Some
Runecrafters concentrate on using skin as their media of choice, tattooing
Runes directly onto themselves and their clients. Illumin tend to be
adventurous risk takers, and many gravitate towards lives of extremism and
danger. |
Illumin are fun to play for
players that like colorful characters; a player taking the time to fully
envision their Illumin's appearance and their various tattoos has a lot of
fodder for interesting roleplaying opportunities, and the capabilities of
such a character are nothing to sneeze at either. An individual Illumin can
be tailored to be good at a wide range of things with a well chosen
selection of Runic Tattoos. |
Cost |
Ability |
55 |
Journeyman
Runecrafter
Package (PS: Tattooing) |
10 |
Export Lore: +10 Runes |
6 |
Expert Lore: + 3 w/ KS: Runecrafting |
4 |
Master Tattooist: +4 w/ PS: Tattooing |
10 |
Competant: +1 Overall Level |
40 |
Tattoos: Permanent Runic Tattoos with a
Real Cost of 40 pts (must have Runes for each) |
125 |
Total Cost of Abilities |
Value |
Disadvantages |
-5 |
Distinctive Features: Heavily Tattooed
(Concealable, Noticed, Not Distinctive In Some Cultures) |
+120 |
Total Cost of Package |
The Runecrafting Magic System is
detailed
here. |
Rather than cast Spells
or work some other form of Magic on the spur of the moment, Runecrafters instead
inscribe special Runes upon objects or even living creatures that invest
the inscribed object or person with Magical capabilities. Runecrafters
particularly excel at the crafting of Magic Items, and are often well
equipped
individuals. They also excel at warding buildings and areas with protective
Runes, making them excellent on the defense as well. |
Runecrafters can be quite
powerful, and also possess useful crafting skills. In campaigns focusing on
more hack and slash action, Runecrafters with a selection of custom made
Magic Items can excel, while in a more role-playing oriented game their
ability to interact with the mercantile elements of the setting come to the
fore. Generally well rounded and fun to play, they offer a lot of potential
to an interested player. |
NOTE: In some
settings Runecrafting has roots in a particular culture; for instance in
some worlds Runes might be the Magic of Dwarvenkind. |
Cost |
Ability |
20 |
Runes: 20 Rune Familiarities |
13 |
Runic Lore: KS: Runecrafting (INT-based)
+ 5 |
2 |
Media Skill: (Choose 1: PS: Calligraphy,
PS: Carving, PS: Embroidery, PS: Engraving, PS: Sculpting, PS: Tattooing) |
4 |
Capable: +4 with Media Skill of
Choice |
15 |
Inventory: Permanent Runic Magic Item(s) with a Total
Real Cost of 15 points (must also have Permanent Rune(s) corresponding to Item(s)) |
1 |
Literacy w/ Runic Language |
Value |
Disadvantages |
0 |
None |
+55 |
Total Cost of Package |
Cost |
Options |
1 each |
More Rune Familiarities |
var |
More Permanent Runic Magic Items |
var |
More Media Skills |
2 |
WF: Runecrafter Group (Axe,
Hammer, Pick) |
-15 |
Psychological Limitation:
Self Centered (Common,
Strong) |
-10 |
Rivalry with
other Magic Users (More Powerful, Group, Professional, Unaware, Outdo) |
-5 |
Social Limitation:
Disreputable Master (Master is generally scorned,
disrespected, or has a questionable past -- this colors peoples perception
of character) (Frequently; Minor;
Not Limiting In Some Cultures) |