Mystical runes and sigils are staples of legend and literature. Our 64 Runecards bring them to your games, serving as whimsy cards - allowing both the players and the game master to add unexpected twists to the game - and as generators for adventures, plots, encounters, businesses, campaign events, backgrounds, and personalities should you happen to be in a rush or short of ideas.
The powers and areas of influence of the runes themselves drive two alternate magic and item creation systems: one offering great flexibility within the limits of a spellcasters chosen runes, and the other - designed for story- and event-driven games - allowing spellcasters to weave rare wonders, rather then serving as artillery and combat medics.
For high fantasy games, the runes can be linked to, or used to generate, a world’s pantheon and divine spheres of influence - while Fate Points offer characters more control over their own destiny, as well as a chance to cheat death in worlds where items and advanced healing magic are scarce and the dead tend to stay that way.
The rest of our 37 pages are devoted to Quest Oaths, magical World Laws, fortune telling and prophecy in the game world, rune-related Feats, and a tracking page for quick reference when using rune magic. The Runecards package includes the directions book and the runecard files in both screen and printer-friendly formats as well as a set of rune image files for use in creating your own personal gaming props.
Why not make runes a staple in your games as well?
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