation section of that document |
REQUIRED SKILL ROLLS AND TIME |
The following effort is required to create
a Permanent Runic Item: |
- It takes one hour per 10 Active Points to inscribe the Item
- A Runecrafting Skill Roll
at a -1 penalty per 10 Active Points must be made
- The Runecrafter may opt to take two hours per 10 Active Points, reducing the penalty to -1/20 Active Points
- The Runecrafter may opt to take four hours per 10 Active Points, reducing the penalty to -1/40 Active Points
- A Media Skill Roll at a -1 penalty per 10 Real Cost must be made
- If the Runecrafter opted to take two hours per 10 Active Points, this penalty
is reduced to -1/20 Real Cost
- If the Runecrafter opted to take four hours per 10 Active Points,
this penalty is reduced to -1/40 Real Cost
|
If the KS: Knowledge Skill is failed but the Media Skill
Roll is successful then the Rune looks correct but lacks Magical potency. |
The time spent does not have to be
uninterrupted; a Runecrafter could slowly eke out a Rune over a long
chronological period if they wanted to for some reason. For instance, a
Runecrafter could spend an hour every other day for a month working on a Rune
that required 15 hours of work, or do it in 15 hours straight, or any other
combination adding up to 15 hours worked at their option. |
BASE ITEMS |
The base Item to be inscribed must first
be constructed or otherwise acquired. The Runecrafter may subcontract this
step to craftsmen or otherwise acquire a suitable Item, in which case the GM
determines the quality of the base Item. If creating the Item themselves,
the Runecrafter must also go through the normal process of creating the
mundane Item, as appropriate to the type of Item. |
I MADE THIS! BONUS |
Runecrafters gain a +2 bonus to their KS: Runecrafting and Media Skill Rolls to add a
Rune to any Item they created from scratch. |
EXAMPLE: Gruarg the
Runecrafter knows the Rune of Dyrnu, which is used to make a powerful kind of
Magic Axe. |
Rune of Dyrnu: Multipower,
62-point reserve, all slots Reduced Endurance (0 END; +1/2) (93 Active
Points); all slots Independent (-2), OIF (Axe; -1/2), Required Hands
Two-Handed (-1/2); Real Cost: 23 Character Points |
- Heavy Blow: HKA 4d6 (vs. PD) (60 Active
Points); Real Cost: 1u
- Sweeping Blow: HKA
2d6+1 (vs. PD), Area Of Effect Contiguous To User (4" Any Area; +3/4) (61
Active Points); Real Cost: 1u
- Hacking Blow: HKA 3d6-1 (vs. PD), Armor
Piercing (+1/2) (60 Active Points); Real Cost: 1u
- Rapid Blows: HKA 2d6-1 (vs. PD), +1
Increased STUN Multiplier (+1/4), Autofire (3 shots; +1/4), Non-Standard
Attack Power (+1) (62 Active Points); Real Cost: 1u
|
Effective Active Points for
Creation Purposes: 133 Active Points * |
Total Real Cost: 27 Character
Points; Average Market Price: 17,955 xc |
* NOTE:
See the
Magic Item Guidelines document for guidance on creating Magic Items as Power
Frameworks. |
If Gruarg has never made such an item before he must
first conduct 27 Hours of Research & Experimentation followed by a
successful KS: Runecrafting Skill Roll at a -3 penalty (based upon the Real
Cost). |
After this period of Research & Experimentation, or
on the second and succeeding attempts to create the Rune, Gruarg must spend
13.3 Hours (AP/10 in hours) inscribing the Rune into an Axe, at the end of which he must make
a KS: Runecrafting Skill Roll at a -13 penalty and a PS: Engraving Skill Roll
at a -3 penalty. |
If Gruarg took twice as long, 26.6 Hours, to
inscribe the Rune then he would take a -7 penalty to his KS: Runeforing
Skill Roll and a -1 penalty to his PS: Engraving Skill Roll. |
If Gruarg took four times as long, 53.2 Hours, to
inscribe the Rune then he would take a -3 penalty to his KS: Runeforing
Skill Roll and no penalty to his PS: Engraving Skill Roll. |
TATTOOS AS PERMANENT MAGIC ITEMS |
Tattoo Magic is a flavorful and interesting idea, but
it does present some problems within the confines of the way Magic Items are
handled by this Magic System. However, the difficulties can be overcome. |
Since tattoos cannot be taken away from the person they are
inscribed upon, the Independent and Focus Limitations are not
appropriate. This essentially means that tattoos based on Permanent Runes
cannot be created by Runecrafters using the guidelines for making Permanent
Magic Items given above. There are a few options to work around this; a
particular GM might opt for one or more these options as they see fit;
personally I use the Extraordinary Magical Powers option for Runic tattoos
that are always on or available, and Runic Tattoos as Recovered Charges for
all other Runic tattoos. |
- Runic Tattoo as Extraordinary Magical Power: One option is to
allow an exception to the "Must be Independent Foci" guideline for
Permanent Magic Items but require the full Real Cost of the Powers in a
Runic tattoo to be paid by recipients. This is a very powerful option, but the Real Cost
of such tattoos should control abuse. Runic tattoos used in this fashion are
essentially just a justification for a character to buy an extraordinary
ability which might otherwise not be allowed. Physical Manifestation
should be used for such Powers; the skin that the Rune is tattooed on can
be damaged, ruining the Rune. This method costs Character Points and
counts as a Permanent Magic Item.
- Runic Tattoos as Recovered Charges: Another option
is to build such Tattoos as if they were an Ephemeral Magic Item but allow the Charges
to be Recovered. Note that this does not refer to "Recoverable Charges";
rather it refers to Charges being recovered normally per day as opposed to
being Non-recoverable as is normal for Ephemeral Items. Continuing Charges and Boostable Charges are
also allowed under this implementation. This is a solid hybrid approach,
combining elements of both of the previous options and is the option
generally used in my campaigns. This method does cost
Character Points and counts as a Permanent Magic Item.
- Runic Tattoos as Ephemeral Items with Many Charges: Another option is to
make tattoos Ephemeral Magic Items with enough Non-Recoverable
Charges to last effectively forever. The Charges Power Modifier caps out
as a +1
Advantage after 250 Charges, and thus effectively an infinite number of
Charges is still just a +1 Advantage. This maintains the letter of the guidelines, but is
exceptionally open to abuse and should be carefully considered by a GM.
This method does not cost Character Points and counts as an Ephemeral
Magic Item.
|
Daen's Rune of Mind Screams I: Ego
Attack 3d6 (30 Active Points); Physical Manifestation (Rune of Mind Screams;
-1/4), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, -1/4); |
Real Cost:
17 points [3 END]; Average Market Price: 510 xc |
Daen's Rune of Mind Screams II:
Ego Attack 3d6 (30 Active Points); 6 Boostable Charges (-1/2), Physical
Manifestation (Rune of Mind Screams; -1/4), Concentration (1/2 DCV; -1/4),
Extra Time (Delayed Phase, -1/4); |
Real Cost: 13 points;
Average Market Price: 390 xc |
Daen's Rune of Mind Screams III: Ego
Attack 3d6, 16000 Charges which Never Recover (+1/2) (45 Active Points);
Physical Manifestation (Rune of Mind Screams; -1/4), Concentration (1/2 DCV;
-1/4), Extra Time (Delayed Phase, -1/4); |
Real Cost: 26 points (not paid); Average Market Price:
1170 xc |
NUMBER OF TATTOOS PER PERSON |
This option is in effect in my campaigns. |
For obvious reasons a GM might wish to place
restrictions on how many Runic Tattoos an individual person can have. If
such a restriction is desired, it is recommended that a character can have
Runic Tattoos with an Active Point total less than or equal to 20% of their
total points. Thus a character with 125 total points could have up to 25
Active Points worth of Runic Tattoos, while a character with 250 total
points could have up to 50 Active Points worth of Runic Tattoos. |
RUNE SIZES AND
ACCESSIBILITY |
As a general "rule of thumb" the more
powerful a Rune is, as determined by it's total Active Points, the larger
and/or more complex it should visibly be. |
As previously noted, all Ephemeral
Runes and Runic tattoos must take Physical Manifestation; the Physical Manifestation must
be reasonably detectible for such Runes to work. Further it is not
unreasonable for a GM in fairness to other characters to decide that
high Active Point Ephemeral Runes look more impressive to the naked eye and
thus are more likely to be avoided or countered. |
With Permanent Runic Magic Items the Obviousness
and size of the Focus employed as the vehicle for the Magic Item somewhat
determines how
visible the Runes upon the Item should be. On small Inobvious Foci the Runes
can be scaled appropriately minute, and conversely a Rune on an Obvious and
Bulky Focus should be scaled appropriately large and noticeable. Also, while
all Runes should always be noticeable when they are activated or in use when
observed directly, Runes on some Inobvious Foci may not be readily visible
if the Item the are inscribed upon is not visible.. |
Further, while Runes may be placed in
difficult to reach places, they should still be accessible in some
reasonable fashion in most circumstances, otherwise the Physical
Manifestation Limitation would not truly be limiting. |