Utgardloki
Mongoose
I am at the point now where I am considering which runes are needed to run an Iron Kingdoms campaign. A few of the runes in the MRQ rulebook are not appropriate (e.g. Dragonnewt), although most of the official runes make the cut. The setting also calls out for runes not in the MRQ rulebook (such as Machinery and Gun). The set of new IK:RQ runes include the following:
Abjuration Rune Touched gains +20% to rolls to resist magic
Conjuration Rune Touched gains +20% to Sleight of Hand
Divination Rune Touched gains +20% to Perception
Dragonblight Rune Touched loses a number of points of Charisma equal to highest magnitude of Dragonblight spell known, imposes a -20% penalty to Resilience checks to resist spells cast by the Rune Touched
Eldritch Rune Touched may spend 1 magic point to increase number of damage points parried by 3, for each parry attempt
Electrical Rune Touched gains +30% to rolls to resist electrical damage, takes 1 point less damage than otherwise indicated from electrical attacks
Enchantment Rune Touched gains number of points of Charisma equal to highest magnitude Enchantment spell known
Evil Rune Touched gains +20% to Influence checks
Gun Rune Touched gains +10% bonus to Weapon (Gun)
Infernals Rune Touched gains a +30% bonus to skill checks involving infernals
Machinery Rune Touched gains a +20% bonus to Mechanisms checks
Transformation Rune Touched gains a +30% bonus to Perception checks to notice transformations or disguise
Virtue Rune Touched gains a +20% bonus to Persistence checks to resist Influence or mental control
Woman Rune Touched gains a +30% bonus to Influence checks targetting women and a +10% bonus to resist Influence attempts from women
I have not decided what runic powers to associate with each rune. I'm not even sure I want to use runic powers in this campaign. Instead I may make "cantrips" available with successful Runecasting checks, such as Flare for the Light rune, or Daze for the Enchantment rune. Soon I should have a few spells for each rune.
Abjuration Rune Touched gains +20% to rolls to resist magic
Conjuration Rune Touched gains +20% to Sleight of Hand
Divination Rune Touched gains +20% to Perception
Dragonblight Rune Touched loses a number of points of Charisma equal to highest magnitude of Dragonblight spell known, imposes a -20% penalty to Resilience checks to resist spells cast by the Rune Touched
Eldritch Rune Touched may spend 1 magic point to increase number of damage points parried by 3, for each parry attempt
Electrical Rune Touched gains +30% to rolls to resist electrical damage, takes 1 point less damage than otherwise indicated from electrical attacks
Enchantment Rune Touched gains number of points of Charisma equal to highest magnitude Enchantment spell known
Evil Rune Touched gains +20% to Influence checks
Gun Rune Touched gains +10% bonus to Weapon (Gun)
Infernals Rune Touched gains a +30% bonus to skill checks involving infernals
Machinery Rune Touched gains a +20% bonus to Mechanisms checks
Transformation Rune Touched gains a +30% bonus to Perception checks to notice transformations or disguise
Virtue Rune Touched gains a +20% bonus to Persistence checks to resist Influence or mental control
Woman Rune Touched gains a +30% bonus to Influence checks targetting women and a +10% bonus to resist Influence attempts from women
I have not decided what runic powers to associate with each rune. I'm not even sure I want to use runic powers in this campaign. Instead I may make "cantrips" available with successful Runecasting checks, such as Flare for the Light rune, or Daze for the Enchantment rune. Soon I should have a few spells for each rune.