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DWARF WARRIOR by Tarakawak Dwarfs Intumes of war, the leaders of the clan call the muster of any [Dwarfs old encugh to fight to form together into regiments, Most of the individuals that will answer the call to arms ara craftemen of come sort -stone-carvers, brewers, minters, and ‘the like. But once they don their well-forged mall, put on ‘thelr steel helm and heft an axe in hand, they leave behing the artisan, turning that same industrious nature to thelr other calling - warfare. These uncompromising warriors hall ‘from one of the many clans within a Hold. When in combat, ‘these warriors are often put at the very front of the fighting. Determines and arragant in equal measure, Dwarf warriors make the most steadfast of fighters in tre Old Worla. ‘A Dwarf Longbeard ic the oldest, most experianced warrior ‘within a Dwarf throng, a fact evidenced by the length of heir WARRIOR ADVANCE SCHEME ws[as[s [1 [1 [Ag] De [ie [we] ee + + [4/2 Carzer Pato ‘FBeardling - Brass 3 Sls; Atictics, Consume Alcock Dodge, Endurance, Entertsintaint), Gamble, Gasip, Melee Basic) Tatts air Resist Scared Wai Teapplngs Helm. Hand Weapon, Leather ack Warrior - Silver1 ‘Skills: Climb, Cool, lntimidat, Language Battle). eles (Twe-nanced or Parry) Ranged (crossbow Blackpowder or theewa] os Talents: Carta Serie, ror Jaw, Hatred (Any), Ske Migny Blow “Trappings : Mail Coat Great Weapon or al Keg of Dat Baer eld A @ Longbeard - silver 4 ‘Skills: Charm, Intuition, Lore (Dwar! History) Pesform(Grumble) Talents Argumentstia, Iron Will, Commanding Presence, Etiquette dwarves) ‘Trappings : An Ole Beard touching the flocr A Nostalgy af the old days, An Infinit source of excuses to Grumble W Thane - Gold 2 ‘Skills: Leatership. Love (Warfare) Talonts : Combat Master, Furious Acceult, Inspiring War Leacer ‘Trapping :A Winged Helm, A Cian to lead WARHAMMER FARTASY ROLEPLAY "stand fast against anything they would; nary a dragon or a great daemon would them to raise an eyebrow, and perish the cur who thought of saving his own life before protecting his kins —Durgrim Redmane, Hammerer "Course, f I weren't a Hammerer, Id be with the Longbeards these days. This beard here says I'm old, and that means | knows best, 0 that's why you're going listen to my advice, then you can grow up to bbe proper Dwarfs and pass on your advice to the next generation, Remember, o Dwort's only as big as his beard." —Durgrim Redmane, Hammerer beards. These ensure that they receive the proper respect from other Dwarfs, who have been taught quite rightly to always respect their elders. Longbeards have fought in more wars, beaten more enemies, and endured greeter herdships than any young Dwarf could possibly imagine. They constantly grumble ebout how today's Goblins are far smaller and veeker than they used to be, and how nothing is as well made as it ws in their day. No young Dwerf would dare argue with them, for they indeed have the experience an: beard to prove it. In battle, Longoeards are able to demonstrate their time-won skills, showing disdain for even the smallest shifts in fortune that would throw less experienced warriors into confusion. 103 SHIELDBREAKER ty tarskawak Dovait Chaos and greanskin incursions have overrun many Dwarfholds in the Worlds Edge Mountains over the centuries. To protect their remaining fortress cities, the Dwarfs have trained elite Soldiers who specialize infighting deep underground, They are the Shieldbreakers, doughty ‘warriors that sock to stem the tido of evil and safeguard ‘heir people. Young Dwarfs from the Empire often become Shieldbreakars to prove thelr mettle and show solidarity with their mountain kin. Dwarf ironbreakers are amongst the most heavily armored. ‘warriors fialded by the armies of the Dwarts. Clad from head to toa with full suits of magnificent Gromril armor and Rune weapons, these vrarriorsare considered by many to be the elite ofthe elite. Many Dwarf strongholds have deep ADVANCE SCHEME ws | 3s T [1 [Ag | De | tee + +le Carger PATH bMine Warden - Silver 1 Sls: Ahetcs, Consume coo, Climb, Cool. Dodge Endkrmnce Perception, Melee (Baie Talent host dene (heating) Enclosed Fighter, trong Back Warfor Born “Trapping: Mail cont, Hand Wenpen,Lantarn Ri bale! #€Shicldbroakor- Silver 3 ‘Skalis:Entertain(Scory eliing). Gamble, Gossip, Languge(Betle), Lore(Underwori), Ranged|Bisdapewder) ‘Talents: Drillee, Hated (Greenczine or Skzvens] Shicldman, Unshakable Trapping: Helm, Large Shield @tronbreakor - Silver 5 Skis Insnniate, intuition, Lore (atte), Ranged Gagincering) Talents : Comb Avrare Iron Will ron Jaw, Rebast Trappings Full Grom Armor Wironbeard - Gold 1 ‘kale Leardership, Lore (Watfire) alente : Combst Reflexes implacable Inzpiring, Strong Minded ‘Trappings One Runic item, A Unit of ronbreaker ‘CLASS AND CAREERS - WARRIORS "Down in the mines, that can be dangerous work Notas dangerous as itused to be, mind, but then that's why our ancestors formed the Ironbreakers. Head to foot in the best gromril armour, it'd be a brave Goblin, Troll or ratman who faces an Ironbreaker and doesn’t turn tail. And even if the roof caved tn, not that agood proper Dwarfroofwould do that, but them Goblin turinels is shoddy work nine times out often he'd climb out again, dust himselfdown and get back-to the fight, not like you young whelps.." —Durgrim Redmane, Hammerer tunnels which the Dwarfs have long since abandoned. ‘These tunnels have become home to all kinds of monsters such as Night Goblins, Skeven, Trolls and even more sinister horrors, ‘Where old and abandoned workings join the inhabited levels the Dwrarfs have docked passages and built gates, but even so they must be constantly on the lookout for intrusion from below. The lronbreakers guard these old ‘passages and protect tha stronghold from attack. They. spend much of their time below ground in the deapest, least-visited parts of the stronghold. Bacause ofthe extreme danger of their duties they wear heavy gromril armour engraved with runes. SARHAMMEE FANTASY ROLEPLAY DWARF MINER "Some of you young ‘uns work down in mines? Good! Mining, that's a Dwarfs proner Dwarfiob, none ofthis messing about with Grungni knows what Just good honest stone and metal, that’s a miner's wort You lads know how to swing a pic, I trust, whether it's fora piece of gold orata damned Elf's head.” Even the smallest Dwarf holds are populated with a far number of Miners. As an underground dwelling race, Dwarfs always need experts at delving into bedrock, and this, coupled with the race's insatiable lust for gold, ensures that all mountain abodes are riddled with any number of deep shafts dug dovma in search of precious metals and gems, many Dwarf crafts belng dependent on a regular supply of both, With their short but powerful build, Dwarfs are ideally suited to mining — their strength and endurance allowing them to ‘tirelessly wield pick, hammer and shovel, —Durgrim Redmane, Hammerer the battlefield. A small steam engine, usually alcohol-powered, is used to drive the hammer with such force that it can punch through rock -and armour - with ease, Miners have a wide knovrledge of subterranean tunnels and, if there isnot already an easily accessible underground route to an enemy's ‘vulnerable flank or roar, the Minors will make ono! Few enemies react calmly to the trudge of heavy boots behind them, and many a desperate battle has been won by Miners arriving in the nick of tine from an unexpected quarter. Led by a Prospector (the most veteran member of the crew], Miners can wreek havoc om a foe's battle plans. Miners are extremely skilled in the art of using black powder to blast their vray to mineral deposits - needless to say something this destructive cen be useful in a tight spot during battles and sieges. Their Prospector can wield a steam drill Instead -a piece of mining equipment that is also of use on DWARF MINER ADVANCE SCHEME ws[es|s [7 [1 [Ag | Da| me [wr] mi +[* 2 + ‘Career Pato “Scraper - Brass3 Skills: Consume lcoo!, Cool, Endurance Intuition Lore (Mourtain). Melee (Two-handed), Outdoor Survival. Perception Talents: Nimble Fingered, Stider (rocky), Sturdy, Tenacious ‘Trappings : Two-handed Pick Shovel. Leather Skullcap #% Miner - Brass 5 ‘Skills : Climb Evaluate, Gamble, Melee (base). Secret ‘Signe (Minera), Trace (Explozives) Talents: Siike Mighty Blow, Strong Back. Very ‘Strong, Unshaleable ‘Trappings : Davrich lamp. Lamp OM, Miner Helm @®tunnelier - Silver 2 Skals: Gossip, Lore (Geclogy), Stealta (Underground), Trade (Engineer) Talents: Careful Ske, Craftsman Explosives), Tinker, Tunnel Rat ‘Trappings: Trade Toole (Explosives, Engineer) WProspector - Silver+ Skills : Charm. Leandership | Talents: Argumentatve, Strong Minded Embezale, | Siath Sense | Trappinge Creve of minere ies eee CLASS AND caneeas DWARF RANGER Dwarfs ‘Rangers are the long-ranged eyes and ears of most Dwarf, settlements. Thay patrol far from the safety of the hold, often spending long periods out in the wilderness, keeping, ‘watch on the Dwarfs’ many enemies and tracking dangerous beasts, [tis they who explore hidden valleys, push through collapsed sections of the Underway and scalo the cliffsides in search of new pathways. Rangers will hunt down and dispose oflone monsters or ambush small mobs of Goblins, but when they confront larger creatures or ‘enemy armies on the march, the Rangers send signals to the nearest outposts to alert them of the encroaching danger. ‘While all holds are thankful for such services, that doesn't ‘mean the Rangers are well respacted. Rangers are a ‘wandering lot — often moving between holds. After ‘months surviving in the wilderness, far off the beaten RANGER ADVANCE SCHEME ws[ns[s | 7 | 1 [Ag] De] ix [WP] Fe + + + s Carger Pato ‘fMountaineer - Brass3 ‘Skills: Aetles Climb, Consume Alcool. Endurance, Love (Mountain), Outdoor survival, Perception, Ranged (Crossbow) Talents Orientation, Sharp, Strider (Roc), Strong Lege ‘Trappings : Crossbow. Grapple and Rope(10), Stanly boots anc cloale ‘Ranger - Silver 1 ‘hills: Coo, Heal, Mele (Basic, Secret Signs Rangers), Stealth Ral), Trace Talents Combat Aware, Matkemen Rapid Reload, Rover ‘Trappings: Hand Weapon. Se of Taps @Long-Ranger - Silver2 Skills: Itation, Melos (Two-Handed), Ranged (Thrown). Set Trap Talents cate Sence (any), Seale Shoor Surface, Seasoned Traveller, Sare Shot ‘Trappings : An Exotic Trophy Weugman's Ranger - Silvers Skile:Isisicaee, Loo (Dwarf Ennonsiea) Talents :Deep Hated (Greensklns), Fat Shot Inopiring Presence, Reaction Strike Trappiigs Jose" Bugman's Trust A Keg of Bagman sa "Something odd abouta Dwarfurhe likes being up on the: surface all day, hunting and such. In the olden days we wouldn't have gone above for more than an hour unless we had to. Ail that sun and air’s bad jor your healt you know, ‘and there's plenty of Ranger gone missing never to return, Course, some say they got sur-touched and wandered off others think the Trolls and Orcsgot them. Who am I to say?" —Durgrim Redmane, Hammerer track, they are, at best, weathor-boaten and traval-worn. Most consider tham to be outcast clans, dasperate to eam thelr way back Into 2 hold. Sometimes this isthe case, but just as often, the Rangers turn out to be an independent minded breed of Dwarf, small groups from respectable clans ‘that feel more at home on the mountainsides. Unlike most of ‘hoir kin, they camp undor the stars, moving from rough camp to camp. With such frae spirits, it is ne wonder that s0 many Dwarfs are mistrustful of Rangers, generally believing, ‘them to be a bit unheelthy from breathing so much open air and exposing themselves so often to the sun. Se ay DWARF ENGINEER Dwarfs Dysart Engineers are thoze highly schooled members ofthe illestrious Engineers Guild, whom are knowa tiroughout the \worid ac unparalleled masters of science, gdgets, and technology. Ifa Dvearf shows a particular aptitude towards machinery, he may bbe granted an apprenticechip within tne Engineers Guild. who2e uty is to provice the Dwarf Holds access with the latest ofa long- line of technological advancements, Most Engineers spend nich oftheir time repairing broken components and cursing the shoddy ‘work ofthe Engineer who first constructed it They are alzo responsible forthe creation of biaeprints or schematics for new potential technology Ifthe Guld thinks a concept i worthy’ fnough the Guild will fund the Dwarf with all ae equipment, fnateriale and help needed. Most inventions never quite tae of bout others, such asthe legendary Gyrocopte, quite literally di. The Engineers Guild is one ofthe most important. powerful and secretive of ll the Crafemen Guilds of the Dvrarfa whose purpose, in providing the Everlasting Realra with the latest in along line ENGINEER ADVANCE SCHEME ws [3s[ 5 | 7 Ag [ Dex +(e) + Career PATH ‘Apprentice Engineer - Brass 4 Skills: Consume Alcohol, Cool, Endweanca Gamble, Lore Science), Perception Ranged (Elackpowcer), Trade (Engineer) Talent : Guanes, Reai/Write, Stary, Tinker “Trappings Notebook Hand weapon (Wench), Bolts and Rivets Dwarf Engineer - Silver3 Skis: Drive (any), Language (Engineers Gulla Melee (Basic) Nevigation Ranges (Snginosring), Reosarch Talents: Accrate Shor, Cotsen Enpnee) Eegucte (Gui) Welt Prepared Trappiugs :Blacspowcer Weapon Engineer Tools ecu @ Dwarf Master Engineer - siiver 5 Sls: Dodge lotion Secret Sign (Gsileere) Set Trop Talents Deaeye Shot. Marksman, Master Tradesman oo Trappings Engineer Workshop WEngincers Guild's Longbeard - Gold 1 ‘Skills :Inimidate Lore (stony) Talents Angamentative, Biqiee (Dearie) Savant (Englneerng). Unshaieabie Trappings ‘in Od Beard Touching tho Floor, A Fin Refct of Frogress, An Srong Misirst ofthe Unknown WARHAMMER FANTASY ROLEPLAY “Tremember my great grandfather telling me about the day the Engineers Guile diecovered blackpavrder. Now I'm not ene to bette the Engineers Gull even iftey are a bunch of dangerously insone lunatics, but there fare Dwarf amonget them that ll nave you believe that the invention of Diackpowder was quite intentional Sill them Engineers can casta good cannon, end thay know how taey work lke ne one ese. Yeu want to land ashoton a Gobiin a mile away, ask an Engincert ly the gun f fand hell ackyou which eye you vrantto hit —Durgrim Redinane, Longbeard of technological advancements and magnificent machinery. This illustrious institution ic located writin te great workshops of Znfoan located along the shores of the massive lake known famously as Black Water. tie erom are tat the Guild reglaniy teach new and woulc-o= Dwarf Engineers on the basic's on mathematics and standard engineering Most oftheir inventions are practical: pump to clearwater from mine workings, engines to drave steel cages up vertical shats and steam- [powered drilling cevices to penetrate the underworld Since tir ‘beginning, the Engineers Guild has also developed machines for battle, ‘war engines to wreak havac upon their foes, Despite many technological breakthroughs, itis a conservative guild believing proven methods are ‘nest. Innovation is frowned upon, and apprentices are taught tha, eur fess lead to trouble’ Naturally, some youths oppose this mindect and tinker with outlandish inventions. Most such 2e the alcohol vapour engine, come to 2 had end. Duta few are begrudgingly accepted. The tension betiveen creation and ‘nadition has essed many visionaries 1 be expelled ftom the gold Some win oe admittance if their invention later wins acceptance, slthaugh typlealy. acknowledgment cecurs long after its creator's death For those few Engineers the eile is en the anvil upon which many ‘fantastical inventions are forged i RUNEBEARER Dwarfs ‘The Undgrin Ankor, a network of elaborate tunnels that ‘once ran the length of the Worlds Edge Mountai connects the Dwarfholds east of the Empire. Communication between holds is carried out by means of Runebearars - specially trained young Dwarfs who risk life and limb to carry messages in Khazalld, from one hold ta ‘another. Over recent centuries, as more Dvrarfholds have fallen to the Goblinoids and more tunnels have become ruined, the Runebearers' lot has become increasingly difficult. They are forced to take more circuitous routes, and even these are fraught with dangor as the enemies discover the routes. Often, Runebearers must leave the els altogether and cross mountains and valleys on the surface, Runebearers who specialize in long distances are sometimes used to carry mossages between the Dwarf communities of the Empire and those of mountains, RUNEBEARER ADVANCE SCHEME ws|as|s [7 [1 | Ag| De | i | we] Fi + [++ s Career PATH ‘PFast Lad - Brass 3 Skills: Athletics, Climb, Dodge, Endurance, Gossip DMalee(Feta), Paception, Swim Talents: Fle! few Footed, Sprinter, Sep Aside Trappinge: Good Shoes, sroll Care ‘# Runebearer - Silver 1 ‘Shells: Cool, Loe (Undgrin Ankor), Molee (Beck), Outéoor Survival. Ranged (Crossbow) Sealth (Underground) Talents: Encioved Fighter, Orientation Seszoned ‘Traveller, Lightning Reflexes ‘Trappinge Hand Weapon Leather Jack. Travel Pack @ Orderbearer - Silver 3 ‘Skills: Bribery, Charm, Consame Alcohol, intaition Talents : Acute Sense (Hearing), Combat Aware, Nese for Trobe Tone! Rat Trappings :A Hom W secret Bearer - Silver S ‘Skills: Entertan (Acting), Secret Signs (Uadgrin ankor) Talents: Alloy Cat, Secret Identity, Shadow, Sisth Sens ‘Trappings: 4 Black Cloak. A Map of te known Undgrin Aakor = Humps Younglings are always in a hurry ttese days. —Durgrim Redmane, Hammerer Runebacrers must be quick and discreet if they are to carry, ut thelr mission allve. Thay are axperiencad travellers, who, although lonely, rarely refuse the company of other ‘adventurers in order to protect themselves from the many. dangers on their way (as long as they do not slow him down). Some messagas require spacial attention due to their strategic Importance. Military orders, or diplomatic messages that ust never fall into the hands of the enemy, can only be entrusted to the Runebearers’ boldest, experts to slip between enemy lines Other massages are even more sensitive. Missives intended for the chiefs of other nations, or secrets of the dwarfs, known only to the lords and isings. When no eye other than the sender's and the recipient's eye should rest on this meseago, and when no one other than them should know of ‘the very existence of such a bond, only dwarves with years of loyal service and mastery of thal art will be deemed rellable for such a burden. ; RUNESMITH ty rarakawax Dwarves Runesilthis work spells with their hammercraf.bleding the Winds of Magic inte mighty nanee of power, They ares auzpicioue Jot and jealously protect she secrets kept In thelr anvils and ‘hammers, gearing the Inowiedge that allowe them to make aagle items — weapons. armout. rings and talismans -of greater potency than itera wrought by any other mortal race upon the ‘World. The ancien: Gufld of Rinesmlths Is one of the oldest and ‘most respected institutions in all of Karaz Alcor. According to legend, ts origins stretch back tothe days of Grangnl the grext ‘Ancsotor God of Mining Master of tae Forge an Lord ofthe Runes, The Funesmiths Gulld claims descen: from Grungns son. For tis reason, tae Runeemithe aometimes refer to themscelves as the Clan of Morgrim. although they are not the only clan to claim descent from Granga or his meny sons, ‘The number of Ransamithe ie nct very groat and thoce remaining {are relate to each other, often in some very remote fashion. Each ‘amries on bia direct family's traditions, leaming the craftsmanship ofblending magic and metal together by use of ‘mighty runes of power, Runezmiitae are ancient ana povrerful Runesmith ADVANCE SCHEME ws[as[s [7 [1 [ag] ds | te [we] 2 + + + Career Pato Apprentice Runesmith - Brass 3 Ske: Ar (Carving), Endurance, Language(Alaehun) Lore (Runes) Perception, Research, Runecra.Trade(smith) Talents : Col Headed, Craftsman (Smit), Read / Wit ine (ine) Trappings : Smith Tools, Ranesmith Tools, Notebook Haggle Melee (Basic] Tore (History) Talents: Etquett= (Dwarf Gallds). Rune (Common) Nimble-Fingerec Strike Mighty Blew Trappings One Runic item @ Master Runeemith - Gold 1 Skals Intuit, Iasition, Lore (any), Melee (28) Talents ron Will, Master Tradesman (Smith), Menaeing. Rime (Major) ‘Trapping :# Runic tems, Own Forge 1 Runelord - Gola 3 Shale Leadership. Lore (2ny) Talents : Magnum Opas, Frightening, Rane (Personal), Tower of Memories Trapping :5 Runic tems, A Dead Runslora's Position WARHAMMER FANTASY ROLEPLAY = "The Ruresmiths yousee, theyre a rare breed now, and getting vargr sind the magic, that's going too. Only the Runelorde the venerable ones with « good five hundred years under their belt only hey can ty to make realy powerful runes Eze dey. —Durgrim Redmane, Ham individuals, at the very less they will ave endured lnndreds of years of harsh apprenticeship under the demanding eye and unforgiving hane of their forebear. Older Runesraiths will have garvived hincreds of years of further til, censiries of beating vanes from hot metal, and decades of searching out old secrets ia the depths of lont Dwarf etrongholde, Ae aresut itis hard to imagine a tougher or cantankerous Dwarf, New talents: Rune Minor : Youleam a number of minor runes up to your Intelligonce bonus and 50 xp par rune beyond that threshold. Common : Youleem two common runes and can learn ‘more, up to your WPB, for SOsp each. 100xp per runebeyond Major : You May lear a Major Rune per buy in this talent Personal : You may create your own unique rane ents, [WARHAMMER FANTASY EOLEPLAY RUNE MAGIC "No true Dwarf has truck with thac kind of wild magi, oh no! In the olden days our ancestor realised the parils of dabbling with the forces of magic in tts raw form, and they knew best. Runes they made, powerfull runes to capture the magic, not let it float about all willy-nilly where it could do no end of ‘harm. Everything had runes on in them days, not like now where they're something rare and special Even had me a rune-lamp once, and a rune-cloak, but now there isn't the Runesmith who can make ‘em." PREPARING A RUN Choice of durability: A rune can be Temporary or Pormanent. -Temporary: A Runesmith may cause only a limited ‘amount of magic to be trapped in a rune, which on activation will fade from itself as the enchantment takes effect. Each simple test or each roll of a prolonged test, ‘when writing a temporary rune, will he performed In one hour. The activation of the rune is done in one free action, unless othorvriso, by placing the hand and saying its name in Khazalid. Once the effects fade, the rane fades away as if it had never been engraved. -Permauent: For the effects of a rune to last indefinitely, the work of the Runesmith requires weeks of hard work, and a flawless mastery of his art. Each simple test or each roll of a prolonged test, when writing a permanent rune, will be performed in one day and with a difficulty of -10. The effects, unless otherwise, will always be taken into account without requiring activation. Rune Major : The major runes are ancestral works and of an incredible finesse, resulting from rituals of difficulties and cost incomparable to the other so-called common runes. An object struck by a major rune may not carry any other rune at the same time. Moreover, his writing will be done with additional -10 penalty to all tests Ingredients : In addition to the necessary Runesmith, tools, the sequestration step requires a range of more or less rare ingredients, depending on the desired effect. Griffin claws in powder form for an offensive rune, troll blood to cool the hot metal or dragon seales as a crucible for an armor rune, the list is not exhaustive and varies from one Runesmith to another. Each rune requires an ingredient cost equal to half the difficulty of the Empowering stage, in silver for a temporary rune, in gold for a permanent rune, During the adventure, you can use your Imagination to collect ingredients here and there, and it will remain up to the GM to determine for which runes they will bo justifiably usable, and what deduction from the ingredient cost can be made depending on rarity. 2 —Durgrim Redmane, Longbeard WRITING A RUNE 41°) Inccription: The Runesmith must demonstrate his sldlls as an outstanding craftsman to engrave with tools, the rune in which he will trap the magic necessary for its operation. He will have to show the greatest meticulousness because, ike a poorly guarded prison, the slightest defect would allow the magic to escape, or even to destray the object Using a successfull Art(Engraving) Test on dexterity, you can proceed to the next step, otherwise you will have to start over. In case of critical success, the engraving is so perfect that you can undo the effects of a critical failure in the following steps. In case of critical failure, you do not notice the defects listed, and the weapon will ba broken at the first failure of the next step. 20) Empowering: Once the rune is engraved, it must be invested with magic power. The Runesmith uses songs and performs very precise rituals according to the teaching he received for this rune. Drop by drop, ‘tho magic channeled by the ingredients and the ancient songs is struck and imprisoned in the engraved rune, until gradually obtaining the power and the expected shape. This Is an extended test of the Runecraft skill on the Willpower, with a number of SL to be achieved indicated in the description of the rune in question for ‘that phase. In case of critical success, double the SL obtained on that roll. In the event of critical failure, loses the SL obtained on that roll. f you get a number. of critical failures equal to your dexterity bonus, the magic Is badly sequestered and Is released, breaking the object 3°) Binding: After the tumult and the strugzle to sequester magic in the rune, the Runesmith must seal it by meditating and reciting songs and words in the old, Tanguage of the rune masters, all In total calm, This is an extended language test (Aldrhun) on intelligence, with a number of SL to be reached. indicated in the description of the rune in question for this phase. us x

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