Dwarf Rune Master

DWARF POWER

Dwarf Rune Master

Uses rune magic, golems, constructs, and structured magical effects.

PowerAdvanced ComplexityLevel 1 Ready
Dwarf
Starting Health1410 + Physical 3 + class bonus 1
Starting Power Points1910 + Mental 2 + class bonus 7
Skill Allocation9 / 7 / 13General / Tools / Proficiencies
Race FeaturesTunnelingTactile Kinesis

STARTING POWER ACCESS

What this class can do

At Level 1, assign 3 Active Power dots among approved class powers. No starting Active Power normally begins above 2 dots without Game Master approval.

Rune SummoningView summary

Creates or calls structured Dwarven rune constructs and golems.

This website card is a quick player summary. The Core Rulebook remains the complete mechanical reference.

ShieldView summary

Creates protection that absorbs, reduces, redirects, or prevents incoming harm.

This website card is a quick player summary. The Core Rulebook remains the complete mechanical reference.

OddsView summary

Manipulates probability, chance, risk, and unlikely outcomes.

This website card is a quick player summary. The Core Rulebook remains the complete mechanical reference.

STARTING EQUIPMENT

Your Level 1 loadout

  • Fist Drills 1
  • Arc Staff 2
  • Armor 1
  • Rune kit

CHARACTER CHOICES

What you still decide

  • Choose and distribute starting Skills.
  • Assign 3 Active Power dots.
  • Choose one Passive Power.
  • Choose one Team Power.
  • Choose or skip one Trade-Off.
  • Spend 10 Freebie Points.
  • Write a name, goal, relationship, and one-sentence history.

FASTEST ROUTE

Fast-Play Character

Use a recommended build with most choices prepared, leaving only a few decisions before play.

Fast-Play Sheet — Phase 2

FULL CONTROL

Custom Character

Keep the fixed race and class package while choosing every discretionary point yourself.

Custom Build Guide