Rules Index | GM Screen | Player's Guide

Chapter 11: Crafting & Treasure / Runes

The Etching Process

Source Core Rulebook pg. 580 2.0
Etching a rune on an item follows the same process as using the Craft activity to make an item. You must have the formula for the rune, the item you’re adding the rune to must be in your possession throughout the etching process, and you must meet any special Craft Requirements of the rune. The rune has no effect until you complete the Craft activity. You can etch only one rune at a time.

Transferring Runes

Source Core Rulebook pg. 580 2.0
You can transfer runes between one item and another, including a runestone. This also uses the Craft activity. This lets you either move one rune from one item to another or swap a rune on one item with a rune on the other item. To swap, the runes must be of the same form (fundamental or property).

If an item can have two or more property runes, you decide which runes to swap and which to leave when transferring. If you attempt to transfer a rune to an item that can’t accept it, such as transferring a melee weapon rune to a ranged weapon, you get an automatic critical failure on your Crafting check. If you transfer a potency rune, you might end up with property runes on an item that can’t benefit from them. These property runes go dormant until transferred to an item with the necessary potency rune or until you etch the appropriate potency rune on the item bearing them.

The DC of the Crafting check to transfer a rune is determined by the item level of the rune being transferred, and the Price of the transfer is 10% of the rune’s Price, unless transferring from a runestone, which is free. If you’re swapping, use the higher level and higher Price between the two runes to determine these values. It takes 1 day (instead of the 4 days usually needed to Craft) to transfer a rune or swap a pair of runes, and you can continue to work over additional days to get a discount, as usual with Craft.