Rune Maker

Rune – Maker O.C.C.

GM Note: This is compiled from two sources for this world setting:
Rifts: D-Bee’s of North America and
Rifts: Mystic Russia.
The links above will take you to the Palladium Books online store where you can purchase these books. The Rune Maker is originally mentioned with the Nuhr Dwarf as another take of the Mystic Kuznya. This is my take on that concept.

When the Dwarves said they would share Rune Magic with other races the Founder Races were shocked! When they introduced the Living Rune Weapon Runesmith they understood better. Then the Dwarves made their alliances with the Arudanni and after launching the first of the floating citadels, called the Realms of the Skyfasts in the years to come they trained the first Rune-Maker. A lesser form of Rune Magic more in common with Diabolism and Wizardry mixed together. Even with a toned down version of rune magic that didn’t involve bonding a life force to create a magic item, sharing that with other races was proof to the Elves that people could change.

Most Rune-Makers, regardless of race, realize they fill an important need in society, so they try to be patient, understanding and kind. This means most will spend at least a day or two, sometimes several weeks (depending on their own situation, needs, concerns, and responsibilities), working in the village foundry or blacksmith, cranking out often ordinary metal supplies (nails, spikes, horseshoes, chain links, metal sheeting, pots, pans, tools and other things) in quick order to give the people a helping hand.

The Rune-Makers are very serious about their craft and are completely aware of the power their magic items represent. Consequently, they are very circumspect about just passing out permanent items they create. Given that most alchemists in all nations create items that need to be recharged to prevent flooding the markets with one-time, permanent purchases. This has caused some people to see them as callous and not truly caring at all. Of course, such foul sentiments are whispered for fear that the Rune-Maker might hear and not give them anything at all. Any thing is better than nothing.

To prevent flooding the markets with such items it was agreed that alchemists would focus on items that need recharging and Rune-Makers would be left to decide when to gift the items of permanence. It’s not that Alchemists can’t make permanent items it just makes it hard for business to eventually have a town where everyone has a Quill of Endless Ink.

To enforce this decree, the Rune-Makers are inhibited from making mass quantities of weapons and enchanted material for any nation, people, or army. Moreover, the Rune-Makers can only make magical items of his own free will — so when placed under torture, the threat of death, mind control, or extorted (“do it or these innocent people die”), the Rune-Maker automatically becomes unable to make anything other than normal items.

Picture Note: The top left figure holding the shield is a good example of a Dwarven Rune-Maker.

Attribute Requirements: M.E. 12, P.E. 14
Racial Restriction: Gosai may not take this due to their allergy to metal; currently the Dwarves and Arudanni make up over 60% of the Rune-Makers. The remainder are from the other nations, although the Shirn are the next most populous among the races. It is considered quite to honor to get a runic enchanted item from an Arudanni Skyforge, or Dwarven Silverforge.
Alignment: Any; Most are principled(32%), scrupulous(31%), unprincipled(23% ), or aberrant(9%)
Permanent P.P.E. Base: P.E. plus 1D4 X 10 + 25; add 1D6 + 15 P.P.E. per level of experience. The more experienced the character, the greater his raw ability. Additional P.P.E. can be drawn from ley lines and P.P.E. willingly offered, however, due to their code and restrictions about free will no Rune-Maker can draw P.P.E. from blood sacrifices; the magic won’t work with “death” energy.
Special Powers of the Rune-Maker: The Mettle of a Rune-Maker - The magic of the Rune-Maker transforms them into creatures “not unlike metal” with P.E. x2 as the base H.P. plus 1D6 +3 H.P. per level of experience. They also have a Natural A.R. of 12 that gets a +1 at levels 4, 7, 10, 13, and 16.
On the down side, their skin is as hard and cold as steel. GM-Note: Arudanni have noticed they fly at a -10% to their speed, and Zaranceti noticed the same reduction to the swim speed they have. All races have a -2 to their Spd from the transformation.
Supernatural P.S. - During the creation of the Rune-Maker character, roll the P.S. attribute as usuall but then add 1D6 +12 to the number rolled, and make it supernatural P.S. This means punches and kicks inflict damage on the following table, and the Rune-Maker can carry 50 times their P.S. in pounds!
Supernatural P.S. & Damage Table: Please see page 17 & 18 of the PFRPG Core Rules.
No Psionics - Any psychic abilities that might have developed are used to fuel Rune-Maker magic and supernatural abilities noted below.
Limited Spell Knowledge - The Rune-Maker doesn’t actually know spell magic or cast spells, other than a handful of weapon related ones. Their true power is their ability to create magic weapons and select items made from metal. Spells are limited to the following: Ignite Fire, Fuel Flame, Extinguish Fire, Superhuman Strength, Manipulate Objects, Deflect, Ricochet Strike, Implosion Neutralizer, Create Steel, Power Weapon, Speed Weapon, and Enchant Weapon.
No other spells can be learned.
O.C.C. Bonus - +1D4 to M.E. & M.A., +2 to P.E., +1 on initiative, +1 to strike & parry, +1 to disarm, +6 to pull punch, +2 to save vs. Horror Factor, +2 to save vs. possession. Also see Supernatural P.S.
Special O.C.C. Skills of the Rune-Maker: Gemology - The ability to identify and appraise the nature and value of precious metals (silver, gold, etc.) and stones (jade, ruby, sapphire, diamond, etc.). This ability also enables the character to identify fakes,but at a penalty of -10%. A failed roll means the character cannot tell whether or not the item is fake or real ,or its value is grossly under or over estimated.
Base Skill: 50% + 5% per level of experience.
Metalwork and Forge - An expertise in the craft of forging, shaping and working metal to create all manner of metal items, from tools and utensils to weapons, armor, chain mail, silverware, etc. The percentile number indicates the quality of technique and appearance. All Rune-Makers are highly skilled professionals. A successful skill roll means a superior, high quality product. In the case of silverware and other items, it means beautiful craftsmanship that commands 50% – 100% more money (5 – 10x more if exquisitely detailed). In the case of an ordinary weapon, it means the weapon has exceptional balance and a fine edge or other feature that makes the weapon +1 to strike, +1 to parry and additional die to damage. In the case of metal armor, the suit gets +1 to Armor Rating and has 40% more S.D.C. than is standard without additional weight. All Rune-Maker weapons and armor are worth 100% – 200% more than the standard price.
Base Skill: 60% +3% per level of experience. A failed roll means an average quality item without the extra bonuses or value (and a disappointment to the Rune-Maker).
Shape, Engrave, Etch & Emboss Metal - The skill decorating, detailing and manipulating metal to create fancy designs, artwork, frills, etchings, engravings, embossing, colorful inlay of gold, silver, chrome, etc., insetting gems,adding fins, spikes or studs, high polish, and other artistic work done with metal — all metal, from iron and steel to silver and gold. The percentile number indicates the quality of technique and appearance. All Rune-Makers are highly skilled professionals.
Base Skill: 70% +3% per level of experience.
Special O.C.C. Equipment of the Rune-Maker: All Rune-Makers work in metal, not stone, textiles, potions, just metal. As such, they have the following items that are their craft’s tool for magical metal items, and first line of defense.
An indestructible, giant anvil - It is a portable anvil that is kept on nothing shorter than a six foot long (1.8 m; sharpened at the end that goes in the ground) post for support. It can also be a portable forge for 6 hours per day where it can glow red hot up to 2,000 degrees! Here is where the magical transformation of their skin and the magical tongs are required to be used! This allows the Rune-Maker to temper their metal creations on the spot. If used as a weapon it requires two hands to wield it with any skill and does 6D6 for damage per hit, 1D4 X 10 + 20 for damage per hit if glowing red hot, double damage to supernatural beings and creatures of magic. It is -4 to strike when thrown and was not intended as a weapon. +3 to disarm and parry.
GM Note: The giant anvil requires requires a normal P.S. of 35 or Supernatural P.S. of 19 to use it as a weapon. Those with insufficient P.S. require the use of both hands, are -6 to strike, parry and dodge, have no initiative, and each strike of the anvil uses up two melee attacks.
Three indestructible hammers made of gold - They are considered lesser magic items crucial as tools in the forging of magic metal items. Without them, the Rune-Maker cannot impart the magic to his or her metal creations. As a weapon, each of the small gold hammers inflicts 2D6, is +1 on initiative, +2 to strike and parry and is a well balanced precision instrument. Note: Striking two of the hammers together causes a spark that can be used to build a fire. Striking three of the hammers, or a single hammer three times, on the anvil is what causes it to heat up and cool down.
Three indestructible tongs made of gold - they’re considered lesser magic items crucial as tools in the forging of magic metal items. Without them, the Rune-Maker cannot forge magical creations. They are impervious even to magic fire, maker their attuned wielder have the same protection when held, and are said to be able to hold a burning star. As a weapon, the gold tongs or pincers inflict only one point of damage, but they can be used to parry or grab magic weapons, including the pure fire blade of a flaming sword; +2 to parry and +2 to disarm when used against melee weapons, even magic ones
The Rune-Maker’s Armor - The final test is the construction of their own personal suit of armor.
GM Note: If the PC elects to begin the game with a suit that has three or four Greater Magic Item features, then they will start the game going through the last healing of the Penalties of Creation found on page 123 of Rifts: Mystic Russia.
O.C.C. Skills: Math: Basic ( +10 %)
Literacy: Native ( +20 %)
Language: Native ( 98 %); plus two of choice ( +10 %)
Lore: One of choice (pick one, +10 %)
Armorer (Field Armorer; +30 %)
Recognize Weapon Quality ( +30 %)
General Repair/Maintenance ( +15 %)
Cook ( +10 %)
Art ( +10 %)
Prospecting ( +10 %)
Horsemanship: General or Exotic (Pick One) ( +10 %)
Land Navigation ( +10 %)
W.P.: Blunt
W.P.: Three of choice
Hand to Hand: Expert, while fighting is important to understand the functions of wearable metal such as armor, it is NOT the focus of this O.C.C. Martial Arts can be selected for the cost of THREE other O.C.C. Related Skills.
O.C.C. Related Skills: Select a total of six other skills. Plus two additional skills at levels three, six, and one additional at nine, twelve and fifteen. All new skills start at level one proficiency.
Communications: Any
Domestic: Any
Espionage: None
Horsemanship: Basic or Exotic only.
Medical: First Aid only.
Military: Any
Physical: Any; except Gymnastics and Acrobatics
Rogue: None
Science: Any ( +5 %; +10 % on chemistry skills)
Scholar/Technical: Any ( +10 %)
Weapon Proficiencies: Any
Wilderness: Any ( +5 %)
O.C.C. Secondary Skills: The character also gets to select four secondary skills from the previous list at level one, and one additional skill at levels two, four, six, eight, and twelve. These are additional areas of knowledge that do not get the advantage of the bonus listed in the parentheses. All secondary skills start at the base skill level. Also, skills are limited (any, only, none) as previously indicated in the list.
Standard Equipment to start: The portable anvil, hammers, tongs, and armor noted earlier plus a normal silver dagger, large scissors(1D4) for sheet metal, enchanted bolt cutter (2D6), one weapon made their mentor of choice (graduation gift), metal etching tools, toolkit, wirecutter, two medium sacks, one large sack, backpack or a satchel, bedroll (plus saddlebags if he/she has a mount), waterskin, belt, boots, lantern, notepad, 2D4 sticks of charcoal for writing/drawing, a couple sets of clothes, including one set of dress clothes, and a handful of personal items.
Money to start: Begins with 3D6 x lOO0 Marques, and 3D6 x lOOO Marques in trade-able goods, not to mention invaluable abilities that can be traded for vast amounts of wealth.

Picture of the Rune-Maker with shield from Pazio Pathfinder. Picture of the Runesmith with sword and helping mage by Pachycrocuta. Stone heraldry by HOTROD! Dwarven Warrior couple by Peachyco.

Rune Maker