Charms are items that have a magical enchantment upon them. The enchantments give the wielder abilities or enhancements. They come in many forms. In most cases only one item of similar enchantments can be active, for example if a Greater Ring of Fire Resistance and a Lesser Ring of Fire Resistance are both worn then only the Greater Ring will benefit the wearer.
Every Charm has been crafted by a Charmwright, this means that every item is unique, whilst they can look similar there are never identical.
Some Charms require Power to activate.
Miscellaneous Charms
Alchemist Bomb, Uncommon
This once ornate and heavily corroded screw top metal canister is activated by breaking the seal and then 2 rounds later it will detonate causing 6D6 fire damage to a 15’ area. If a character takes a Critical Wound or is crushed by a large object a Luck test is required for any Bombs carried not to have been damaged and detonate. This fire and concussion damage ignores armour.
Arc Light, Uncommon
Made from Arc Stone (a highly poisonous glowing stone) it is mounted in a brass and silver frame and then treated to prevent it from being poisonous to the users. Arc Stones come in many colours Red, Blue, Green, Orange and the very rare white. Typical Arc Lights are as bright as a lantern however then can be smaller and provide a dim light as bright as a candle. Most homes possess at least one, Arc lights last for about 10 hours before beginning to dull then never extinguish but the light they emanate is minimal. They are recharged by either spending an hour in direct sunlight, 8 hours in daylight or a single charge from a Source Stone. Yellow Arc Lights are poisonous no matter what and slowly cause mutation to nearby living creatures. The cause 1D6 damage per day that cannot be healed until the arc stone is removed.
Book of Knowledge, Rare
This manuals and guides help the reader improve their knowledge, the reader must spend 8 full hours of down time and will then gain +1D4% to the skill the manual refers to. The manuals enchantment is then inactive for a year and a day.
Camp Stone, Rare
This heavily runed stone can be activated by imbuing it with a Power Point it begins to emit light and heat, bright enough and hot enough equal to a small campfire.
Cartographers Maps, Rare
These beautiful hand drawn maps are specific to areas and give the reader a +20% bonus to navigate in the wilderness. They are also pieces of art and often found mounted in frames on walls.
Cooks Book, Rare
This hand written journal gives recipes, hints and tips to anyone attempting to cook and +20% bonus to Domestic tests is gained when cooking meals
Drunken Gourd, Very Rare
When an Adept drinks from this gourde the bitter spirits within cause him on the next round to be blind drunk; a -60% penalty is applied to all Aptitude and Mind based tests however the drinker gains +20% to Martial Arts and Evade tests. As a bonus action the Adept must swig from this gourde each round if denied the penalties and bonus are lost and the Adept must start drinking from the beginning. A non Adept will find the bitter liquid to be pretty vile and become blind drink if more than one swig is taken.
Empirics Mask, Rare
This beak-like mask which is filled with aromatic items. The masks are designed to protect the wearer from putrid air, making the wearer immune to any air born diseases.
Feather Charm, Rare
This crude charm is made from feathers that have been bound together with electrum wire and enchanted if worn it will imbue the wearer to half the fallen distance he may fall, reducing damaged and may even preventing death.
Ghost Lantern, Rare
This ornate six sided lantern most commonly appears to have originated in Rividia. It is not until the lantern is lit does its power become obvious. In a 30’ diameter area it will make any unseen supernatural creature appear and cause them to lose any non-corporeal affects. Making them vulnerable to physical damage. It will not trap them and they can leave the area of effect.
Healing Stone, Rare
This palm fitting oval stone once activated will cause a burst of healing energy in a 25’ diameter circle, this will repair all damage to any living flesh if caught in its burst. Once used the stone crumbles to dust.
Heroes Banner, Rare
This full sized banner when mounted on a pole and displayed gives all allied combatants +10% to all combat skill tests within 250 yards. It must be brandished by a player character and they cannot undertake any other action than walk.
Hiking Boots, Rare
These stiff leather boots enable the wearer to comfortably walk 20 miles a day without the effects of fatigue. The give the wearer a +20% bonus when tests are required to not slip over.
Fierce Mask, Very Rare
These ornate masks normally depict demonic or animalistic faces, when a power point is spent the mask can be used to bite for 4D6+ the wearers Damage Bonus or gain an intimidation bonus of +40%.
Journeyman’s Gloves, Rare
These fine lambskin gloves are enchanted to protect the wearers hands from harm, they stop the first 5 points of damage caused by any traps that are triggered. They are also immune to acid damage. The gloves give a +5% to the wearers Devices skill test when dismantling devices, they also allow untrained use of devices to the wearers Complex Skill priority score.
Mighty Belt, rare to very rare
This ornate belt with a large bronze buckle imbues the wearer with a bonus that increases the wearers body attribute.
Tier |
Body Bonus |
Availability |
Lesser |
+5 |
Rare |
Minor |
+10 |
Rare |
Major |
+15 |
Very Rare |
Greater |
+20 |
Very Rare |
Greatest |
+25 |
Legendary |
Pocket Chronometer, Rare
This ornate Hob clockwork is not only a piece of art but also and accurate time piece, it is waterproof. Easily fitting into the hand it can be stowed in a pocket or simply fixed to a belt with the chain that is attached.
Rangers Cloak, Rare
This light brown, dark brown and dark green cloak is often worn by Rangers and Scouts as a mark of their status, the wearer receives the benefit as if wearing a traveller’s cloak but also gain +10% to stealth whilst in the wilderness.
Rat Star Gems, Very Rare
Worn as earrings or as a necklace this simple looking piece of jewellery is made of fine electrum wire holding a dark grey Melanite stone. Up to a maximum of 3 can give the benefit of +5% to all Mind, Aptitude and Social skills. Rare due to lack of Melanite being available, they are extremely desirable which forces the price up.
Repair Scarab, Uncommon
This small clockwork animates when activated and will scurry to the damaged location, consuming any damaged parts and then regurgitate molten matter and then mould the matter to repair the damaged parts. The scarab must consume the correct material in order to repair the item.
Strength |
Max Health, Power, S.I. Restored |
Roll D% |
Availability |
Lesser |
10%, 1, 1 |
01-60 |
Uncommon |
Minor |
25%, 2, 2 |
61-74 |
Rare |
Major |
50%, 3, 1D6 |
75-90 |
Rare |
Greater |
75%, 4, 1D6+1 |
91-98 |
Very Rare |
Greatest |
100%, 5, 1D6+2 |
99-00 |
Very Rare |
Restoration Potions, Uncommon to Very rare
There are two types of restorative potion each one fully restores the imbibers Health or Power. There is the…
Health Potion which restores Health.
Power Potion which restores Power.
The Health Potion is a distinctive green in colour whilst the Power Potion is violet.
Strength |
Health or Power Restored |
Roll D% |
Availability |
Lesser |
25% |
01-69 |
Common |
Major |
50% |
70-89 |
Uncommon |
Greater |
100% |
90-00 |
Rare |
Ring of the Fishes Rare
This ring made of silver and aquamarine allows the wearer to breathe under water for extended periods of time. It allows for 30 minutes of use. It is recharged when exposed to the air for 5 continuous minutes.
Ring of Resistance, Uncommon to Very Rare
These rings protect the wearer from damage from a particular type of harm, for example a Lesser Ring of Fire Resistance will reduce any Fire Based damage by a percentage of its damage, rounded down. Resistances are against one of the following Fire, Cold, Electricity, Radiant, Magic, Poison, Sonic and Acid.
Tier |
Damage Reduction |
Roll D% |
Resistance |
Roll D% |
Lesser |
-10% |
01-40 |
Acid |
01-10 |
Major |
-50% |
41-60 |
Cold |
11-20 |
Minor |
-25% |
61-75 |
Electricity |
21-36 |
Greater |
-75% |
76-89 |
Fire |
37-48 |
Greatest |
-100% |
90-00 |
Magic |
49-55 |
|
Mind |
55-60 |
||
Poison |
61-80 |
|||
Radiant |
88-91 |
|||
Sonic |
92-00 |
Sacrificial Dagger, Very Rare
Whilst not intended and designed to be used as a weapon the sacrificial dagger can still be used as per a normal dagger. However if used as intended and plunged into the heart of its victim then it will instantly slay them. Once used to slay a sacrifice the life force (Power) is held within the dagger for a period of 24 hours at any time that energy can be used to power a ritual or if touched against a depleted Source Stone it will recharge it.
Skeleton Keys, Uncommon to Very Rare
This bone keys can be used to unlock most locks, they require no skill to use and will or won’t work. Only one attempt per lock can be made.
Tier |
Unlock chance |
Availability |
D% |
Lesser |
20% |
Rare |
01-59 |
Minor |
40% |
Rare |
60-79 |
Major |
60% |
Very Rare |
80-89 |
Greater |
80% |
Very Rare |
90-95 |
Greatest |
100% |
Legendary |
96-00 |
Source Stone, Very Rare
The ultimate creation of the CharmWright this device is used to store magical energy. Source Stones are used to power and recharge other Charms. They are also used in the process of creating Charms.
Once a stone is depleted it requires a CharmWright to channel all of his Mana into the Source Stone thus recharging it. The CharmWright will then be drained of all Mana for the rest of the day and must restore their Mana as normal.
The ultimate misuse of a Source Stone is to set it overload (it must be fully charged to do this), this will cause the device to explode destroying the Source Stone and sending out a wave of devastating force that ignores all armour.
Tier |
Charges |
Radius in feet |
Damage |
Lesser |
5 |
15’ |
4D6 |
Minor |
10 |
30’ |
6D6 |
Major |
15 |
60’ |
8D6 |
Greater |
20 |
120’ |
10D6 |
Greatest |
25 |
240’ |
12D6 |
Spell Shield, Very Rare
This ornate broach of a Tiger Eye in a golden mount and pin must be worn visibly. If a spell that would cause a negative outcome to the wearer is cast then spell will be negated. The Tiger Eyes become black until 24 hours has passed. This item is extremely rare and is highly coveted. The downside is it cannot be controlled. The very first spell cast in the wearers vicinity is the one affected.
Spirit Trap, Rare
This small bag contains all the items needed to draw a 10’ diameter circle that can be used to trap spirits and demons. Chalks, candles and fetishes are found within. The bag is good for 3 uses.
Tiger Claws, Rare
This knuckle guards are bound to the hands by leather straps and give the wearer 2” long razor claws causing 5D6 damage, they can be used to Parry. A Brawl or Martial Arts test is required to use them.
Therical Opals, Rare
Two wafer thin translucent disk shaped opals are mounted in a frame of silver wire. Placed on the face in front of the eyes they allow for the wearer to use Second Sight as per the spell once a day.
Travellers Cloak, Uncommon
This thick hooded woollen cloak is imbued to repel the rain, wind and cold. It will only repel up to torrential rain, strong winds and around freezing point.
Weapons
Roll D% |
Style |
Descriptor |
Availability |
01-30 |
Ancient |
Archaic and Runed |
Uncommon |
31-50 |
Duer |
Angular and Asymmetrical |
Common |
51-60 |
Human* |
Stylish and Ornate |
Common |
61-70 |
Ael |
Curved and Elegant |
Common |
71-75 |
Glass |
Smokey and Sharp |
Very Rare |
76-85 |
Hobish |
Riveted and Cogs |
Uncommon |
86-90 |
Dao |
Jade and Gold |
Very Rare |
91-00 |
Orcish |
Crude and Brutal |
Rare |
* select origin
Ornate wirework, runes and gems adorn the weapon. The look of the final weapon is often the trademark of the individual CharmWright.
Materials
Roll D% |
Material |
Availability |
01-09 |
Bone |
Rare |
10-39 |
Bronze |
Uncommon |
40-49 |
Iron |
Common |
60-89 |
Steel |
Common |
90-95 |
Silvered |
Uncommon |
96-99 |
Glass |
Rare |
00 |
Bright Steel |
Very Rare |
Tiers and effects
Tier |
Damage Bonus |
Melee Bonus |
Power Effect |
Bane |
Proc |
Lesser |
+1 |
+5% |
10% |
15% |
5% |
Minor |
+2 |
+10% |
15% |
15% |
10% |
Major |
+3 |
+15% |
20% |
20% |
15% |
Greater |
+4 |
+20% |
25% |
20% |
20% |
Greatest |
+5 |
+25% |
30% |
25% |
25% |
Power Effect
The weapons damage type becomes that of the Power Effect with regards to resistances.
A weapon can have a Power Effect applied with the following:
Burning +1D6 Fire Damage – Flames flicker and writhe across the blades edge.
Frosted +1D6 Cold Damage – Hoar frost encrusts the blade.
Poisoned +1D6 Poison damage – a fine film of dark ichor coats the blade.
Crackling +1D6 Energy Damage – energy crackles along the blades edge.
Acidic +1D6 Acid Damage – the surface of the blade fizzes.
Humming +1D6 Sonic Damage – the air around the blade blurs and a soft hum can be heard.
Radiant +1D6 Radiant Damage – A corona of white light surrounds the blade, this only affects Undead and Black Rot.
Glowing – a coloured glow emanates 20’ from the blade, typically red, blue, green, yellow, purple or orange.
Process Effects (Proc)
There is a % chance of any magical weapon found to possess a Process Effect. If a critical hit is scored then a Process Effect occurs, this is typically accompanied by a flash of light and a distinctive noise as it is triggered.
Tier |
Damage Bonus |
Lesser |
+1D6 |
Minor |
+1D6+2 |
Major |
+2D6 |
Greater |
+2D6+2 |
Greatest |
+3D6 |
Bane Weapons
There is a % chance of any magical weapon found to possess the Bane Weapon feature; they do an extra +1D6 damage to their intended target.
Roll D% |
Opponent |
01-08 |
Aberration |
09-20 |
Beast |
21-25 |
Construct |
26-28 |
Dragon |
29-32 |
Fey |
33-45 |
Humanoid |
46-55 |
Insect |
56-65 |
Monstrous Humanoid |
66-69 |
Ooze |
70-75 |
Outsider |
76-80 |
Plant |
81-90 |
Undead |
91-00 |
Vermin |
Example Weapons
Assassins Pistol Crossbow – Major Poisoned Pistol Crossbow with a Major Proc
+15% to hit 4D6+3+1D6, Proc +2D6
Blade of the Executioner – Greatest Great Axe
+25% to hit and 7D6+5 Damage
Heartwood Bow – Major Ancient Lightning Long Bow with a Major Proc
+15% to hit and damage, 7D6+3+1D6 Lightning damage, Proc for 2D6
Hobs Knife – Minor Hobish Poisoned Dagger
+10% to hit and +2 damage, 3D6+2+1D6
Hunters Axe – Lesser Contemporary Battle Axe
+5% to hit and damage, 5D6+1
Lovers Blade – Lesser Glass Glowing Dagger
+5% to hit and damage, 3D6+1
Lesser Wardens Blade – Lesser Ancient Glowing Long Sword
+5%to hit and damage, 5D6+1
Spear of Urgard (Legendary Item) – Greatest Ancient Lightning Great Spear with a Greatest Proc
+25% to hit and damage, 6D6+5+1D6 Lightning damage, Proc for 3D6
Swordmasters Blade – Greater Contemporary Glowing Long Sword, with a Minor Proc
+20% to hit and damage, 5D6+4, Proc for 1D4+1
Sword of Stromn (Legendary Item) – Greater Ancient Flaming Long Sword with a Greater Proc
+20% to hit, 5D6+4+1D6 Fire damage, Proc for 2D6+2
Templars Blade - Minor Contemporary Radiant Long Sword with a Lesser Proc
+10% to hit, 5D6+2+1D6 Radiant damage, Proc for +1D6
Ammunition, Rare to Very Rare
These one-use items are often found in small quantities of like ammunition, from arrows, bolts, stones or bullets there are normally 1D12 pieces found.
Tier |
Damage Bonus |
Melee Bonus |
Power Effect |
Bane |
Proc |
Lesser |
+1 |
+5% |
10% |
15% |
5% |
Minor |
+2 |
+10% |
15% |
15% |
10% |
Major |
+3 |
+15% |
20% |
20% |
15% |
Greater |
+4 |
+20% |
25% |
20% |
20% |
Greatest |
+5 |
+25% |
30% |
25% |
25% |
Example Ammunition
Fire Arrows, Uncommon - Lesser Burning Arrows with a Fire Proc
These blackened arrows smell charred and once in flight ignite.
+5% to hit, base+1+1D6 Burning damage, Proc for 1D6 damage.
Magic Arrows – Lesser Arrows
These are simple but well-crafted arrows.
+5% to hit, base+1 damage.
Storm Bolts, Legendary – Greater Crackling Bolts with a Greatest Lightning Proc
This silver bolts transform into pure lightning energy once fired.
+25% to hit, base+5+1D6 Crackling damage, Proc for 3D6 lightning damage.
Staves
All staves do 5D6 base damage plus the tier bonus as well as any damage bonus the character has. All Staves have 10 Power when fully charged, they recover 1 charge per hour when not in use.
Tier |
Damage Bonus |
Melee Bonus |
Bane |
Proc |
Lesser |
+1 |
+5% |
15% |
5% |
Minor |
+2 |
+10% |
15% |
10% |
Major |
+3 |
+15% |
20% |
15% |
Greater |
+4 |
+20% |
20% |
20% |
Greatest |
+5 |
+25% |
25% |
25% |
Frost Staff, with a distinctive hoop at the top of the staff.
Ice Bolt – a chunk of ice is blasted at an opponent striking for 3D6 up to 50’ away, 1 Power.
Hail Storm – a blast of hail fires out in a 30’ cone, anyone caught in the cone takes 3D6 damage, 3 Power.
Ice Chains – the target must make an opposed endurance tests or they are frozen to the spot for the next 2 rounds, 2 Power.
Ice Blast – a huge concussive explosion of ice and snow fill a 30’ diameter around the staff anyone caught in it will take 6D6 damage (no armour) and must make an endurance test to not be knocked down, 5 Power.
Flame Staff, has a distinctive flat metal plate at the top.
Fire Bolt – a burning mote of fire strikes a target causing 3D6 damage up to 50’ away, 1 Power.
Dragon Breath – a 30’ cone of fire blasts out from the tip of the staff causing 3D6 damage to anyone caught in it, 3 Power.
Fire Ball – a huge concussive blast of fire with a 30’ diameter can be fired up to 90’ away anyone caught in the blast will take 6D6 damage, 4 Power.
Lightning Staff, has a crystal at the top of the staff.
Shock Bolt – a non-lethal blast causing 5D6 damage to a target up to 50’ away. 1 Power.
Lightning Blast – lightning arcs from the staff to its target up to 60’ away anyone else caught in the line will also be struck for 6D6 damage, 3 Power.
Healing Staff, with an ornate metal or carved wooden serpent coiled round its top.
Healing Staff are automatically Bane vs Undead.
Light – a glowing light will emanate from the staff on the wielders command it is a bright light that casts deep shadows within 20’, no power cost.
Healing Touch – the recipient receives 4D6 Health, 2 power.
Recovery – a level of fatigue is reduced, 1 power.
Cure – a single disease or poison type can be removed from the target, 3 power
Armour
Armor and Shields - Type |
|||||
Roll D% |
Armour Type |
Roll D% |
Cloth |
Roll D% |
Helm |
01-20 |
Cloth |
01-80 |
Cloth Gambeson |
01-20 |
Cap |
21-45 |
Leather |
81-85 |
Fur |
21-40 |
Hood |
46-70 |
|
86-00 |
Studded Doublet |
41-80 |
Coif |
71-80 |
Plate |
|
Leather |
81-00 |
Helm |
81-95 |
Shield |
01-50 |
Leather Cuirass |
|
|
96-00 |
Helm |
51-60 |
Hide |
Roll D% |
Shield |
|
71-90 |
Leather Brigandine |
01-19 |
Buckler |
|
91-00 |
Leather Coat |
20-38 |
Small wooden |
||
|
|
39-57 |
Small metal |
||
01-20 |
Ringmail Hauberk |
58-76 |
Heater |
||
21-50 |
Scalemail Hauberk |
77-95 |
Kite (1-3) Coffin (4-6) |
||
51-80 |
Chainmail Hauberk |
96-00 |
Scutum |
||
81-00 |
Chainmail |
|
|||
|
Plate |
||||
01-10 |
Gladiator |
||||
11-50 |
Plate Cuirass |
||||
51-75 |
Metal Brigandine |
||||
76-95 |
Plated Mail |
||||
96-00 |
Field Armour/Yoroi |
Armour and Shields - Style |
|||
Roll D% |
Style |
Description |
Availability |
01-30 |
Ancient |
Archaic and Runed |
Uncommon |
31-40 |
Duer |
Angular and Asymmetrical |
Common |
41-60 |
Human* |
Pick origin |
Common |
61-70 |
Ael |
Organic and Elegant |
Common |
71-75 |
Glass |
Smokey and Sharp |
Very Rare |
76-85 |
Hobish |
Riveted and Cogs |
Uncommon |
86-90 |
Dao |
Bright and Colourful |
Very Rare |
91-00 |
Orcish |
Crude and Brutal |
Rare |
Roll D% |
Material |
Availability |
01-09 |
Bone |
Rare |
10-39 |
Bronze |
Uncommon |
40-49 |
Iron |
Common |
60-89 |
Steel |
Common |
90-95 |
Silvered |
Uncommon |
96-99 |
Glass |
Rare |
00 |
Bright Steel |
Very Rare |
Armour and Shields - Armour Rating |
||||
Roll D% |
Tier |
AR Bonus |
Chance of Resistance |
Bonus to Attribute |
01-60 |
Lesser |
+1 |
5% |
0% |
61-74 |
Minor |
+2 |
10% |
5% |
75-90 |
Major |
+3 |
15% |
10% |
91-98 |
Greater |
+4 |
20% |
15% |
99-00 |
Greatest |
+5 |
25% |
20% |
Armour and Shields - Resistances |
|||||
Roll D% |
Tier |
Damage Reduction |
Roll D% |
Resistance |
|
01-50 |
Lesser |
-10% |
01-10 |
Acid |
|
51-75 |
Major |
-50% |
11-20 |
Cold |
|
76-87 |
Minor |
-25% |
21-36 |
Electricity |
|
88-97 |
Greater |
-75% |
37-50 |
Fire |
|
98-00 |
Greatest |
-100% |
51-56 |
Magic |
|
|
57-62 |
Mind |
|
||
63-80 |
Poison |
|
|||
81-90 |
Radiant |
|
|||
91-00 |
Sonic |
|
Roll D% |
Tier |
Attribute Bonus |
Roll D% |
Attribute |
01-60 |
Lesser |
+1 |
01-17 |
Aptitude |
61-86 |
Minor |
+2 |
17-34 |
Body |
87-94 |
Major |
+3 |
33-51 |
Mind |
95-98 |
Greater |
+4 |
49-68 |
Prowess |
99-00 |
Greatest |
+5 |
65-85 |
Social |
|
86-00 |
Spirit |
Example Armour
Elite Guardians Carapace – Greater Field Plate Bone Armour
This ornate beautiful armour is segmented like that of an insect, its smooth surface looks like polished leather but is rock hard. The helmet when deployed is fully covering allowing the wearer to hear and see without hinderance, when stowed it folds back into the neck guard. The wearer can also tolerate temperatures up to 50 degrees C without penalty.
AR 6D6+5(+8 with helm), +5 to Body, -20% skill penalty, -10’ to move, -50% to Stealth.
Lancers Cuirass – Minor Plate Cuirass
This highly ornate armour is highly sought after by nobles.
AR 4D6+3(+6 with helm), -10% skill penalty, -5’ to move, -30% to Stealth. +20% Wardrobe and Style.
Optio
Named after the rank in the Legionari this armour is gifted to an Optio as his symbol of status, highly ornate and ceremonial this gold coloured armour and red plumed helm is also practical affording good protection.
AR 4D6+4(+7 with helm), -10% skill penalty, -5’ to move, -30% to Stealth. Heal once per day the armour can be called upon to heal the wearer for up to 5D6 Health.
Hunters Coat – Lesser Leather Coat
This tan leather coat is supple and warm. Treated with wax it is highly water resistant. It affords good protection. AR 2D6+2, Lesser protection from Cold, -5% skill penalty, -5% to stealth.
Man at Arms – Lesser Metal Brigandine
A composite armour made from a quilted Gambeson, mail covering the body as well as a chest plate, greaves and vambraces. Extremely popular with light cavalry.
AR 5D6+1(+2 with coif, or helm), -10% skill penalty, -5’ to move, -30% to Stealth.
Warriors Hauberk
A simple scale hauberk held in place by thick leather straps and buckles. Scales can vary design from simple disks, leaves, fish scales, or hexagonal scales. Mostly worn without head protection.
AR 4D6+1, -20% skill penalty, -5’ to move, -40% to Stealth
Musketeers Gambeson – Neustrian Minor Cloth Gambeson, Lesser Social
This stylish yet surprisingly sturdy jacket is awarded to Veteran musketeers as a mark of status and rank.
AR 1D6+2, +1 SOC
Runes