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Toni Sihvonen (order #92780) 62.142.248.1

Toni Sihvonen (order #92780) 62.142.248.1

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<strong>Toni</strong> <strong>Sihvonen</strong> (<strong>order</strong> <strong>#92780</strong>) 6<br />

Rune Effects<br />

Find random runes on this chart by rolling ld6 for “tens”<br />

and a second d6 for “digits:” thus 4 followed by 3 equals<br />

43: 1 and 6 means 16, and so on.<br />

A rune can only invoke, augment, or increase its listed qualities.<br />

Where the quality is a game statistic, it is boosted as if<br />

by Bless; where the quality is part of the world, like Money<br />

or Fire, it is summoned, or manifested as if by Glamour. It<br />

may also be augmented by a kind of Glamour; for example,<br />

the Eo rune can make a corpse speak: the Eh rune can<br />

give a horse a tougher hide or a man greater wisdom -<br />

the thing becomes “more itself” but does not gain powers<br />

foreign to it, like flight. Note that “Glamour” made permanent<br />

is basically “real,” except that it can be Dispelled.<br />

d66<br />

11<br />

12<br />

13<br />

14<br />

15<br />

16<br />

21<br />

22<br />

23<br />

24<br />

25<br />

26<br />

31<br />

32<br />

33<br />

34<br />

35<br />

36<br />

41<br />

42<br />

43<br />

44<br />

45<br />

46<br />

51<br />

52<br />

Rune<br />

Feoh<br />

Ur<br />

Thorn<br />

os<br />

Rad<br />

Cen<br />

GYfu<br />

Wynn<br />

Hag1<br />

NYd<br />

Is<br />

Cer<br />

Eo<br />

Peorth<br />

Eolh<br />

Sigel<br />

Tir<br />

Beorc<br />

Eh<br />

Man<br />

kgu<br />

Ng<br />

Oe<br />

Daeg<br />

Ac<br />

Ae<br />

Qualities<br />

Cattle, Money, Selfish, Industry<br />

Strength, Constitution, Armor,<br />

Reckless<br />

Damage, Nihtgenga, Vengeful,<br />

Intrigue<br />

Orate, Religion, GoddFaeries,<br />

Pious<br />

Land travel, Arbitrary, Bad Luck,<br />

Horsemanship<br />

Fire, Loyalty, Navigation, Read<br />

Gifts, Generous, Sacrifices, First<br />

Aid<br />

Happiness, Recognize, Feasts,<br />

Appearance<br />

Wintry weather, Shelter, Cruel,<br />

Folk Lore<br />

Disease, Poison, Famine:<br />

Resistance to same<br />

Ice, Avoidance, Stealth, Deceitful<br />

Harvest, Plants, Lustful, Flirting<br />

Corpses, Wyrd, the Other Side<br />

Hospitality: Play, Dance, and<br />

Sing: Love<br />

Awareness, Suspicious, Fear<br />

Sunlight, Warmth, Luck,<br />

Dexterity<br />

Swords, Valorous, Just, Ordeals<br />

Childbirth, Healing,<br />

Increase/Dispel Magic<br />

Horse, Proud, Movement<br />

Merciful, Trusting, Courtesy,<br />

Human will<br />

Water, Sea Travel, Cowardly<br />

Ancestors, Kings, Stewardship<br />

Land, Mobility/Restraint,<br />

Walls/Defenses<br />

Daytime, Sanity, Communication<br />

Honor, Prudent, Chaste<br />

Energetic, Magical Duration,<br />

to Aging or Attrition<br />

53 Yr Battle, Hunting, Weapon Skill<br />

54 la Indulgent, Buildings, Love<br />

(Cynn)<br />

55 Ear Graves, Lazy, Stasis<br />

56 Unknown Rune ???<br />

61-66 Re-roll<br />

Time: the Time Required for Rune magic is the same as<br />

for other magic. However, part of this time is spent carving<br />

runes, or supervising someone else who carves them,<br />

as indicated on the Rune Magic Materials sidebar.<br />

Ritual: The runes are carved during the ritual, whether it<br />

is normal length or hasty.<br />

Preparation: The runes are carved during Preparation<br />

time, all of which must be finished before the ritual<br />

begins.<br />

Winter: As Preparation, plus the caster gains no game<br />

benefits for the Winter Phase. Aging and attrition are<br />

rolled for as normal.<br />

Life Force: Figure this normally from Personal, Ambient,<br />

and Specific Life Force.<br />

Magic Limit: Figured normally, which means that it may<br />

fluctuate from casting to casting. Then, add or subtrad<br />

the Magic Limit modifiers from the Rune Materials chart,<br />

and subtrad the sum of all Rune or Permanent Life Force<br />

you have previously cast.<br />

Using Read (Runes) as a Talent: First, you must write a<br />

spell or sentence explaining how you want the magic to<br />

work. The sentence can include any words, except concepts<br />

that exist only in game terms (Increase Strength,<br />

Pious, or Life Force count as terms a Saxon might understand,<br />

but numerical game modifiers like +2 Strength or<br />

+2d6 damage do not). Each personal name, or number<br />

however written, is a single word. Finally, the statement<br />

must list one or more of the caster’s gained runes that will<br />

invoke the effect: these need not be worked into the sentence<br />

grammatically.<br />

The GM interprets the magic effect based on what the<br />

spell literally says, what kinds of magic can be invoked by<br />

the listed runes, and the usual function of the<br />

be-runed object. He assigns a Life Force cost for the spell,<br />

and the runere makes a Read (Runes) roll, comparing the<br />

roll to the box on the next page.

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