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Runic Pulses

De Runarcana Wiki
Esta página é uma versão traduzida da página Pulsos Rúnicos. Sua tradução está 100% completa.
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This Article is in accordance with the version 0.94 of Runarcana RPG

Pulse Dice
Proficiency Base Pulse
2 d4 1d4
3 d6 1d6
4 d8 2d4
5 d10 2d6
6 d12 3d4

The Runic Pulse is a natural tune that reverberates in every adventurer. This pulse is a manifestation that develops in each being, being shaped by their actions, decisions and way of acting. Each of the Pulses is like a pillar that structures a foundation of personality far beyond magic.

During character creation, choose one of the 5 runic pulses below:

  1. Emerald: Also called Sentinel's Pulse, to preserve, provides damage reduction
  2. Ruby: Also called Conqueror's Pulse, to fight, provides damage amplification
  3. Diamond: Also called Protector's Pulse, to heal, provides healing amplification
  4. Amethyst: Also called Vampiric Pulse, to sustain, provides resource recovery
  5. Sapphire: Also called Twilight Pulse, for versatility, provides adaptive usage
Damage Types
Type
Acid
Bludgeoning
Cold
Dark
Fire
Force
Lightning
Necrotic
Piercing
Poison
Psychic
Radiant
Slashing
Thunder

Emerald Pulse

When choosing Emerald Pulse, you must choose physical damage and elemental damage from the damage types on the Damage Types table. After a long rest, you can roll your Pulse dice. Until your next long rest, the result of those dice will be your damage reduction of the types chosen when you chose this Pulse. Upon reaching 9th level, you can choose one new elemental damage type, and again at 17th level, you can choose a third elemental damage. Starting at level 11, this reduction also applies to magic damage of the chosen types.

Example: At 1st level, you choose fire damage reduction, as your proficiency is 2, you have 1d4 Pulse. After taking a long rest, you roll 1d4, getting a 3. Until your next long rest, whenever you take fire damage, you remove 3 from the total damage taken. That way, when you receive an attack that does 7 fire damage, you only take 4 fire damage.

Ruby Pulse

When choosing the Ruby Pulse, you must choose one of the damage types on the Damage Types table. After a long rest, you can roll your Pulse dice. Until your next long rest, the result of these dice will be added to your damage when you deal the same type of damage. The critical hits multiplier is applied to this additional value. Upon reaching level 11, this amplification also applies to magic damage of the same type.

Example: At 1st level, you choose amplification of slashing damage, as your proficiency is 2, you have 1d4 Pulse. After taking a long rest, you roll 1d4, getting a 3. Until your next long rest, whenever you deal slashing damage, you add 3 to the total damage dealt. If it's a critical hit, the critical damage multiplier is also applied to the boost, so at a crit multiplier of X2, the damage dealt becomes 6 for that attack.

Diamond Pulse

After a long rest, you can roll your Pulse dice, until you take another long rest, the value gained on your Pulse dice is added to all healing you do or receive.

Example: No 1º level, você escolhe amplificação de cura, as your proficiency is 2, you have 1d4 Pulse. After taking a long rest, you roll 1d4, getting a 3. Until your next long rest, whenever you receive healing or heal someone else, you add that amount to your total healing. When you use the healing word spell on a target, getting 6 as the amount of life points to heal on that target, this cure receives your Pulse as a bonus, totaling 9 hit points. If the target also has Healing Amplification, it adds the value of its own Pulse to the total healed, so if that target has a Pulse of 3 as well, the total healing done will be 12.

Amethyst Pulse

When choosing this pulse, you must choose between Hit Points, Mana or Ki. When you kill a target with CR up to 3 levels below your level, you recover points of the chosen resource. If you choose Mana or Ki, when using an attack that consumes one of these two resources, the gain cannot be greater than the one used for the attack:

  • Life: Pulse Dice + your Proficiency bonus as Hit Points
  • Mana: Pulse Dice + half of your Proficiency bonus as Mana Points
  • Ki: Half of your Pulse Dice + half of your Proficiency bonus as Ki points

Example: At 1st level, you choose the Amethyst Pulse of Life. When you kill a target in combat, you regain your Pulse dice + your Proficiency bonus in Hit Points. If you had chosen Amethyst Pulse of Mana, you would regain your Pulse Dice + half of your Proficiency bonus in Mana Points or, if you chose Ki, half of your Pulse Dice + half of your Proficiency bonus in Ki points.

Sapphire Pulse

After a long rest, you can roll your Pulse dice, until you take another long rest, the value rolled on your Pulse dice becomes your Pulse points. You can deduct any number of Pulse points at any time to add that same amount to your dice roll result or decrease an enemy’s dice roll. You can use these points to amplify your damage or reduce damage taken, each Pulse point spent amplifies or decreases damage by an amount equal to your Proficiency bonus. You cannot use these points for rolls made if you are surprised, but you can use them to reduce the amount of damage done.

Example: At 1st level, you choose Versatility, as your proficiency is 2, you have 1d4 Pulse. After taking a long rest, you roll 1d4, getting a 3, thus having 3 Pulse points. During combat, you roll a 1d20 to attack a target by rolling a 9 on the dice. Before knowing whether or not the attack succeeds, you can choose to spend 2 Pulse points to turn that 9 into an 11. Alternatively, when being attacked by a creature, you can declare that you are spending 2 points of Pulse, to reduce that value from the creature's hit roll or even, when receiving the attack, use those 2 points to reduce the damage received by 4 points