Rune Expansion

By jackdays, in WFRP House Rules

I have made Rune Expansion -document. It features rune rules for each of the Warhammer Fantasy Roleplay editions (WFRP3, WFRP2, WFRP1). And there is number of new WFRP3 cards there also. Maybe not the most beatiful Rune Cards , created with other card type, but still... If someone builds better looking rune card template I'll change them then.

Rune Expansion collects rune rules from all the versions (they all seem to have different sets of rune rules for example). Then there are some original rules - Like heretical Mighty Rune Artifact rule, and offcourse some new runes (maybe some old ones too, revised to all editions). And bestiary has Rune Guardian (rules for all the editions)!

You can find all these from my site:
Kalevalahammer - Rule Expansions

Beautiful stuff sir! I'm continually impressed by the quality and content of your work. Bravo!

Well, I hadn't been familiar with your work until today but I am impressed. Already downloaded it as well as your alcohol rules and am gauking at some of your older gems. Thanks!

Great Runes and overall great rules. Some Runes are a little over the top for my liking. I like more the approcah from Black Fire Pass.

A Rune should be slightly better than a talent up to double as good as a normal experience point.. For Example the Armour Rune which gives +2 Wounds. If the Runesmith just would have brought with his Experience a Wound he could have done it. But with the rune which he needs to strike, and need an appropiate item the positive increase is twice as good.

Also Kordens Hammer gives only +2 Damage vs Deamons if a Fortune Point is Spend. Something like +2 Damage imediately or +4 and +2 Crits is to much for my liking. Also the Rune of Might gives +3 Damage on 2 Boons. Also a good rule. The Rune doesn't give anything per se, but needs Boons to feed it. So your Rune of Fire is brilliant.

Also great is the ingredients stuff. 1st and 2nd Edition has a list of ingredients needed to cast master runes. Finding a Master Rune for a Runesmith could be the setting for an lengthy adventure. Or finding the ingredient another one. This find x amount of money to get the ingredients for the normal runes is a little to easy for my liking. So thumbs up from me!

The current Runes from BFP where ranked by me here:

http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=149&efcid=3&efidt=567562&efpag=0#568265

German Version here in my dwarven blog:

vierzwergeundeinhund.blogspot.de/search/label/Runen

Glorian Underhill said:

Also Kordens Hammer gives only +2 Damage vs Deamons if a Fortune Point is Spend. Something like +2 Damage imediately or +4 and +2 Crits is to much for my liking. Also the Rune of Might gives +3 Damage on 2 Boons. Also a good rule. The Rune doesn't give anything per se, but needs Boons to feed it. So your Rune of Fire is brilliant.

The "original" rune of might, doubles your strength agains targets with toughness greater or equal than 5. In my opion, the rule of the WFRPG 3rd edition tries to make the rune useful against all kind of enemies, I don't think there is anythig else behind it. While the original rune would only work against some enemies, in the third edition the rune only works some times, if you fuel it.

Well yes, the original Dwarven Runes from the 1st or 2nd or Army Book had some real powerhouses in the Master Runes. Master Rune of Adamant where your Thougness is set to 10 for example.

I don't want to make his work anything less than great, but Korden's Hammer is an example of a Rune of Bane. Against Deamons for example. For every Fortune Point you get +2 Damage.

The standard Rune from BFP gives only +2 for the first Fortune Point spend but works against any opponent.

Also the Rune of might gives +3 Damage but only for 2 boons. I understand the the desire was to give the runes in the fanrules more power because it is narrowed against one species. But I'm really not a fan of this +Damage for nothing. The Rune of Cleavin for example with pierce 2 is one of the powerhouses even if it only reduces soak. +2 Damage is universal and a lot more powerfull than pierce 2.

Well, Korden's Hammer could as well be an example of a lesser or a minor rune of bane.

By the way Glorian, have you realise that in the talisman runes that come with BFP, they have included as talismanic runes of protection?

Yepesnopes said:

By the way Glorian, have you realise that in the talisman runes that come with BFP, they have included as talismanic runes of protection?

I think you are right. At least one of the talismanic runes is actually a Battle-standard or Standard Rune. But it makes sense to put it in as a talisman rune for a group of adventurers. The runesmith of my first group has his metal Runestaff where he has put several Talismans on. But acording to the runes, onkly one can be active at a time.

So I'm still undecided if I should make a rune list for all the runes mentioned in BFP. I just won't give up the hope of a dwarf Print on Demand. :)

Glorian Underhill said:

...Also Kordens Hammer gives only +2 Damage vs Deamons if a Fortune Point is Spend. Something like +2 Damage imediately or +4 and +2 Crits is to much for my liking. Also the Rune of Might gives +3 Damage on 2 Boons. Also a good rule. The Rune doesn't give anything per se, but needs Boons to feed it. So your Rune of Fire is brilliant...

Thanks for the feedback! I'll try to explain my logic little here:

Master Runes should be powerful. They may cause multiple effects also. That why they also should be harder to find, learn and master (+ ingredients). In WFRP1 master runes killed the opponent automaticly! I think that was little too powerful - So, that why +4 damage and +2 crit. That should be powerful, yet not automatic death.

And with Rune of Bane and Master Rune of Slaying you should remember that effect is valid for only one type of enemy. Not against everyone, like Rune of Might. So, most of the time rune weapon with those runes is just magical weapon, with no other effect.

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One other thing that should be remembered is, that you may rule that these runes are not available so easily. Only few master runesmiths in the world may know these runes, and to learn them yourself runesmith may need to travel great distances. And its not so certain that they are accepted as apprentice. Same goes with rune weapons - They should not be common, but priced artifacts.

Glorian Underhill said:

...I don't want to make his work anything less than great, but Korden's Hammer is an example of a Rune of Bane. Against Deamons for example. For every Fortune Point you get +2 Damage.

The standard Rune from BFP gives only +2 for the first Fortune Point spend but works against any opponent.

Also the Rune of might gives +3 Damage but only for 2 boons. I understand the the desire was to give the runes in the fanrules more power because it is narrowed against one species. But I'm really not a fan of this +Damage for nothing. The Rune of Cleavin for example with pierce 2 is one of the powerhouses even if it only reduces soak. +2 Damage is universal and a lot more powerfull than pierce 2.

Ok - My work is little shadowed by Yepesnopes runes & runesmiths (do check that out! great work), but I still update mine too.

I taught about this and compared the idea with Fury Rune (one of the official ones). If that one works so, that you only get ONE time bonus of +2 with fortune points, maybe then Bane Rune could be little more with one type of enemy (+2 per each fortune point spent). Also it would go nicely in line with Korden's Hammer.

Thanks for the input, Glorian Underhill . And by the way - I'll add your blog (vierzwergeundeinhund.blogspot.de/search/label/Runen) to my sites sites

Thanks,

Kalevala Hammer is a great source. The Timeline and your get wasted rules are good stuff. :)