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.
103SHIELDBREAKER 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
eeeCLASS 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
ayDWARF 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
iRUNEBEARER
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