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Totally 'Ammered: On Runes and Runesmiths
Totally 'Ammered: On Runes and Runesmiths
Totally 'Ammered: On Runes and Runesmiths
How to use the existing Craft rules to carve Dwarf Runes and fashion mighty Runic Items.
‘It were our lot that med that ‘ammer Sigmar ‘ad?
Dwarf (Class - Academics) But do we get credit? Do we boulders!’
—Diesa Oskarsdottir, Journeyman Runesmith of Yorvik
You beat magic into shape with your bare hands and finest
tools, crafting items of wonder and might. ‘It might look like posh work with all them gems on’t table,
but I promise yer, lad, yer gunna get dirty.’
Part of a prestigious tradition dating back to the time of the —Bardryn Lutgehr, Master Runesmith of Ledes
gods, the Runesmiths keep their knowledge heavily guarded.
Apprentice Runesmiths are often recruited from the families ‘Back off, yer little gobshite. This hammer could floor
of established Guild members. Each nominee is vetted by the Sigmar ’issen. Don’t mek me show yer.’
senior Runesmith in the Hold and is apprenticed for at least —Gunnga, Rune Lord of Grissenwald
five to 10 years, although some Masters spitefully keep
recruits in apprenticeship until they die. Rarely, an A Master is permitted to take Apprentices to study under
Apprentice flees his master and takes up trade as an Artisan or them, and will likely be among the most powerful of
Engineer, but those who leave the Guild are never permitted Runesmiths in a given Hold. Those few particularly
to return. venerable Runesmiths who become Rune Lords are rare
indeed. Often hundreds of years old, their status among
Once an Apprentice has proven himself, he receives his Guild Dwarfs is evident even to outsiders. Rune Lords are
Licence, and becomes a Journeyman. Those who are skilled at frequently treated as kings among their own people and they
seeking Rune lore and mastering the forms of this ancient have the status to match.
writing may eventually be promoted to the status of Master.
WS BS S T I Ag Dex Int WP Fel
✢✢ ✢
Apprentice Runesmith – Silver 5
Skills:Cool, Endurance, Language (Arcane Dwarf), Lore
(Metallurgy), Lore (Runes), Trade (Any), Trade
(Runesmith), Melee (Basic)
Talents:Inscribe Minor Rune, Nimble Fingered,
Read/Write, Tinker
Trappings:Apprenticeship Contract, Horse and Cart (to
carry Master’s anvil), 2 Minor Rune Scrolls o r 2 Minor Runic
Items, Trade Tools
Talents
Detect Runes
Max:1
Test: Any Test to locate or identify a Runic Item
Perception and Intuition can be used by any Dwarf to
spot and recognise Runes, and no other species can do
this, since the knack for Runesmithing is alien to them.
However, the use of Detect Runes allows you to go
beyond this basic understanding to locate and identify
hidden Runic Items in your proximity (Challenging
(+0) Canny Test), identify their relative power or
limitations (Challenging (+0) Lore (Runes) Test),
determine their worth (Challenging (+0) Evaluate
Test) and even learn which Runesmith made them and
how long ago (Challenging (+0) Trade (Runesmith)
Test).
...and so on
Inscribe Minor Rune never leave the Rune Lord or the Anvil, at any cost, and
Max:1 will die protecting them.
You are now capable of learning Minor Runes. You
instantly learn and memorise one Minor Rune of this An Anvil of Doom is used for Runecrafting, but can
Form when you first take this Talent, and thereafter can also be lugged onto the battlefield by unlucky
purchase new Minor Rules for the following experience apprentices if extra power is needed in combat. Striking
costs: the Anvil as a Full Action can trigger the
combat-oriented Runes inscribed upon it. The secrets of
Minor Runes Currently
Known Cost of New Minor Rune
these Runes have long been forgotten and the only
existing copies are on the Anvils of Doom.
Up to Willpower Bonus x 1 100xp
You can only learn Master Runes after purchasing the Learning without a tutor
Inscribe Master Rune Talent in the second level of the
To learn a Rune without a tutor, you must first
Runesmith Career (Journeyman Runesmith). You do
purchase a Rune Scroll and then succeed at a
not get one free Master Rune with this purchase but can
Challenging (+0) Language (Arcane Dwarf) Test, as
buy Master Runes with experience points.
you read each of the five passages detailing construction
Starting Runic Items of the Rune. This takes a week as you attempt to
commit the Rune Scroll to memory. Failure means the
At character generation, each Apprentice Runesmith Rune Scroll is beyond your comprehension and you
can take two Minor Runic Scrolls o r two Minor Runic have wasted your Endeavour. Success means you learn
Items. The Runic Scrolls would usually be Minor Runes the Rune.
you currently have not learned but would like to learn or
use anyway. The Minor Runic Items can have one Rune Winging it
apiece, with no more than a total of IN 12 between You can attempt to craft a Rune directly from a Rune
them. Scroll without learning it first, but the Inscription
Number and Empowerment Number are both doubled.
Learning Runes as an Endeavour
Subsequently, you can make a Hard (-20) Language
Learning a new Rune requires an Endeavour and either a (Arcane Dwarf) Test to see if you retain the
Guild-sanctioned teacher, a Master willing to share their knowledge. If you do, you learn the Rune.
knowledge or a Rune Scroll. Only the first two methods
are recommended by the Guild. Whichever method you Purchasing Rune Scrolls
use, you may undertake no more than one Learning Rune Scrolls may be purchased at any time, including
Runes Endeavour per downtime. the M
oney to Burnstage (WFRP4e, p.195) before your
Learning with a teacher Endeavours begin. The price is equal to a quarter of the
Inscription Number in Gold Crowns (round up).
When learning a new Rune, you should make a single
Language (Arcane Dwarf)to understand and Usually, Rune Scrolls are only sold to those with the
comprehend the Rune. Reading one of the five passages required rank (see Trappings for each level) and are
relating to each Rune takes a minimum of 4 hours, so never sold to non-Dwarfs.
the entire process takes at least 20 hours plus rest and
sleep. You must then commit the entirety to memory, Runecrafting
which requires several days of intense practice (taking up Runecrafting is a slow and steady process, although the
the rest of the Endeavour). right tools and environment can certainly help. Several
If you succeed, you have learned the theory behind Runes and Talents may increase your chance of success,
crafting the Rune and can attempt to create it as normal add extra SLs or reduce the total time spent making a
in your own time (typically a brand new Endeavour). If Rune. In general, stacked bonuses from Runes and
you fail, you must start again but the new Endeavour Talents are capped at +60%. Extra SLs are not limited.
takes half the time. Talents and Runes that reduce the time taken to make a
Rune cannot themselves reduce the time to make a
Rune below 60% of normal (i.e., they can provide a may ignore any penalties you would otherwise receive
maximum -40% modifier). However, rolling well at for being of a lower Social Tier than your peers.
certain stages of the process can reduce the time spent Additionally, Runic Items are Magical, which grants
even further. them a couple of important benefits:
If any roll fails, you may try again later, but you will be
required to add +2 SLs to the target to correct any flaws
in the engraving. You may resume either on the next
Endeavour (Permanent Runes) or the next day
(Temporary Runes). ‘Dwarf Alchemist 2.0 - final’ by Serg-Natos is licensed under CC BY-NC-ND 3.0
Rune of Communication
Form:Any
Inscription Number:+5
Description (Permanent):A pair of items must be
created. You can speak through either item to the person
holding the other. If you want to create more than two
items at once, increase the IN by +2 for each additional
‘Watcher’ by S erg-Natos is licensed under CC BY-NC-ND 3.0 item. All the items will activate at the same time (you
can't choose which item from a set to contact). For
Minor Runes example, you might enable communication between a
sword and its sheath, or between a pair of gauntlets, or
Rune of Accurate (Form)
between holders of matching coins.
Form: Engineering, Talisman or Weapon
Description (Temporary):As permanent, but once the
Inscription Number:+7
Rune is activated (a Free Action), the effects last for only
Description (Permanent):This Rune can be applied
one minute.
to many everyday items a Runesmith might use,
including Weapons and Trade Tools. Any Tests made Rune of Competition
with this item gain a +10 bonus. Where relevant, you Form:Engineering, Weapon
may ignore Fumbles on even numbers while using this Inscription Number:+3
item, treating them as failures instead. You may learn Description (Permanent):This Rune helps you beat
this Rune multiple times to apply its bonus to a different the competition and can be stacked up to three times.
Form. When engaged in any relevant Opposed Test using this
Description (Temporary):As permanent, but once the item, you win all ties. If both parties have this Rune, the
Rune is activated (a Free Action), the effects last for a person with the most copies of the Rune wins. If both
single project. participants have an equal number of copies of this
Rune, then it goes to the person with the highest Trade
Rune of Blasting
(Runesmith) Skill, regardless of which Skill was Tested.
Form: Weapon
Description (Temporary):As permanent, but once the
Inscription Number:+5
Rune is activated (a Free Action), the effects last for the
Description (Permanent):Arrows explode and pellets
duration of a single Extended Test out of combat or a
shatter upon impact when weapons with the Rune of
single Opposed Test in combat.
Blasting are fired. A Ranged weapon bearing this Rune
gains the Blast Quality with a Rating of 1. This Rune
‘Dwarf and his mount’ by a lexandrecarod is licensed under CC BY-NC-ND 3.0
Rune of Renewal
Form:Engineering
Inscription Number:+12
Description (Permanent):This Rune provides power
where it is needed. It can be used to keep fires burning or
to keep a water wheel turning without current. By
spending 1 Resolve, the Rune will power mundane
things (a fire, a machine) for one full day. Runic or
magical items are powered only for an hour before the
charge depletes. By spending 1 Resilience, the Rune will
power machines or items for a full week.
Description (Temporary):As permanent, but once the
Rune is activated (a Free Action), the effects last for only
one day.
Rune of Repeating
Form: W eapon
Inscription Number:+5
Description (Permanent):Ranged weapons inscribed
with this Rune fire multiple times without the need for
reloading. The weapon gains the Repeater 1 Quality and
‘Durin VI’ by N
arog-art is licensed under CC BY-NC-ND 3.0 all attempts to reload it are made at a +20 bonus. This
Rune can be stacked up to three times.
Description (Temporary):As permanent, but once the
Rune is activated (a Free Action), the effects last for only Rune is activated (a Free Action), the effects last for only
one minute. one minute.
Rune of Restoration
Form: Armour, T alismanic
Inscription Number:+10
Description (Permanent):Once per day you may rest
this Talisman on the head of an injured person and heal
their injuries. Make a C hallenging (+0) Language
(Arcane Dwarf) Test. You heal Wounds equal to the
SLs. The Talisman usually recharges at the next dawn. If
placed into armour, this Rune will speed your natural
healing. After you are injured for the first time on any
given day, you will begin to heal one Wound per Round
until you are fully healed. You must keep the armour on
while you are healing and if you ever reach full health,
the Rune will stop and cannot be used again until the
next sunrise. By spending 1 Resolve, you may recharge
this Rune and use it again immediately.
Description (Temporary):As permanent, but once the
Rune is activated (a Free Action) and the healing
complete, it expires.
Rune of Shielding
Form: Armour, W eapon ‘Dwarf’ by ncorva is licensed under C
C BY-NC-ND 3.0
Inscription Number:+7
Description (Permanent):Melee weapons become arcs Rune of Spellbreaking
of flashing metal, repelling the mightiest of attacks. Form:Armour, Talismanic
Armour gives off an uncanny sheen as it extends subtle Inscription Number:+10
protection all around you. For some exceptional items, Description (Permanent):This Rune allows
even bullets and arrows can be repelled. Any weapon or Dispelling(WFRP 4e, p.237) as if you were a
armour inscribed with this Rune gains the Shield 1 spellcaster, using Language (Arcane Dwarf) instead of
Quality. This Rune can be stacked up to three times, Language (Magick). The Rune of Spellbreaking has no
allowing you to parry bullets with a sword. effect on summoned Daemons or re-animated Undead.
Description (Temporary):As permanent, but once the Description (Temporary):As permanent, but once the
Rune is activated (a Free Action), the effects last for only Rune is activated (a Free Action), the effects last only for
one minute. the duration of a single Dispelling attempt.
Rune of Unbreaking
Form: A ny
Inscription Number:+7
Description (Permanent):Items with this Rune gain
the Unbreakable Quality. In addition, you gain +20 to
any Tests to break things with your item (e.g., when
breaking down doors). You cannot add this Rune to an
item that already has the Unbreakable Quality.
Description (Temporary):As permanent, but once the
Rune is activated (a Free Action), the effects last for only
one minute.
Rune of Warding
Form:Armour, Talismanic
Inscription Number:+8
Description (Permanent):While wearing this Rune,
you gain the Trait Ward (8+) against magic. This Rune
may be stacked up to three times. Each copy decreases
the Rating by 1.
‘The stairs of UzgrimHal’ by O
zakuya is licensed under CC BY-NC-ND 3.0
Description (Temporary):As permanent, but once the
Rune is activated (a Free Action), the effects last for only
Rune of Tempering one minute.
Form: Engineering
Inscription Number:+10 Rune of Warning
Description (Permanent):Your favoured tool can Form: A rmour, Talismanic
work even the hardiest materials. All manner of hardy Inscription Number:+10
materials are malleable beneath your tool and may be Description (Permanent):You can never be surprised
tempered with your Trade (Runesmithing) Skill. When or gain the Surprised Condition in combat. You will
making items with the Unbreakable Quality, you no always get to take an action or reaction in combat when
longer need to add +5 to the SLs required. Other ambushed.
Qualities add +5 as usual. Additionally, you gain +1 SL Description (Temporary):As permanent, but once the
on all Tests to use the item with hard materials such as
Rune is activated (a Free Action), the effects last for only strike you, gaining more SLs than your Fellowship
one minute. Bonus (this is a Free Action). If he fails, he suffers a -20
penalty to hit.
Rune of Wrath Description (Temporary):As permanent, but once the
Form: Weapon Rune is activated (a Free Action), the effects last for only
Inscription number:+10 one minute.
Description (permanent):Any weapon bearing this
Rune gains the Impact Quality. Additionally, when Master Rune of Balance
using the weapon, you may opt to add your Dexterity Form:Armour, Talismanic
Bonus to the Damage instead of the rolled SLs. Inscription Number:+25
Description (temporary):As permanent, but once the Description (Permanent):Only Runesmiths can use
Rune is activated (a Free Action), the effects last for only an item inscribed with this Rune. You gain the Trait
one minute. Ward (6+) against magical or ranged attacks. By
spending 1 Resolve, you can use your Action to extend
Master Runes the effect over an Area of Effect equal to your Willpower
Bonus in yards until the start of your next turn. This
Master Rune of Adamant Rune stacks with the Rune of Warding, further
Form:Armour reducing the Rating (minimum Ward (3+)).
Inscription Number:+20 Description (Temporary):As permanent, but once the
Description (Permanent):Armour bearing this Rune Rune is activated (a Free Action), the effects last for only
gains the Shield 3 Quality. If the armour already has a one minute.
Shield Rating from another Rune, increase the Rating
by +3 (to a maximum of Shield 6). Additionally, you Master Rune of Banishment
may spend 1 Resolve to completely negate Damage up Form:Weapon
to or equal to your Willpower Bonus. Inscription Number:+25
Description (Temporary):As permanent, but once the Description (Permanent):This Rune is usually affixed
Rune is activated (a Free Action), the effects last for only to a weapon of silver, and is used against both corporeal
one minute. and ethereal Undead. A single Wound inflicted by this
weapon is enough to slay the creature outright.
Master Rune of Alaric the Mad Description (Temporary):As permanent, but once the
Form:Weapon Rune is activated (a Free Action), the effects last for only
Inscription Number:+25 one minute.
Description (Permanent):Attacks made by a weapon
bearing this Rune always ignore all Armour Points, even Master Rune of Breaking
if the armour cannot usually be ignored. Form:Weapon
Description (Temporary):As permanent, but once the Inscription Number:+25
Rune is activated (a Free Action), the effects last for only Description (Permanent):If you win an Opposed
one minute. The Rune must be activated before you roll Melee Test by more SLs than your opponent’s Strength
to hit. In the case of Talents such as Riposte or Reaction Bonus, you can opt to break their weapon. This replaces
Strike which allow a reactive attack, you must activate any Damage if you were attacking. If the weapon is
the Rune at the same time you declare you are using the Magical or has the Unbreakable Quality, you may
Talent. disarm your opponent instead. By spending 1 Resolve,
you can destroy a non-magical weapon too.
Master Rune of Authority Description (Temporary):As permanent, but once the
Form:Armour Rune is activated (a Free Action), the effect works only
Inscription Number:+15 once. The wielder can activate the Rune after making
Description (Permanent):This Rune is fixed to the O
pposed Melee Test.
armour or a shield. Whenever an opponent engages you,
he must first make a C
hallenging (+0) Cool Testto
Master Rune of Challenge Master Rune of Darts
Form:Talisman Form:Weapon
Inscription Number:+20 Inscription Number:+15
Description (Permanent):This Rune allows you to Description (Permanent):This Rune allows a single
issue a challenge to an enemy which all but the strongest ranged weapon (excluding those with the Blackpowder
wills cannot resist. Use an Action to issue your challenge, Quality) to fire magic missiles instead of using
waving your weapon in the air or yelling taunts as ammunition. The missile has identical Damage, Range,
appropriate. Your opponent must pass a C hallenging Qualities and Flaws to the weapon’s standard
(+0) Cool Test, rolling more SLs than your Willpower ammunition but never runs out. You can ignore the
Bonus. If your foe fails, they must fight you or gain the Reload and Repeater Qualities. Alternatively, the Rune
Surprised Condition. If they fight you, you go first and can be engraved into a gauntlet to allow the Dwarf to
gain +1 Advantage. throw m agic missiles that otherwise act as darts.
Description (Temporary):As permanent, but once the Description (Temporary):As permanent, but once the
Rune is activated (a Free Action), it can only be used Rune is activated (a Free Action), the effects last for only
once. one minute.
Rune is activated (a Free Action), the effects last for only Master Rune of Dragon Slaying
one minute. Form:Weapon
Inscription Number:+35
Master Rune of Dismay Description (Permanent):This Rune is used to
Form:Talismanic destroy dragons. A single Wound inflicted by this
Inscription Number:+20 weapon is enough to slay the creature outright.
Description (Permanent):This Rune can only be Description (Temporary):As permanent, but once the
inscribed on a war horn or drum. Using an Action to Rune is activated (a Free Action), it only works once.
blow the horn (or beat the drum), you may make a The Runic Item is destroyed after being used once.
Challenging (+0) Leadership Test. If you succeed,
you and any allies gain the Fear 1 Trait for one turn. For Master Rune of Duplication
every +2 SLs scored, increase the Fear Rating by +1. Form:Engineering
Description (Temporary):As permanent, but once the Inscription Number:+25
Rune is activated, the effects last for only one minute. Description (Permanent):This Rune can be placed on
a container to create a perfect copying machine. Once
per day, any items, documents or materials placed inside
the box will be duplicated. Duplicated items of personal until they are used (a weapon vanishes when wielded,
or minor value, such as a hand-written manuscript or food turns to air in the mouth, a passport vanishes once
everyday clothing, will survive indefinitely. Copies of you cross the border, etc). By spending 1 Resolve, you
tradeable or essential items, including food or legal may
documents, will always dissipate within 24 hours or
‘Champion of the dragon clan’ by ncorva is licensed under CC BY-NC-ND 3.0
recharge this Rune and use it again immediately. Point. A Critical Wound to the Hit Location closest to
Description (Temporary):As permanent, but once the the gem may result in its damage. Roll a d100. A roll of
Rune is activated, it can only be used to copy a single 96-00 means the gem is struck and destroyed.
item. Description (Temporary):As permanent, but once the
Rune is activated for the first time, it expires.
Master Rune of Fate
Form:Armour, Talismanic Master Rune of Fear
Inscription Number:+30 Form:Armour, Talismanic
Description (Permanent):This Rune can only be Inscription Number:+20
engraved upon a gem worth at least 100 GC and the gem Description (Permanent):Whenever you Charge or
must be worn to have its effect. The first attack each day gain a Free Attack, you induce Fear 2 in your enemies
that would otherwise reduce the bearer to zero Wounds and Terror in anyone who is engaged with you.
or fewer is completely negated — as if you’d spent a Fate
Description (Temporary):As permanent, but can only Master Rune of Gromril
be used for the duration of one combat encounter. Form:Armour
Inscription Number:+35
Master Rune of Fire Description (Permanent): W hen wearing armour
Form:Engineering, Weapon bearing this Rune, and for the purposes of resolving
Inscription Number:+21 Damage only, your Size counts as two steps larger.
Description (Permanent):Upon the wielder’s Additionally, you may spend 1 Resolve to become
command, a weapon or item inscribed with this Rune immune to all Damage for one minute or 1 Resilience to
bursts into flame (a Free Action). This provides the same become immune to all Damage for one hour.
illumination as a brazier or large torch, and the item Description (Temporary):As permanent, but once the
burns until commanded to stop or until the next sunrise Rune is activated (a Free Action), the effects last for only
(whichever comes first). Additionally, a weapon with one minute.
this Rune gains the Distract and Impact Qualities while
flaming, and inflicts +2 A
blaze Conditions upon its Master Rune of Groth One-Eye
target per hit. When activated, forge items (hammers, Form:Armour, Talismanic
anvils) gain +4 SLs for the purposes of creating with Inscription Number:+35
heat. Description (Permanent):Once per day, you can use
Description (Temporary):As permanent, but can only your Action to make your allies immune to Psychology,
be used once. Intimidation and the B roken Condition. They will also
be immune to a number of Fatigue Conditions equal to
Master Rune of Flight your Willpower Bonus. This lasts a number of turns
Form:Weapon equal to your Fellowship Bonus and can be recharged by
Inscription Number:+15 spending 1 Resolve.
Description (Permanent):This Rune can only be Description (Temporary):As permanent, but once the
inscribed on a hammer. You can throw the hammer for Rune is activated (a Free Action), the effects last for only
SB+3 Damage (or SB+4 for a Warhammer) and always one minute.
count Ranged (Throwing) as a Basic Skill. The hammer
has a range of Willpower yards, and always returns to Master Rune of Healing
your hand at the end of your turn. It retains its usual Form: A rmour, Talismanic
Qualities and Flaws. This Rune stacks with the Master Inscription Number:+20
Rune of Crafting. Description (Permanent):This Rune has a healing
Description (Temporary):As permanent, but once the effect when worn. Every time you are injured in combat,
Rune is activated (a Free Action), the effects last for only you will automatically regenerate 1 Wound for each
one minute. blow you suffered at the start of the next round. For
example, if you were struck three times, you would
Master Rune of the Forge regain 3 Wounds at the start of the next turn. Out of
Form:Engineering combat, you can spend 1 Resolve to heal a number of
Inscription Number:+25 Wounds equal to your Willpower Bonus or 1 Resilience
Description (Permanent):Only Runesmiths can use to heal all Wounds.
an item inscribed with this Rune. The item must be Description (Temporary):As permanent, but once the
fixed to a permanent location in your forge or home. Rune is activated (a Free Action), the effects last for only
Thereafter, you gain the Trait Ward (3+) against all one minute or until you are fully healed (whichever
magical or ranged attacks in that location. If the item is comes first).
ever removed or destroyed, the Ward dissipates.
Description (Temporary):As permanent, but once the Master Rune of Hiding
Rune is activated (a Free Action), the effects last for only Form:Armour, Talismanic
one hour. Inscription Number:+20
Description (Permanent):This Rune allows you to
use your Action to hide yourself completely. It will last
until the next dawn, provided you stay relatively still and
quiet. If you make any large or sudden movements, or
make any noise louder than a whisper, the effect ends
and cannot be used again until the next day. By spending
1 Resolve, you may recharge this Rune and use it again
immediately.
Description (Temporary):As permanent, but once the
Rune is activated (a Free Action), the effects last for only
one minute.
‘Dwarf slayers’ by M
alvino is licensed under C
C BY-NC-ND 3.0
‘Dwarf Lord’ by A
hmetCanKahraman is licensed under CC BY-NC-ND 3.0
Choose a Weapon Group from the Melee or Ranged will likewise be unaffected.
lists (WFRP4e pp.294-5) when you learn this Rune. Description (Temporary):As permanent, but once the
You may purchase this multiple times to obtain Rune is activated (a Free Action), the effects last for only
immunity to different Weapon Groups but only one of one hour.
these Master Runes can be inscribed per piece of
armour, as usual. The immunity is Hit Location-specific Master Rune of Sanctuary
so only Runes placed on a shield will protect all Form:Talismanic
locations. Inscription Number:+20
Description (Permanent):This talisman is usually
For example, you can learn Master Rune of Resistance fixed to the crossbar of a standard, fixed into a helmet or
(Parry) and apply it to your shield. Provided you make crown, or otherwise worn on display in a visible place.
your Opposed Test with the shield, a swordbreaker will You must make a C hallenging (+0) Leadership Test.
do no harm. Any ally who can see the talisman gains +10 bonus to
resisting magic (if they can normally resist it) or the
Then you could buy Resistance (Brawling) and add it to temporary ability conferred by the Magic Resistance
your breastplate. If a brawl attack hits your body, you Talent (if they cannot). This lasts for a number of turns
equal to the SLs rolled. The talisman can only be used Rune is activated (a Free Action), the effects last for only
once per day and recharges at dawn. By spending 1 one minute.
Resolve, you may recharge this Rune and use it again
immediately.
Description (Temporary):As permanent, but can only
be used once.
Form:Weapon
Master Rune of Skewering
Inscription Number:+20
Form:Weapon
Description (Permanent):The weapon bearing this
Inscription Number:+20
Rune gains the Impale and Impact Qualities, if it didn't
Description (Permanent):When using a bow or
have them before. Additionally, after winning an
crossbow bearing this Rune, your ammunition gains the
Opposed Melee Test, you may spend 1 Resolve to inflict
Penetrating and Impact Qualities, if it didn’t have them
a deadly blow dealing extra Damage equal to the total
before. Additionally, you may spend 1 Resolve to
number of Wounds you have lost.
increase the minimum Damage after Armour Points and
Description (Temporary):As permanent, but once the
Toughness Bonus have been deducted to your Strength
Rune is activated (a Free Action), the Qualities last for
Bonus.
only one minute. The deadly blow effect must be
Description (Temporary):As permanent, but once the
activated before this minute expires.
Rune is activated (a Free Action), the effects last for only
Master Rune of Skewering one minute.
Form:Weapon
Master Rune of Smiting
Inscription Number:+20
Form:Weapon
Description (Permanent):When using a bow or
Inscription Number:+15
crossbow bearing this Rune, your ammunition gains the
Description (Permanent):This Rune must be
Penetrating and Impact Qualities, if it didn’t have them
inscribed on a melee weapon. Once per day, it can be
before. Additionally, you may spend 1 Resolve to
activated with a Free Action and doubles any SLs rolled
increase the minimum Damage after Armour Points and
on Melee Tests for a number of turns equal to your
Toughness Bonus have been deducted to your Strength
Willpower Bonus. By spending 1 Resolve, you may
Bonus.
recharge this Rune and use it again immediately.
Description (Temporary):As permanent, but once the
Description (Temporary):As permanent, but once the
Rune is activated (a Free Action), it can only be used your Willpower Bonus.
once. Description (Temporary):As permanent, but once the
Rune is activated (a Free Action), the effects last for no
Master Rune of Snorri Spangelhelm more than one minute.
Form:Weapon
Inscription Number:+35
Description (Permanent):With a little effort, this
weapon always strikes true. You can spend 1 Resolve or
all Advantage (minimum 3) to automatically win any
Opposed Melee Test with a number of SLs equal to your
Weapon Skill Bonus.
Description (Temporary):As permanent, but once the
Rune is activated (a Free Action), it can only be used
once.