The Runesmiths are among the most powerful and respected
members of dwarf society. They have the power and knowledge to carve the runes
so vital to dwarfish survival, and the age, wealth and skill that make highly
esteemed. As well as their knowledge, they are mighty warriors, and are
especially renowned for defending against the treacherous sorcery other races
use. Dwarfs, of course, do not use magic directly, except for the mad Chaos
Dwarfs, who pay for their dabbling with a slow transmutation into stone,
according to dwarf legend. The natural dwarf resistance to magic and chaos makes
them suited only for a less direct approach; the tapping and trapping of the
Winds of Magic into runes. The natural dwarf emphasis on skill and
craftsmanship, the long centuries of use and refinement, and the same
characteristics that make dwarfs incapable of other magic makes them the perfect
and most accomplished creators of runes.
Forging runes is not simply a matter of carving or painting a certain shape-
Rune Magic is heavily ritual and requires much patience and experience. The
period in which a rune is being inscribed, which usually takes at least a week,
is a highly fraught time for the apprentice or apprentices of the Runesmith, who
are usually the most talented of his relatives. When not carving their own
runes, they will be helping with the ritual chants and rites that empower the
runes being placed on whatever item is so honoured. Runesmiths do not simply
deal with runes carved into weapons and armour to make them more effective, but
the engineering runes that keep the mighty dwarfen constructions working, and
the tunnels open and secure. Runes exist in every area of dwarf society, and the
Runesmiths are vital not just in warfare and work, but in teaching history and
culture, and of course remembering the ancient grudges.
To become a Runesmith, a dwarf must dedicate his life to his craft and work for
decades, even centuries under a master, assuming that he is born into a family
which is associated with the craft. Even then, they will only know a portion of
the rune-lore of the race, which is guarded jealously and hoarded by individual
Runelords. Runesmiths are the longest-lived of the race, and are immensely proud
and arrogant. The greatest exercises of their power, the Master Runes, are
secrets known to only a few, and many such runes have been lost because the
Runesmith has died without passing on his knowledge, either through a premature
death or because there was none worthy.
Rune-lore has never been a consolidated field of knowledge, and part of an
apprentice's training may involve learning the special runes his master uses, or
even recovering examples of ancient, lost runes. Runesmiths diligently seek
ancient examples of craftsmanship to learn from them. The first place to search
for such forgotten treasures is the halls of the dwarf lords now abandoned to
monsters. In many cases, before a dwarf hold was over-run, the King and Nobles
agreed with the Runesmith to bind their greatest possessions with unbreakable
runes to stop them being plundered. Likewise, some Runesmiths encoded their
knowledge and left it in the form of riddles and challenges, so that only the
worthy would benefit. If an apprentice can recover an example of a lost rune or
method, he will achieve much in the eyes of his master and dwarf society as a
whole. Thus, it is not unknown for a young Runesmith's Apprentice to go
adventuring in the hope of rediscovering some archaic lore or treasure.
Wounds |
1D6+7 |
Move |
4 |
Weapon Skill |
4 |
Ballistic Skill |
6+ |
Strength |
3 |
Toughness |
3 (4) |
Initiative |
4 |
Attacks |
1 |
Pinning Roll |
5+ |
The Runesmith's Apprentice (herein known as the Runesmith) is armed with a Rune Hammer, which is a Magical Hammer that does normal damage.
The Runesmith begins with a set of Dwarf Mail, giving him +1 Toughness.
The Runesmith also carries a Rune Staff, which bears a large number of runes.
Many of these are his own work, and therefore not especially powerful, but
potentially very useful.
Roll 1D6 on the following table to see what sort of runes the Runesmith has
placed on his Rune Staff.
1 |
1D3 Battle Runes, 1D3 Healing Runes |
2 |
1D3+1 Battle Runes, and 1D3 Healing Runes |
3 |
1D6 Battle Runes, and 1D3 Healing Runes |
4 |
1D6+2 Runes of the Warrior's Choice (Battle or Healing) |
5 |
1D6+3 Runes of the Warrior's Choice (Battle or Healing) |
6 |
1D6+4 Runes of the Warrior's Choice (Battle or Healing) |
These are very useful in a fight, strengthening and encouraging the Warriors,
while negatively affecting the Monsters.
The Runesmith may use each Battle Rune once, after which it fades.
1 |
Battle Rune of Spite |
2 |
Battle Rune of Justice |
3 |
Battle Rune of Confusion |
4 |
Battle Rune of Flame |
5 |
Battle Rune of Firmness |
6 |
Battle Rune of Exhortation |
Healing Runes act on the Runesmith and his companions, restoring their
spirits and bodies. They can be used at any time (like a healing spell) and in
any number. Each Healing Rune may be used once, after which it fades.
Each Healing Rune restores 1D6 wounds to a Warrior on the same board section.
Runic Chanter
Runesmithery is more than just a matter of putting special letters or sigils
onto items. There are procedures and chants, rituals and methods unknown by
most.
Some of these can be used outside of the forge. Using a combination of chants,
runes and special items, the Runesmith can create special Immediate Effect
Runes, which essentially count as spells. He begins the game with three Runic
Chants, and gains more as he progresses. Many Runesmiths look down upon these
Runic Chants as being haphazard, temporary and unstable, but in fact a great
deal of skill is needed. Often those who excel at Runic Chanting will become
Runesmiths of exceptional drive and vision, though even they are pleased to put
aside their questionable skills in favour of good, solid, tried-and-tested
traditional methods.
Each turn, the Runesmith may attempt a Runic Chant as well as any other action
like fighting. Runes are related to Magic, and so the success of the Chant
depends on the Winds of Magic.
Roll 1D6 and add it to the Power Dice. On a roll of 7+ the Chant has succeeded,
otherwise it fails. It also fails automatically on a natural roll of 1.
Unlike other users of magic, the Runesmith cannot count the effects of magic
items to assist in his Chants.
The Runesmith knows the following three Runic Chants
Runic Chant of Healing
The Runesmith scratches a set of runes into the dust with the end of his
Rune Staff, reciting a phrase of healing and wholeness. As he reaches the end of
his chant, he sweeps his staff, drawing a line through the runes. A sudden gust
of wind smoothes over the floor, and the Warriors straighten up, feeling their
pain lessened.
This Runic Chant restores 1D6 wounds, which the Runesmith may distribute among
the Warriors on the same board section as he sees fit.
The Runesmith gains 5 points of experience for each wound he heals on another
Warrior by this method.
Runic Chant of Surety
Seeing the barbarian waver from exhaustion and uncertainty, the Runesmith
pulls out a piece of flint and scratches a Rune of Surety on his hammer,
chanting as he does so. As he finishes it, it glows brightly and disappears. The
barbarian shakes his head once and lifts his axe again, striking with greater
precision. Only the Runesmith sees the gleam of a tiny rune on the blade's edge
as it cuts deep into enemy flesh.
The Runesmith selects one Warrior (including himself). That Warrior may reroll
any attacks that miss this turn, for a maximum of one re-roll per attack.
Runic Chant of Endurance
Seeing the axe descend towards him, the Runesmith pulls an amulet from his
jacket and shouts a final, completing phrase, pouring power into the rune
engraved on the amulet's surface. The axe bounced off the Runesmith's armour as
if it was thrice as thick, to the consternation of the Minotaur and the
gratification of the dwarf.
This Chant grants +1 Toughness to one Warrior this turn.
The Runesmith may use any equipment ordinarily available to the dwarf. However, he may have no more than +3 points of Armour. In addition, he may only use ranged weapons discovered as treasure, not bought from a shop (excluding thrown weapons). It goes without saying that these treasure weapons must be of dwarfen origin!
The Rune Staff that he begins with is a powerful item which he must spend
time maintaining. Before each adventure the Runesmith will inscribe a set of
Runes on it from an expanded list. Details of the list are to be found in the
training and advancement section
There are two types of Rune to place on the Staff. The first are the temporary
Battle and Healing Runes which fade once used, or after one adventure. The
second are permanent, and can only be placed with the help of another Runesmith.
He may have a number of Permanent Runes equal to half his Battle-Level rounded
up, plus 1.
The Runesmith will use his spare time in the Settlement to good
purpose, placing new runes on his Rune Staff and restoring old ones. For every
uneventful day, roll 1D6. On a score of 4+, you may add +1 to the following
table.
Roll 1D6 before the adventure.
1 |
1D3 Battle Runes, 1D3 Healing Runes |
2 |
1D3+1 Battle Runes, and 1D3 Healing Runes |
3 |
1D6 Battle Runes, and 1D3 Healing Runes |
4 |
1D6+2 Runes (Battle or Healing) |
5 |
1D6+3 Runes (Battle or Healing) |
6 |
1D6+4 Runes (Battle or Healing) |
7 |
2D6 Runes (Battle or Healing) |
8 |
1D6 Battle Runes, 1D6 Healing Runes, 1D6 of the Warrior's Choice |
9 |
BL+1D6 Runes of the Warrior's Choice |
10+ |
3D6 Runes, minimum of BL, of the Warrior's Choice |
Roll to see how many Runes you gain, and decide how many are Healing, if appropriate. Then roll to see which Battle Runes you place, using the table(s) in the advancement section.
Runes may not be carried over into the next dungeon unless the Runesmith remakes them. Runesmiths are notorious perfectionists, and even the youngest will feel uneasy about bearing an item that shows poor craftsmanship. If the Runesmith does not use a Rune in the adventure, it will fade or be unmade, unless he chooses to remake it. If he does so, he will have it in the next adventure in place of one of those he has rolled on the above table. In other words, if he decides not to use a Battle Rune of Justice, but keep it for the next adventure, he may do so instead, rolling for one less Battle Rune during his preparations.
Whilst in a Settlement the Runesmith may visit any of the Traders and the following special locations; Dwarf Guildmasters, Brewmaster's Tavern (if accompanied by a Brewmaster), Alchemist's Laboratory, Gambling House, Fighting School, Temple and the same Drinking Establishments as the Dwarf. The Runesmith might also wish to pay a visit to the Runesmith's Forge, which is found on a roll of 4+ in a city and 5+ in a town, inside the Guildmasters.
The Runesmith can go to visit his fellow crafter in the settlement, to
discuss rune-lore and the general state of things. Runesmiths are arrogant and
proud, and the Warrior should spend 2D6x50 gold in crafting an item to present
to him before the visit. Once he has done so, he may roll on the following
table.
Roll 3D6
3-4 |
The Runesmith is not at all impressed by your present, and throws it directly into his furnace. The money is wasted and your Warrior is humiliated. He leaves the Dwarf Guildmaster's, and will not return in this Settlement. |
5 |
The item is shoddy and useless, and the Runesmith is insulted. You are thrown out of the Forge unceremoniously. |
6 (1st roll) |
The Runesmith is busy, so you leave the item for his examination. When you come back later, he is shouting at one of his apprentices, having mistaken your work for his. Ducking away, you are not seen. You may try again the next day, spending another 2D6x50 gold and gaining +2 to your roll on this table. |
6 (2nd roll) |
He looks over the item and passes it as 'barely adequate'. He is more interested in your Rune Staff, though, and is good enough to hammer a new Battle Rune on it (Roll on Champion Table). |
7 |
The item passes scrutiny, and you discuss one of the Runesmith's Apprentices. He is crafting his first weapon's rune on a throwing axe, and is placing a special rune known to the Runesmith. When he is finished, the Runesmith offers you the axe. It may be used once only, and must be thrown. It explodes on impact, causing 2D6+6 Damage, unmodified for armour, to the target, if it hits. |
8 |
One of the runes you have placed on the item interests the Runesmith, as he has not seen it before, and asks you about it. You explain where you learnt it, and he offers to help you refresh your Rune Staff. You gain +1 on the table when you next add Runes to it. |
9 |
The Runesmith seems to think your gift is a good piece of work, and asks your opinion on one of his own pieces. This unexpected honour takes you by surprise. Roll a Willpower test (7+). If you fail, you gush admiration, and he frowns at your insincerity. He gestures you to go into the main forge, and calls for one of his assistants to give you a discount of D6x50 gold on a rune. If you succeed, you keep your cool and examine the piece, and find a fatal flaw. He is pleased that you have passed the test, and he inscribes a random rune from the Common Rune Table at half price. |
10 |
The Runesmith takes the item and discusses the method you used to make it. Randomly select a Runic Chant. In the next adventure you may use it once, automatically, outside of your normal rules. |
11 |
The Runesmith is greatly impressed by your craftsmanship, and buys the item for its crafting cost +1D6x50 gold. He also lets you use his tools, and you may immediately add a Battle Rune of your choice to your Rune Staff. |
12 |
You discuss a number of things with the ancient Runesmith, and he gives you some hints in using Runic Chants. You may add +1 to one attempt per turn in the next adventure. |
13 |
The Runesmith is busy instructing one of his own apprentices about a weapon rune. As you walk in, he grabs your weapon and begins the process. Roll once on the Common Rune Table. Your weapon gains this rune for 1 adventure, after which it fades. Roll 1D6 however, and on a 6 it is permanent! |
14 |
The Runesmith carves a special rune into your Rune Staff. Roll on the Permanent Rune Table. |
15 |
Your item arouses great interest, and the Runesmith offers to inscribe a rune of your choice on one of your weapons. Pick a rune from the Common or Speciality Table. You gain it for half price (roll for stock if necessary). |
16 |
The Runesmith works with you on your Rune Staff and lays down numerous new Runes. You gain +1D6 new Battle Runes. |
17 |
The Runesmith is impressed by the skill the Warrior has displayed in his crafting, but explains that a Runesmith cannot neglect his training. He teaches the Warrior a number of techniques for fighting with a Rune Staff and a normal weapon. The Warrior may gain +1 WS in the next adventure. In addition, the Runesmith offers you a half-price Common Rune. |
18 |
The Runesmith sees great promise in your Warrior, and offers to teach him his speciality, the secret Master Rune only he knows. Unfortunately, this will require a full apprenticeship of several decades, so the Warrior declines the honour reluctantly, explaining that he is oath-bound to continue his quest. Instead, the Runesmith works on your Rune Staff, and adds 1D6 new Battle Runes and a single Permanent Rune. |
Roll 1D6. If you receive a Permanent Rune outside of the allowed allocation, the Runesmith will instead carve 1D6 Random Battle Runes. Reroll duplicate rolls.
1 |
Chanter's Rune |
2 |
Rune of Light |
3 |
Rune of Warding |
4 |
Reservoir Rune |
5 |
Rune of Harnessing |
6 |
Rune of Magic Banishment |
In order to train, the Runesmith must seek out a Master willing to teach him
more runes and test him in those he already knows. The process of becoming a
Runesmith is a very long one, even for a dwarf, and this abbreviated period of
apprenticeship lasts a full ten days.
Runesmiths do not gain specific skills, but instead learn more powerful runes
and Runic Chants. This works in two ways.
Firstly, at various stages the Runesmith learns new Runic Chants. These are
shown on the Battle-Level Advancement Table.
The second form of advancement is the increase in the Minor Runes he has access
to. These are the runes he places on his Rune Staff before each adventure. As he
gains titles, he learns and masters new Minor Runes, and improves his old ones.
Thus, when rolling for Minor Runes at higher levels he rolls on different
tables.
Novice
1 |
Battle Rune of Spite |
2 |
Battle Rune of Justice |
3 |
Battle Rune of Confusion |
4 |
Battle Rune of Flame |
5 |
Battle Rune of Firmness |
6 |
Battle Rune of Exhortation |
Champion
1 |
Battle Rune of Sight |
2 |
Battle Rune of Blocking |
3 |
Battle Rune of Resistance |
4 |
Battle Rune of Harrowing |
5 |
Battle Rune of Steadfastness |
6 |
Gain 1D3 Battle Runes of the previous table |
Hero
1 |
Battle Rune of Might |
2 |
Battle Rune of Favour |
3 |
Battle Rune of Fortitude |
4 |
Battle Rune of Draining |
5 |
Battle Rune of Lightning |
6 |
Gain 1D3 Battle Runes of the previous table |
Lord
1 |
Battle Rune of Fright |
2 |
Battle Rune of the Grudge |
3 |
Battle Rune of Striking |
4 |
Battle Rune of the Furnace |
5 |
Battle Rune of Earthquake |
6 |
Gain 1D3 Battle Runes of the previous table |
The Runesmith gains in skill with his Runic Chanting. At higher levels, the
success of the Chant still depends on the Winds of Magic, but many Chants have
different difficulties at higher levels. You still roll a D6 and add it to the
Power Dice, but the total might be less than 7+. Remember, though, that Runic
Chants still fail automatically on a natural roll of 1.
Unlike other users of magic, the Runesmith cannot count the effects of magic
items to assist in his Chants.
As well as Chants becoming easier to cast at higher levels, most have some sort of increased effect. In addition, the Runesmith becomes capable of using more than one Charm in a turn.
Level | Number of Chants he may attempt |
1-4 | 1 |
5-7 | 2 |
8-10 | 3 |
He cannot cast the same Chant twice or more in one turn, but he may attempt
to recast a failed Chant.
When his Battle Level table indicates that the Runesmith has gained a new Runic
Chant, roll a D66 to determine exactly what he has gained. Re-roll any repeated
rolls you make.
Seeing the axe descend towards him, the Runesmith pulls an amulet from his
jacket and shouts a final, completing phrase, pouring power into the rune
engraved on the amulet's surface. The axe bounced off the Runesmith's armour as
if it was thrice as thick, to the consternation of the Minotaur and the
gratification of the dwarf.
This Chant grants a level of Toughness equal to the Runesmith's Battle-Level to
a single Warrior, to a maximum of +5 Toughness. At Battle-Levels 6 onwards, the
target is at -1 to be hit in addition to the Toughness Bonus.
Seeing the onrushing horde of Goblins, the Runesmith holds out a piece of
parchment, on which sits an ancient, secret rune, used by Runesmiths for
centuries to light the darkness of the depths of the earth. With a word it
blazes into light, blinding and pushing back the myriad enemies.
Once invoked, this Chant causes the Monsters to lose a number of attacks. The
number is determined by title, and the attacks lost may be split between the
Monsters as the Runesmith sees fit.
Title |
Dice Roll Needed |
Attacks Lost |
Novice |
7+ |
1 |
Champion |
7+ |
2 |
Hero |
7+ |
3 |
Lord |
7+ |
4 |
As the Dark Elves loaded another volley of crossbow bolts, the Runesmith
turned aside from the others trying to rebuild the bridge, sheltering behind
their shields, and began a chant of protection, invoking runes of screening.
Drawing with a stick of charcoal he quickly shaped runes on a piece of
parchment, then held it up. When launched, the bolts flying through the air
seemed to twist aside and miss…
This Chant allows the Warriors to avoid the effects of Ballistic Attacks, if
their hearts are stout enough. The Chant will only work on completion of a
successful Willpower test, which must be attempted for each attack the Warrior(s)
is subjected to. If the Warrior succeeds, any damage caused is negated in full.
Title |
Dice Roll Needed |
Warriors Affected | Willpower Test |
Novice |
7+ |
1 |
8+ |
Champion |
7+ |
2 |
8+ |
Hero |
7+ |
3 |
7+ |
Lord |
7+ |
4 |
6+ |
With a laugh, the Chaos Sorcerer waves his hand, and the Warriors find
themselves surrounded by hulking monstrosities; Dæmons summoned from the Warp.
They quake, and prepare to run, but the Runesmith strikes a single rune on a
slate tablet and proclaims courage!
All Warriors on the same board section gain a bonus to their Fear and Terror
(and Greater Dæmonic Terror) rolls.
Title |
Roll Needed |
No of Warriors affected |
Effect |
Novice |
7+ |
1 |
+1 F |
Champion |
7+ |
1 |
+1 F +1T |
Hero |
7+ |
2 |
+2 F +2T |
Lord |
7+ |
4 |
+2 F +2T |
The Runesmith scratches a set of runes into the dust with the end of his
Rune Staff, reciting a phrase of healing and wholeness. As he reaches the end of
his chant, he sweeps his staff, drawing a line through the runes. A sudden gust
of wind smoothes over the floor, and the Warriors straighten up, feeling their
pain lessened.
This Runic Chant restores a certain number of Wounds, which the Runesmith may
distribute among the Warriors on the same board section as he sees fit.
The Runesmith gains 5 points of experience for each wound he heals on another
Warrior by this method.
Title |
Roll Needed |
Wounds Restored |
Novice |
7+ |
1D6 |
Champion |
7+ |
2D6 |
Hero |
6+ |
2D6 |
Lord |
6+ |
3D6 |
Seeing the barbarian waver from exhaustion and uncertainty, the Runesmith
pulls out a piece of flint and scratches a Rune of Surety on his hammer,
chanting as he does so. As he finishes it, it glows brightly and disappears. The
barbarian shakes his head once and lifts his axe again, striking with greater
precision. Only the Runesmith sees the gleam of a tiny rune on the blade's edge
as it cuts deep into enemy flesh.
The Runesmith selects a number of Warriors (which may include himself). If the
roll succeeds, these Warriors may reroll any attacks that miss this turn, for a
maximum of one re-roll per attack.
Title |
Roll Needed |
Warriors Affected |
Novice |
7+ |
1 |
Champion |
7+ |
2 |
Hero |
6+ |
3 |
Lord |
6+ |
4 |
Sensing the tide of evil sorcery as it congeals around him, the Runesmith
begins an incantation and scatters some powdered iron in a circle around him. He
scratches a triangle in the ground with his Rune Staff, and says the final word
of the chant. With a flash of light, all of the powder combusts and the light
dashes asunder the almost-formed evil spells, scattering the black magic.
If this Runic Chant succeeds, the Winds of Magic will be diverted and thus
weaker. Enemy magic users must make a successful Initiative Test in order to
cast spells. They must make a test for each spell they attempt to cast this
turn. Friendly magic users are assumed to be pre-warned, and suffer no ill
effects.
Title |
Roll Needed |
Initiative Roll |
Novice |
7+ |
5+ |
Champion |
7+ |
6+ |
Hero |
7+ |
7+ |
Lord |
7+ |
8+ |
The Runesmith sees his nemesis preparing to cast a spell, so draws on
runes of negation to counter the evil sorcery. The Chaos Dwarf lifts his arms,
invoking a storm of magma upon the Warriors, but the Runesmith cries a phrase of
denial, and traces a rune in the air. The sorcerer falls back as if physically
struck, and the spell dwindles to nothing.
This Chant must be performed in the Warrior Phase, and represents the Runesmith
preparing to defend against coming magic. Unlike other Chants, he may use this
one more than once. It comes into effect during the Monster's Phase, and allows
the Runesmith to automatically dispel a number of enemy spells. Using the Chant
more than once allows him further dispels. The Runesmith must decide which
spells to dispel and which to allow, if there are more cast than he can counter.
He can dispel once the spell has been rolled for, but not after its exact effect
has been determined. In other words, if he chooses to dispel a Summoning spell,
he must do so before the number of troops is rolled. If he dispels a Doombolt,
it is before the Damage is rolled for.
Dispels not used are lost.
Title |
Roll Needed |
No of Spells Negated |
Novice |
7+ |
1 |
Champion |
6+ |
1 |
Hero |
6+ |
2 |
Lord |
5+ |
2 |
Seeing the Goblin Shaman, the Runesmith pulled a small chain from his
belt. On it hung several shapes- runes- fashioned of silver and iron. Clutching
it, the Runesmith speaks words of activation, working through the runes with his
fingers. On the last one, he flings the chain in the air. When he catches it,
the Warriors feel a crackling sensation around them, emanating from the chain.
When the Runesmith speaks this Chant, the Warriors gain Magic Resistance for the
turn.
Title |
Difficulty |
Warriors Affected |
Effect |
Novice |
7+ |
1 |
MR 6+ |
Champion |
6+ |
2 |
MR 6+ |
Hero |
6+ |
2 |
MR 5+ |
Lord |
5+ |
4 |
MR 4+ |
As the necromancer called minions from the dust to protect his realm, the
Runesmith emptied a small flask of liquid onto the ground and used the moisture
to form a complex pattern with his Rune Staff. Reciting the words of the Chant
under his breath, he draws a final rune and watches with grim glee as the undead
creatures crumble back into the ground.
The Runesmith may disrupt the process of a necromantic summoning spell. If a
Necromancer or Vampire uses one or more spells to summon allies, either by
magically creating them (skeletons, for example) or by calling them as
reinforcements (ghouls), the Runesmith's Chant exacts a toll. Each creature
placed on the board section has its Starting Wound score lowered by an amount
equal to the Runesmith's BL, leaving a minimum of 1 wound. More damagingly, they
cannot regenerate past this level by any means. Note that the Necromancer in
question may attempt to counter this Runic Chant, if he has the Dispel Magic
ability, at -1 to his roll.
Title |
Difficulty |
Effect |
Novice |
7+ |
Summoned Monsters have BL less wounds |
Champion |
7+ |
Summoned Monsters have BL less wounds |
Hero |
7+ |
Summoned Monsters have BL less wounds |
Lord |
7+ |
Summoned Monsters have BL less wounds |
The Runesmith speaks in Khazalid, detailing wrongdoing and treacheries,
grudges and feuds, inciting the Warriors to greater efforts, as the strange
force of the ancient words resound in those who hear. Even non-dwarfs, or the
most placid of Warriors are inspired to fight harder and with more spirit.
This Runic Chant grants extra attacks to the hearers. The Runesmith decides who
gains the bonus, with the exception that dwarfs must benefit before any other
Warriors, although the Runesmith can decide not to be affected if he would
rather that another received the bonus. Each affected Warrior gains +1 Attack.
Title |
Roll Needed |
Warriors Affected |
Novice |
7+ |
1 |
Champion |
6+ |
2 |
Hero |
6+ |
3 |
Lord |
5+ |
4 |
The Runesmith traces a pattern on his hammer with his finger, and the
hidden rune leaps to life, appearing as gold tracery. He looks up at the Chaos
Warlord patiently waiting to begin the duel and smiles. As the battle commences,
he swings the hammer, to find the Warlord blocking with his shield. As the
hammer connects with the shield, covered in evil runes and forged in Chaos
Magic, there is an almighty crash, and the Warlord stumbles back, to find his
gauntlet clutching only a few shards of metal. The Runesmith smiles again, and
advances to finish the job…
Using this Runic Chant, the Runesmith can attempt to destroy any Magical Armour,
Magical Items or Magical Weapons one adjacent enemy carries. If the roll
succeeds, the target Monster must roll 1D6 for each such item, to see if it is
destroyed. The Monster will always have a backup sword. Any armour points
included outside of the Magical Armour allocation are not affected, but the
armour loses any other effects or bonuses.
Title |
Difficulty |
Roll to Destroy |
Novice |
7+ |
5+ |
Champion |
7+ |
4+ |
Hero |
6+ |
4+ |
Lord |
6+ |
3+ |
The Runesmith is supposed to be a relatively young dwarf with the skill,
precision and connections to secure an apprenticeship. Runesmiths are extremely
well respected, and it is an honour to be related to one. This, inevitably,
results in a great deal of pride, even above what might be expected from the
length of the Runesmith's beard. This Warrior might well be more arrogant than
sensible, and is highly likely to share and surpass the normal dwarf prejudices.
Nonetheless, he is a young dwarf, and there may be quite a battle between
tradition and innovation in him. Using Runic Chants is not really the 'done'
thing, as it erodes at the importance of craftsmanship and good, solid work.
Some dwarfs will denounce it as halfway to sorcery, but very few Runesmiths
specifically condemn it. Most will gloss over the subject, and as no one really
knows what the rituals that create runes entail, it tends to get dropped. In
actuality, the Runic Chants are very close to the rituals, and are generally
just speeded up or condensed. As their effect is immediate and fleeting, there
does not need to be weeks of application and concentration. Of course, it goes
completely against the dwarf character to champion 'speeded up' or 'fleeting'
things over permanence, certainty and inflexibility, but so long as their master
doesn't tell them not to, the young Runesmiths will always use Runic Chants.
Essentially, this Warrior is a contradiction, as he is trying to uphold ancient
dwarf values, while forging his own place in dwarf society using new and varied
techniques. Other dwarfs may treat him with respect, but it will be mostly
respect for his office, rather than himself, and their sincerity may be lacking.
This Warrior is supposed to represent a dwarf who has decided to go searching
for lost or forgotten runes, as a part of his apprenticeship. He won't be fully
qualified as an active, settled Runesmith, and does not achieve any form of
permanence. However, he is continually honing his skills with the ritual aspect
of rune magic, and once he has achieved his quest, he would be in a good
position to finish his apprenticeship relatively quickly, and set up shop, or
work for a Master Runesmith. In a Roleplay Game this could form a good campaign.
He can search for ancient dwarf constructions and attempt to learn from them.
I also came up with some vague ideas for Master Runic Chants, which he could
conceivably develop. I'm not sure what their effect might be, but they would be
powerful rituals, taking whole turns to perform, and the Runesmith might only be
capable of one per adventure.
Master Runic Chants of…
The Grudge
The Earth
Iron
Stone
Death
The Furnace
Kingship
The Brew (!?)
Over to you…
As regards characteristic tests, the basic dwarf is quite adequate. The Runesmith, however, might well know helpful runes to lock a door, hide a trail or find a secret passage, so it might be best to suggest that his attentive presence adds a further +1 to certain characteristic tests, in addition to other bonuses.
BL |
Gold |
Title |
M |
WS |
BS |
S |
DD |
T |
W |
I |
A |
L |
WP |
Chants |
Pin |
1 |
0 |
Novice |
4 |
4 |
5+ |
3 |
1 |
3 |
1D6+7 |
4 |
1 |
0 |
4 |
3/1 |
5+ |
2 |
2000 |
Champion |
4 |
4 |
4+ |
3 |
1 |
3 |
2D6+7 |
4 |
2 |
0 |
4 |
4/1 |
5+ |
3 |
4000 |
Champion |
4 |
5 |
4+ |
3 |
1 |
4 |
3D6+7 |
4 |
2 |
1 |
5 |
5/1 |
5+ |
4 |
8000 |
Champion |
4 |
5 |
4+ |
4 |
1 |
4 |
4D6+7 |
4 |
2 |
1 |
5 |
5/1 |
5+ |
5 |
12000 |
Hero |
4 |
6 |
4+ |
4 |
2 |
4 |
4D6+7 |
4 |
3 |
1 |
5 |
6/2 |
4+ |
6 |
18000 |
Hero |
4 |
6 |
4+ |
4 |
2 |
5 |
4D6+7 |
5 |
3 |
2 |
5 |
6/2 |
4+ |
7 |
24000 |
Hero |
4 |
6 |
4+ |
4 |
2 |
5 |
5D6+7 |
5 |
3 |
2 |
5 |
7/2 |
4+ |
8 |
32000 |
Hero |
4 |
7 |
4+ |
4 |
2 |
5 |
5D6+7 |
5 |
4 |
2 |
5 |
7/3 |
4+ |
9 |
45000 |
Lord |
4 |
7 |
4+ |
4 |
3 |
5 |
6D6+7 |
5 |
4 |
3 |
6 |
8/3 |
4+ |
10 |
50000 |
Lord |
4 |
7 |
4+ |
4 |
3 |
5 |
7D6+7 |
6 |
4 |
3 |
6 |
9/3 |
4+ |
Alternative titles- Apprentice, Etcher, Carver, Runesmith
Note that the Chants Column has two numbers. The first is the number of Runic Chants the Runesmith knows. The second is how many he can attempt to cast in a turn.
Thecustodian
27th June 2004
"Bigger Tables! Better Choices! More Rules!"