Rune Plates Technology / Science in Fallen Empire | World Anvil
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Rune Plates

Rune Plates

Rune plates are the surfaces on which magical runic formulae are inscribed. They are created from rare magically attuned materials that can harness powerful arcane energy. Mechanika runes are the magical formulae inscribed onto rune plates. These runes transform the magical energy charging the rune plate into arcane effects. Each rune is a true expression of the arcane mechanik craft, and the inscription of different runes upon powerful rune plates allows for almost unlimited combinations of arcane effects.
  Each mechanika rune has an associated rune point value that describes its complexity. The more complex the rune, the higher its rune point value. Each rune plate can have up to five points of runes. Rune points are also a measure of the amount of power output required from the device’s Rune Crystal to power the rune plate. Take care to make sure that the power source can in fact power the plate.
  Each rune point drains one charge from a Rune Crystal per day. Rune Crystals have anywhere for Small 5 ( 250gp), Normal 10 (500gp) , or *Large 20 (1000gp) Charges. A Rune Crystal could have a hot swap feature where you could change out the crystal. This cost and extra 500gp Rune Crystals do naturally recharge 1D6 charges a day. *Large Rune Stone charges can only be applied to armor or weapon that are built for a Large character.
 
  A mechanik can purchase rune plates or inscribe them on their own. Inscribing a rune plate takes 1 day for every 500 gp of its cost, and requires half the cost in raw materials. If a rune plate has not reached its rune point allowance in runes, it can have additional runes inscribed on it.
  The following attributes describe how rune plates function in the game:
  Type. This describes what sort of object can accept this rune plate.
  Cost. The amount of money required to purchase the rune plate.
  Rune Points. This is the number of rune points the rune takes up on a rune plate and the cost to activate it.
  Effect. This is the effect the rune has.
 
Example of +1 Flaming Longsword cost: +1 Accuracy rune plate 900gp, 1 Flaming rune plate 1,250gp, Masterwork Longsword 115gp, Normal size Crystal 1000gp. 4 days of inscribing and 1 day to assemble. Total cost of Mechanika +1 Flaming sword would cost about 3265gp and would take 5 days make.


 

Accuracy

Type. Melee or Ranged Weapon
  Cost. 900 gp
  Rune Points. 1
  Effect. While this weapon has power, you gain a +1 bonus on attack and damage rolls with it.
  You may inscribe this rune up to three times. The second instance costs 1,800 gp, and the third instance costs 5,400 gp.
 

Aegis

Type. Armor or Shield
  Cost. 1,500 gp
  Rune Points. 1
  Effect. While this armor or shield has power, you have a +1 bonus to AC while it is equipped.
  You may inscribe this rune up to three times. The second instance costs 3,000 gp, and the third instance costs 9,000 gp.
 

Aquatic

Type. Armor
  Cost. 750 gp
  Rune Points. 1
  Effect. While this armor has power, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface.
 
 

Compensator

Type. Armor
  Cost. 900 gp
  Rune Points. 1
  Effect. While this armor has power, you may add an additional point of your Dexterity bonus to your armor class. Medium armor can add up to +3, while heavy armor allows +1.
  You may inscribe this rune up to two times. The second instance costs 1,800 gp.
 

Corrosive

Type. Melee or Ranged Weapon
  Cost. 1,750 gp
  Rune Points. 1
  Effect. While the weapon has power, the character wielding it deals an extra 1d6 acid damage on a successful hit. On a critical hit, the target takes 2d6 acid damage at the end of their next turn.
  This rune plate cannot be combined with the venomous rune plate.
 

Flaming

Type. Melee or Ranged Weapon
  Cost. 1,250 gp
  Rune Points. 1
  Effect. While the weapon has power, the character wielding it deals an extra 1d6 fire damage on a successful hit. On a critical hit, the target takes 2d6 fire damage at the end of their next turn.
  This rune plate cannot be combined with the freezing or venomous rune plates.
 

Fleet

Type. Armor
  Cost. 2,500 gp
  Rune Points. 1
  Effect. While this armor has power, your walking speed is increased by 15 feet and your speed isn’t reduced if you are encumbered or wearing heavy armor.
  Fortification Type. Armor
  Cost. 815 gp
  Rune Points. 1
  Effect. While the armor has power, any critical hit against you becomes a normal hit.
 

Freezing

Type. Melee or Ranged Weapon
  Cost. 1,250 gp
  Rune Points. 1
  Effect. While the weapon has power, the character wielding it deals an extra 1d6 cold damage on a successful hit. On a critical hit, the target is restrained until the end of their next turn as ice freezes them in place.
  This rune plate cannot be combined with the flaming rune plate.
 

Heightened Strength

Type. Armor
  Cost. 6,000 gp
  Rune Points. 2
  Effect. While this armor has power, your Strength score increases by 2 and can exceed 20, but not 30.
  You may inscribe this rune multiple times. The second instance costs 12,000 gp.
 

Repulsor

Type. Shield
  Cost. 900 gp
  Rune Points. 1
  Effect. Whenever you shove a creature while this shield has power, you have advantage on your Strength (Athletics) checks and if you succeed, the target takes 1d6 force damage, is knocked prone, and is pushed 10 feet away from you instead of the normal effects of a shove.
  Resistant (Damage) Type. Armor or Shield
  Cost. 4,500 gp
  Rune Points. 2
  Effect. While this armor or shield has power and is equipped, you have resistance to one type of damage from the following list: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.
  You may inscribe this rune multiple times. The second instance costs 9,000 gp.
 

Shining

Type. Melee or Ranged Weapon
  Cost. 1,800 gp
  Rune Points. 1
  Effect. While the weapon has power, it emits bright light in a 30 foot radius, and dim light for an additional 30 feet. On a successful hit, the character wielding it deals an extra 1d6 radiant damage. On a critical hit, the target is blinded until the end of their next turn.
  This rune plate cannot be combined with the vampiric rune plate.
 

Shocking

Type. Melee or Ranged Weapon
  Cost. 1,450 gp
  Rune Points. 1
  Effect. While the weapon has power, the character wielding it deals an extra 1d6 lightning damage on a successful hit. On a critical hit, a bolt of electrical energy leps from the target to a different creature of your choice that you can see within 10 feet of it, dealing 2d6 lightning damage.
  This rune plate cannot be combined with the flaming rune plate.
 

Slaying

Type. Melee or Ranged Weapon
  Cost. 6,500 gp
  Rune Points. 2
  Effect. When you hit a creature of a specific type with this weapon, it takes an extra 3d6 damage of the weapon’s type. The type is specified when the rune is crafted from the following list: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, monstrosity, ooze, plant, or undead.
 

Speed

Type. Melee Weapon
  Cost. 4,800 gp
  Rune Points. 2
  Effect. While the weapon has power, you can make one attack with it as a bonus action on each of your turns.
 

Spell Ward

Type. Armor or shield
  Cost. 27,750 gp
  Rune Points. 4
  Effect. While this armor or shield is powered, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.
 

Stall

Type. Melee or Ranged Weapon
  Cost. 11,250 gp
  Rune Points. 2
  Effect. When you hit a construct with this weapon while it has power, that creature takes an extra 2d10 force damage. On a critical hit against a construct, it is paralyzed for 1 minute. At the end of each of its turns, the target can make a DC 16 Wisdom saving throw to end the effect.
 

Steady

Type. Armor
  Cost. 1,800 gp
  Rune Points. 1
  Effect. If an effect moves you against your will along the ground while the armor has power, you can use your reaction to reduce the distance you are moved by up to 10 feet. In addition, you have advantage on saving throws that would result in you being knocked prone.
 

Throwing

Type. Melee Weapon
  Cost. 1,300 gp
  Rune Points. 1
  Effect. While the weapon has power, it has the thrown property with a normal range of 20 feet and a long range of 60 feet. In addition, immediately after you make a ranged attack with this weapon, the weapon flies back to your hand.
 

Thundering

Type. Melee or Ranged Weapon
  Cost. 1,750 gp
  Rune Points. 1
  Effect. While the weapon has power, the character wielding it deals an extra 1d6 thunder damage on a successful hit. On a critical hit, the target is knocked prone.
 

Vampiric

Type. Melee Weapon
  Cost. 1,800 gp
  Rune Points. 1
  Effect. While the weapon has power, the character wielding it deals an extra 1d6 necrotic damage on a successful hit. On a critical hit, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points.
  This rune plate cannot be combined with the shining rune plate.
 

Venomous

Type. Melee or Ranged Weapon
  Cost. 1,250 gp
  Rune Points. 1
  Effect. While the weapon has power, the character wielding it deals an extra 1d6 poison damage on a successful hit. On a critical hit, the target takes an additional 1d6 poison damage and is poisoned until the end of their next turn.
  This rune plate cannot be combined with the corrosive or flaming rune plates.
 

Vicious

Type. Melee or Ranged Weapon
  Cost. 500 gp
  Rune Points. 1
  Effect. While the weapon has power, you deal an extra 7 force damage on a critical hit.
Parent Technologies
Children Technologies
Inventor(s)
Ituzith the Silent

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