For today, it’s a special request from one of the Champions Campaign players: he wanted some more information on the Runestones and the Orb of the Archmage.

   Runestones look like sparkling, and either polished or faceted, gemstones in a wide variety of colors. On closer inspection they are apparently basically translucent, but are rendered opaque by complex, overlapping, networks of tiny “flaws” buried within them. Most show at least flashes of internal illumination, depending on how active they are at the moment. They are remarkably heavy for their size, often with a higher overall density than any natural element. Physical testing will show them nonreactive, apparently almost indestructible, and – usually – with a very odd distribution of mass. Most often, it will be concentrated in a point, or at least in a very small area, near their centers. They radiate substantial amounts of magical energy, are psychically sensitive, and may absorb small amounts of matter and/or radiation over time.

   There usually isn’t much actual “matter” involved in the structure of a runestone. What little there may be is held in a complex network of fields of magical force, which surround, protect, and maintain the central power core – one or more microscopic black holes. Stabilized by the near-perfect reflection of their emissions back into themselves (any losses are made up from the materials the stones slowly absorb over time), the black holes act as lenses for converting quintessence – the dark energies of the cosmological constant – into focused magical power. The runes and particles of the outer layers of the “gems” form magical circuits and computers, which govern and direct that fountain of power.

   Runestones are good for thousands or millions of years. They’re the primary “technology” of the Celestial Dragons. Depending on their design they serve as personal computers and communicators, power sources, weapons, transportation systems, and for a thousand other tasks. Their development reached it’s peak billions of years ago – along with the related technologies of the Great Barrier and the Galactic Black Holes which power it. Over the last twelve billion years, Runestones have been scattered across the galaxies – and have been found, tampered with, and turned to their own purposes, by a myriad younger races.

   Few of them know what they are meddling with.

   Runestones are extremely powerful and efficient devices for their point costs. If your character intends to use one of the major ones very often, it would be wise to count it as a “slice of cheese” under the Emergence Campaign rules.

   HelmStones are designed to give friendly, if lowtech and not otherwise naturally powerful, species limited startraveling capabilities – and to allow them to make at least some contribution to the defense of their worlds. On the other hand, since a HelmStone allows it’s user’s to take utterly unsuitable vehicles into space – boats, trains, buses, dugout canoes – this can get pretty odd, as well as being quite a shock to species that use more conventional techniques. HelmStones have a net cost of 100/20 Points. “Fantasy” versions usually lack the computer. They may lack the weapons and force field. If so, most of the disadvantages usually go as well.

  • Basic Characteristics: Str 100 (-), Body 20 (-16), Size 18 (64×32. Total of 2000 Hexes, 45*), Defense 5 (9), Dex 8 (-6), Spd 2 (2).
  • *) The HelmStone must be set into an existing vessel of some type – whereupon it will imbue said vessel with it’s own supernatural properties. Unfortunately, this means that the size and cargo capacity of the resulting starcraft are limited by the size of the existing ship. It also means, obviously enough, that would-be starship owners must first somehow obtain an existing vehicle of suitable size (Bulky OIF, -1).
  • Life Support; Need not breathe, eat, excrete, sleep, etcetera, Immune to vacuum/pressure, radiation, heat and cold. Vehicular IIF (The HelmStone, -.75), Requires one full turn to activate (-1 limitation) (9).
  • Force Field; 14 PD, 14 ED, Hardened (+.25), Zero End Cost (+.5), Vehicular IIF (HelmStone, -.75), and requires one full turn to activate (-1 limitation) (18).
  • Regeneration/One Body; Vehicular IIF (The HelmStone, -.75), 8- Activation (-2), acts once/minute (-.25) (2)
  • Change Environment (Internal); “Normal” gravitation, light, etc, for crew (Variable Effects, +1), 0 End Cost (+.5), Vehicular IIF (HelmStone, -.75) and Requires one full turn to activate (-1). If anyone should care, this also covers various alarms and displays (4).
  • Multipower; 30 Points. Vehicular IIF (The HelmStone, -.75), Requires one full turn to activate (-1) (11)
    • M) Flight, 10″, x8 Noncombat Move. 30 Active (2).
    • M) Faster-Then-Light Travel 3 LY/Day. 30 Active (2).
    • U) Extra-Dimensional Movement, Limited Set. 30 Active (1).
    • U) Force Field, 7 PD/8 ED, Hardened (+.25). 4x 24-Hour Charges (+.75). 30 Active (1).
  • Ranged Killing Attack, 1D6, Usable By Others (IE; It can be directed by a “gunner”, +.25), 0 End Cost (+.5), Penetrating II (+1), No Range Penalties (+.5), and 125x Maximum Range (+.75). Vehicular OIF (arcane versions of whatever suited the original vehicle, -1), Requires one full phase (-.5), 180o arc of fire (-.25), and Won’t work against Celestial Dragons (-.25). As a note on these, the effective range is about 50 miles (20). Times 32; 8 Forward, 8 Aft, 8 Each Side (+25 points).

Standard Sensor Systems; Vehicular OIF (Sensors. -1), Requires “calibration” to activate. It requires 5 minutes, (-1) of sitting still (0 DCV, -.5), to turn the system on. This can be a real pain if something takes them out in a fight.

  • Enhanced Perception; +30 (10,000 Miles in Space / 160 miles onworld at normal rolls, -2 per doubling of these ranges, provides a Maximum of +10 Per at shorter ranges (-1), only for the following three senses (-.5) (18)
  • Auric Sight; Detect Lifeforms, Sense, Ranged, and Discriminatory. “NND” (Penetrates both invisibility and images, blocked/limited by sufficient amounts of normal matter), Linked to enhanced perception (-.5) (6)
  • Arcane Sight; Detect Mechanisms. Otherwise as per #2, above (6).
  • Structural “Sight”; Detects inanimate matter (For spotting navigational hazards, finding and getting a fair a description of, planets, and so on). Sense, Ranged, and Discriminatory, Linked to enhanced perception (-.5) (4).
  • 360o “Vision”, Linked to #1 (2)

Computer; Int 13, Dex 0, Spd 1. Base Cost. -27

  • Skills; Navigation 11- (3), “Systems Operation”/Rune Magic 12- (3), Knowledge Skill / Galaxtigraphy 11- (2), Transport Familiarity/Space Vehicles (2), Knowledge Skill/Old Ones and Minions 11- (2). (Total 12 points)
  • Programs; Sensor Scan and Analysis, Search Database, Tutor Crew, Display Targeting Data (For Gunners), Auto- pilot, Salvo Fire Weaponry, Translate, Automatic Alarms and Beacons (8).
  • Arcane Link (“Radio” Listen and Transmit, Based on ECV (IE; It’s an arcane contact with indefinite range, +1), one turn to activate (-1), IIF (Vehicle Computer -.75), and requires a Rune Magic skill roll (-.5) (3).
  • Linguistics Pool (Variable Power Pool, 3 Points, for Languages Only (-2. This can thus “handle” up to three languages at a time, one is usually the crews) (3).
  • Eidetic Memory, Only if placed in a file (-.25) (8)
  • Lightning Calculator (3).

HelmStone Disadvantages :

  • Distinctive Features; These vary, but a vessel using a HelmStone is generally pretty distinctive by starship standards; most of them are obviously things that don’t belong in space at all (-20).
  • Vulnerability; 2x Body vrs any attack by a Celestial Dragon (Uncommon, -10).
  • Vulnerability; 1.5x Body vrs any magical attack (-10).
  • -6″ Ground Movement (-12)
  • Watched by the Celestial Dragons, 11- (-13)
  • 2D6 “Unluck” (Using a HelmStone tends to attract the attention of assorted mages, nasty minions of the great old ones, aliens who want to know what’s going on, and so on. This isn’t exactly a “hunted”, but weird stuff will tend to happen) (-10).


   Dragon Signets : These minor runic artifacts were designed by Chi’an Lung of the Dragon Circle primarily as gifts, secondarily as a way to keep an eye on things. The “Upgrade” package was created due to popular demand. The basic design has a net cost of 0 points, the upgrade costs 25/5 points.

Computer; Int 13 (3), Dex 0 (-30), Speed 1 (-) (Net cost: -27).

  • “Radio” Listen And Transmit usable by others (+.25), only to link up with other rings and
  • compatible devices (-1) and requires a turn to set up (IE; they have a “phone” link, -1) (2).
  • KS; Mystic Lore, 11- usable by others (+.25) (2).
  • KS; Occult Perils 8- usable by others (+.25) (1).
  • +4 Endurance and +2 Recovery, usable by others (+.25) (7)
  • Multipower. Requires a full phase (-.5), of 0 DCV Concentration (-.5), to activate along with -1 in “Variable Limitations” (-.5). 25 point reserve (10) Cantrip Selection (See the Cabalistic Esoterica); 20 Minor, 10 Major (4)
  • Multipower is “Usable by others” (+.25) (3).
  • Programs; A) Assist User (IE; bestow powers, answer basic questions, cast things like the “Seachange” spell if the user is unconscious and drowning. A lot of basic if/then items), Monitor user and surroundings/report back to Chi’an if evidence of the great old ones, dangerous magical tampering, or “new” occult knowledge (Such as the location of the Archmage) turns up, and C) “MagicNet” (Much like the Internet, but more occult) access. These all run continuously, (3).

   Miscellaneous limitations (Can only be upgraded in fixed ways, easily “detectable” as magic, distinctive design, let’s Chi’an keep an eye on you, etc) (-5). Net cost (0).

   The Upgrade Package increases the multipower reserve to 62 points (15), the cantrip “selection” to 24 minor, 14 major, and 6 great, cantrips (3), raises Mystic Lore to 14- (3), and provides a built-in sensitivity to occult energies (Detect mystic/psychic energies, Sense, Usable By Others (+.25), Always On (-.5)) (4). The upgrade has a net cost to the user of five points. Please note that none of the really nasty cantrips are in the selection, although user’s may elect to develop their own personal multipower slots using the bestowed reserve and their own points.

   “General Distribution” versions usually include some of the more useful charms for creating food and supplies, resisting extremes of temperature, breathing underwater, personal protection, and flight


   PowerStones were designed to supply energy – whether for individuals, vehicles, or megacities – in a variety of forms. Powerstones are capable of sustaining outputs of more 1000 EP per turn – enough to run some small planets. PowerStones are also capable of discharging blasts of raw power, but this is a most inefficient use of the devices energies. Thanks to the massive energies they are called on to supply, and the consequent energy losses from their internal black holes, powerstones actually need to be “fed” several ounces of matter a year to maintain their internal power structure. They have a net cost of 100/20 Points.

  • Computer; Int 8 (-2), Dex 0 (-30), Spd 4 (30) (Net Cost: -2).
  • Programs; Flow Regulation, Adjust Output Form (2).
  • End Reserve; 270 Points, Usable By Others (+.25) and Variable Special Effects (Whatever the appropriate type of power is for a particular device, +.25), OIF (Stones power core. Not readily removable, but it’s easy to shut down given a minute or two, -.5) (27)
  • Aid, 2D6 (Always 5 Points, -) Endurance, Continuous (+1), Autofire II (+.75), 0 Endurance Cost (+1), Uncontrolled (Deactivated by somebody taking a few minutes to shut down the power core, +.5). Only to recharge reserve (-.5), requires a full phase to activate (-.5), and cannot “overcharge” the reserve (-.5) (15).
  • Multipower, 150 Point Reserve. Requires one full phase (-.5), 5x End Cost (-2), and must be directed by an operator (-.5) (37)
    • U) 20D6 Energy Blast, Variable “Special Effect” (+.25), Usable by “Others” (+.25) (3).
    • U) Telekinesis, Str 80, Usable By Others (+.25) (3).
    • U) 9D6 Aid, Usable by Others (+.25) To All (+2) Physical Characteristics (3).
    • U) 4D6 AudioVisual Flash, Armor Piercing (+.5), Usable By Others (+.25), 18″ Radius (+1.25) (3).
    • U) Change Environment / Sunlight, 33 KM Radius, Usable By Others (+.25) (3).
    • U) Tunneling 24″, thru Def 24, Usable By Others (3).
    • U) 33D6+1 Dispel, Versus any single darkness or “negative energy” power, Usable By Others (3).

   -Note that the “Usable by Others” advantage does not mean that the stone actually bestows the power. It only means that the wielder directs it, using his or her own combat values.

   Less potent versions of PowerStones are occasionally produced by other races, although technological species usually prefer fission or fusion power cores rather than attempting to meddle with microscopic black holes. They’re a lot easier to keep under control.

   The immense energies of a PowerStone can be most unpredictable when they interact with a latent supernormal metabolism – especially so if the device is somehow damaged (far more common with Powerstones than with any other type of runestone: the enormous energies they handle place massive stresses on their internal structures), as a number of individuals have discovered. While PowerStones technically violate the active-point limitations of the campaign, they get away with it because those points go to “usable by others” which, as PowerStones are artifacts which cannot use their “own” powers anyway, actually has no effect.


   Warp Chains are designed for long-range travel. VERY long-range travel. When it absolutely, positively, has to be halfway across the universe tomorrow. Unlike most attempts at long-range teleportation, Warp Chains don’t run into the Celestial Dragons wards and barrier spells – they’re keyed into them. On the other hand, they let the Dragons monitor their users, won’t work for minions of the Great Old Ones – and are DEFINITELY of interest to major mages (none of this comes up often enough to count as a limitation, but the GM should probably keep it in mind). They have a net cost of 100/20 Points.

Computer; Int 8 (-2), Dex 0 (-30), Spd 1 (-) (Net cost -32)

  • Programs; Emergency Jump (Set/use floating location, generally with the trigger set on the “commuter mode)”, Scan Target Coordinates, List Alternative Coordinates – and an (EXTREMELY) Basic “Destination Database” (4).
  • Endurance Reserve; 160 Points, Recovery 2 (18).
  • Two Floating Teleport Locations (10)
  • N-Ray “Vision” (Not thru hardened barriers). Only to see if target coordinates are “open” enough to teleport into safely (-1), No range penalty (+.5. Only works if target coordinates are currently within range of one or more “open” sensor systems on the dragons intergalactic net. If no such scan is available, the system provides a brief list of the closest available spots that are. This can get interesting, -1 on “No Range Penalty” cost only) (13).

Teleportation Systems:

  • Basic Spacefold; Teleport 10″, x16 Mass. “OAF” (Must have a living operator to set up a jump. -1), Requires a full phase (-.5) and Must pay full end cost of the mode regardless of need (-.5, Total 4 End) (13).
  • Commuter Mode; Up to 100 Miles, With Trigger (+.25)/ +75 Points. Costs End (-.5), “OAF” (Must have a living operator to set up a jump, -1), Requires a full turn to get ready (-1) – and Must pay full end cost of the mode regardless of need (-.5, Total 11 End) (19)
  • Planetary Mode; Up to 20,000 Miles/+40 Points. Costs End (-.5), 2x End Cost (-.5), “OAF” (Must have a living operator to set up the jump, -1), Requires a full turn (-1), and Must pay full end cost of the mode – regardless of need (-.5, Total 19 End) (9)
  • Transplanetary Mode; Up to 1 Light Year/+140 Points. Costs End (-.5), 3x End Cost (-1), OAF (As above. -1), Requires one minute (-1.5), and Must pay full end cost of the mode, regardless of need (-.5, Total 61 End) (25).
  • Interstellar Mode; Up to 100 Light Years/+30 Points. Costs End (-.5), 4x End Cost (-1.5), an OAF (As above), Requires 5 full minutes (-2), Must pay full end cost of the mode, regardless of need (-.5, Total 73) (5).
  • Galactic Mode; Up to 100,000 Light Years/+50 Points. Costs End (-.5), 5x End Cost (-2), “OAF” (As above -1), Requires a full hour (-2.5) and Must pay full end cost of the mode, regardless of need (-.5, Total 98 End) (7).
  • Inter-Galactic Mode; Up to 10,000,000 LY/+35 Points. Costs End (-.5), 6x End Cost (-2.5), OAF (As above -1), Requires five full hours (-3), and Must pay full end cost – regardless of need (-.5, Total +116 End) (4).
  • Universal Mode; Up to 10 Billion L Years/+50 Points. Costs End (-.5), 7x End Cost (-3), “OAF” (As above -1), Requires a full day (-3.5), and Must pay full end cost of the mode, regardless of need (-.5, Total 151 End) (5).

   There are several common variants on this item; “Carrier Spheres” handle considerably less mass, and can’t transport living things, but are much faster. “Warp Links” usually, although not always, have much more limited range, a set of ten fixed locations rather then two “floating” ones, drop the “N-Ray Vision” – and have the “Variable Trigger” advantage up thru whichever range mode is relevant. These can be useful – but they can also be incredibly bothersome if you don’t know the details of the governing program.

   Warp Chains violate the usual active-point limitations of the setting. This is, once again, allowed because those points go only towards extending the teleportation range – something which could be just as readily (and more cheaply) done by shortcutting through another dimension anyway.


   The “Orb Of The Archmage” is designed to help a mage or powerful psychic “keep an eye on things” on a global scale, allowing them to act as a planetary guardian. As a side benefit, it allows them to “sound the alarm” if/ when they run into really serious problems. Since these are exceptionally powerful artifacts – as well as being full-fledged artificial intelligences – such “orbs” are even rarer then most pieces of rune magic. Most worlds will only have one kicking around – if they have any at all. They have a net cost of 100/20 Points.

Computer; Int 18 (8), Ego 25 (30), Dex 0 (-30) and Spd 1 (-) (Net cost 8).

  • Programs; Assist “authorized” user(s), return to any such users if seperated, monitor magical individuals and/ or events (Global), dispense cryptic visions and eldritch wisdom (4).
  • One “floating” Teleport Location (Normally the base / “Sanctum” of whoever it’s current owner is) (5).
  • Skills; KS/Psychology, 15- (5).
  • Flight, 5″, 1/2 (0) End Cost (+.25), Requires a full turn to activate (-1) (6).
  • Mental Defense, +35 Points (40 Total), Always On (23).
  • Power Defense, 15 Points, Always On (10).
  • Disadvantages; Dedicated to the service of the local archmage or planetary guardian (If any, -15). Slightly paranoid about the Great Old Ones (-15). Physical Limit (Bulky, heavy, and only semi-portable, -10), likes to keep an “eye” on any young dragons in the vicinity (-5).

   Multipower; 320 Point Reserve. Side Effect (A 6D6+2 Cumulative, Fully Invisible, Transformation. User must assist in the defense against the Great Old Ones. This also purges any trace of their influence, and obligates the orb’s user to the elder Celestial Dragons, -1), one turn activation time (-1), requires 0 DCV Concentration to use (-.5). User may only tap into (Ego x 10) active points worth of effect (-.25), requires a flat ego roll to activate (-.25), user must be mystically trained and aware (-.25), bulky OAF (A massive crystalline sphere to house and focus the power of the “Orb”, -1.5) (56 Points).

  • U) 14D6 Mind Scan, +35 to ECV, Zero End Cost (+.5), “Uncontrolled” (IE; You can change slots without cutting the link, +.5), and Usable By Others (+.25) (315 active, 5).
  • U) 20D6 Telepathy. 0 End Cost (+.5), Usable By Others (+.25) and Fully Invisible (+.5) (225 active, 4).
  • U) Teleportation, 10″ (0 End Cost, +.5), x20 Mass (+22 Points), 13,000 Mile Range (+95 Points), Usable By Others (+.25) At Range (+.5) (250 active, 4)
  • U) Clairsentience, Normal Sight, Hearing and “Detect Magic”, covers Nearby Dimensions, 360,000 Mile Range (+93 Points), Zero End Cost (+.5), Usable By Others (+.25) (250 active, 4).
  • U) Extra-Dimensional Movement, Any Dimension and Any Time. 0 End Cost (+.5), Usable by up to 8 Others (+1), and Variable Trigger (+.5) (180 active, 3).
  • U) Global Danger Sense 31-, Mystical, Usable By Others (+.25), 0 End Cost (+.5) (131 active, 2).
  • U) 10D6 Aid to All Magical Powers (+2), Zero End Cost (+.5), Ranged (+.5) and Based On ECV (+1) (250 active, 4).
  • U) Detect Magic, Sense, Discriminatory – and Ranged – at +20 perception, and Usable By Others (+.25) (69 active, 1).
  • U) Images, Versus Normal Sight, Hearing, and “Detect Magic”, 0 End Cost (+.5) (30 active, 1).
  • U) “Radio” Recieve and Transmit Based On ECV (+1). (IE; It can link into the draconic “computer” network) (10, no cost).

   As might be expected, the only existing “Orb Of The Archmage” on Earth is in the “hands” of Earth’s current Archmage. Of course, the Orb is quite capable of taking action on it’s own – especially if it notes some exotic upcoming danger or decides to help out some minor mage. It is, after all, quite capable of providing transport, mystical power enhancement, or information, anywhere on the planet.

   The Orb of the Archmage grossly violates the current campaign active point limitations in a number of places. That’s basically because this file predates the current campaign by many years. If a player character ever gets to use it, it will work in much the same fashion – but I’ll have to do some redesign to make it fit in better.


   “Rune-Staves” – A.K.A.; Staves Of Power, Dragon-Stones, Et Al – may take a variety of forms, in part due to the fact that they have limited shapeshifting capabilities, allowing them to take a form appropriate to their user. In any case, they’re a fairly standard bit of equipment among adult Celestial Dragons – perhaps the most common “personal weapon” in their ancient war. RuneStaves are designed to channel, amplify, and provide patterns for, the DragonLore Multipower. Secondarily, they’re powerful tactical computers. In combination, these functions make them a superbly flexible bit of military paraphernalia.

   They generally aren’t issued to youngsters. The odd approaches, tactics, viewpoints, and strategies, that the kids pick up from their “foster species” go a long ways towards keeping them from becoming overly predictable – and thus quickly dead – in adult life. Talented kids may hack up their own versions, but that’s acceptable; they necessarily incorporate their own, unique, viewpoints and ideas in doing so. They cost of 100/20 points.

Computer Attributes; Int 33, Dex 0 (-30), Spd 2 (10) (Net cost: 3 points).

  • Skills; Tactics 18- (7), Deduction 16- (3), Military Scholar (3), KS/Great Old Ones and Their Minions 16- (1), KS/Allied Races 16- (1), KS/Powers And Gear Used In The Great War 16- (1), KS/Historical Battles and Tactics Used In The Great War (1), Intelligence Analysis 16- (3) and WeaponSmith/Occult Weaponry 11- (3). All are “Usable By Others” (+.25) (Net cost 29 points).
  • Programs; DragonsEye Interface, Tactical Assistance, Security Protocols, DataSearch, 2 Others As Needed (6)
  • Special Functions;
  • Two Overall Levels, Usable By “Others” (+.5). User’s general abilities must be “on file” (-.5), requires the use of a program “slot” (-.25) and requires a full turn to set up (-1) (11).
  • Aid, 2D6 Max 30, to “DragonLore” Multipower Reserve. Continuous (+1), Uncontrolled (Shuts down if the user’s forcibly rendered unconscious, +.5), 0 End Cost (+.5) and 2x Difficult To Dispel (+.5). The extra points are only available while the “Stave” remains in contact with the user (-.5), Requires one full minute to activate (-1.5) and 0 DCV Concentration (-.5) by the target. Note that this will not work on properly on people who don’t have a DragonLore multipower to begin with – although it may well “enhance” (Channel) something else (20).

   While this doesn’t perfectly represent the function of an item that channels and amplifies it’s users power – there really isn’t any effect on the RuneStave’s user – it’s about as close as the rules allow. In effect, it takes a minute or two for the user to “attune” him-, or her-, self to a RuneStave – after which they can use it whenever they happen to have their “hands” on it.

  • +24 Points worth of DragonLore Multipower Slots, all Usable By Others (+.25), Linked To “Aid” (-.5) (20)
  • Arcane Link (“Radio” Listen and Transmit, Based on ECV (IE; It’s an arcane contact with indefinite range, +1), does not detect “conventional” radio signals (-1), only to link with user’s “DragonsEye” (-2) (2).
  • AudioVisual Display (Images, Sight and Sound, 1/2 End. Data Display Only (Obvious projection, cannot fool any- one, -2), Full Phase to Activate (-.5), No Range (Can’t project beyond the adjacent hex, -.5)) (4)
  • “Cramming” – generally to “pick up” some tactically- relevant knowledge skill at 16- (5).
  • The “Shapeshifting” function is basically a special effect; the actual, gemlike, system core can readily be implanted. Most dragons, however, prefer to wear them; it makes it a lot easier to hand one that happens to be “programmed” with a specific function to somebody else. In effect, the exterior “housing” – whether in a staff, ring, amulet, or what-have-you – is just a part of your “costume” and, as usual with comic-book costumes, still fits no matter what you do. No Cost


   Talismans Of Shaping are designed to grant non-mages limited control of external magical energies – allowing them to avoid the exhausting effects of overusing their personal power. Such talismans accumulate ambient mana, shape it, and channel it through an external focus – thus avoiding any strain on the user. Sadly, this also means that such talismans are less potent, and less flexible, then RuneStaves. Such talismans have a net cost of 20/100 points.

Computer; Int 13 (3), Dex 0 (-30), Speed 1 (-) (Net cost: -27 points).

  • Relevant Programs and Skills (24).
  • End Reserve, 80 Points, Recovery 2, Usable By Others (+.25) (12).
  • Multipower, 75 Point Reserve. Total of -1 in various limitations. Slots which use End draw on the endurance reserve listed above (37).
  • Assorted Slots (Usually about a dozen ultras) (36)
  • Multipower is “Usable By Others” (18)

   “Constructors” include a massive “pattern” database, a variety of “transform” effects at various scales, and programs/skills such as Architecture and Cooking. They often have functions like “Tunneling” as well. They’re very handy when you need a lot of stuff. They usually use an OAF (-1).

   “War Guantlets” usually supply a variety of powerful attacks, via an OIF (Guantlet) and a 14- activation roll. “Blasting Rods” are about the same, but with an OAF.


   At least one minor superhero was quite embarrassed when he finally realized that they “mystical relic” which granted his powers was in fact a runic pet collar, designed to enhance a tiger enough to make it an appropriate companion for a young dragon.

One Response

  1. I remember these things. Think it was something a party member was collecting to destroy the world. Written from my phone while playing with the new features.

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