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Runes

De Runarcana Wiki
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This Article is in accordance with the version 0.94 of Runarcana RPG

Runes
Level Rune
1 Runic Nature
2 -
3 Mastery
4 -
5 Mastery
6 -
7 -
8 Rune
9 -
10 Mastery
11 -
12 Mastery
13 -
14 -
15 Rune
16 -
17 Mastery
18 -
19 Mastery
20 -

One of the greatest powers of Runeterra are the Global Runes that can modify nations and have capabilities that the beings of Runeterra have not fully understood yet in all their contacts with them, which almost always ended up creating global catastrophes bringing the world close to destruction.

In Runarcana, these Global Runes play a huge role for characters as per the League of Legends story, but they also introduce a new layer by adapting in-game powers for your adventure table.

The Global Runes do not have concepts of good and evil, they are not intelligences but powers that can be used for any purpose. Although the contact with the Global Runes is not the target of this chapter, here we will talk about a characteristic provoked by them.

When starting an adventurous life, or even simply at some very important moment such as defending your life, defending loved ones or facing a dangerous threat, the Runic Pulse manifests itself innately even without the person having any connection with, proximity or even awareness of these Runes' existence.

This means that the power of the Global Runes affects every living thing on Runeterra, whether through the air they breathe, the nutrients they receive in their food, or just being out in the sunlight.

The reverberation of Runic Pulses travels across the entire planet and affects all living creatures, even creatures without any intelligence or artificially created beings.

About the Runes

Mechanically, Runes are divided into two categories, Runic Pulses and Runes. A Runic Pulse is an awakening of innate ability that acts persistently and often without control, adding effects to actions. Runes, on the other hand, are usually controllable manifestations that have a limited use described in the Runes themselves.

The Runes, in turn, have a second division, while the Runes are powers that develop naturally in any creature, the Runesences are capabilities linked to often external powers, but in some cases to some unique characteristics of a creature.

Choosing Runes

During character creation, you must choose a Runic Nature, which is formed through a Runic Pulse and a starting Rune, be it a Rune or a Runessence. A cada novo nível de personagem, você pode receber maestria para uma Runa ou acesso a novas Runas, conforme descrito na tabela de Runas.

Masteries

In addition to Rune powers, each Rune gains two masteries that express the character's chosen development in controlling their runic nature. When you earn a Mastery, you can choose between the two options presented in the Rune. When you get the second Mastery, you can choose between the two options once again.

Runessences

Most Runesences require some narrative situation to be chosen, such as pacts, access to Global Runes, connection to powers beyond magic and mundane, among other possibilities. Unlike Runes, a Runessence can only be chosen at character creation under the GM's approval. Through storytelling and discovering the world and Runic abilities, players are often exposed to new powers, entities, and even patrons. A truly powerful patron can refine someone's Runic Nature into a Runessence.

Rune Interaction

There are class features, Enhancements, Heritages, and even powerful magic items and artifacts that can enhance and modify the use of Runes. Other ways to awaken new paths and powers may exist, but as a rule, all the knowledge that exists on this subject is very rare and in many places the simple mention is enough to put your life at risk or just make those who mention them the target of complete ridicule.

WARNING!!!

Unless specified on the rune itself, Runic Powers are unaffected by critical hits.

Rune Activation

Each Rune has its own activation rules, this activation is mostly a conjugate effect, as described below. If there is no information on the Rune itself, only one can be activated per round, regardless of whether more than one condition arises for this, except for passive effects and lasting effects, as described below:

Joint Activation: Every activation of a rune is not defined in the Rune itself, this means that it must be used along with some type of action described in the Rune, such as an attack, action, bonus action, reaction, etc.

Passive Effect: Some Runes have passive components, they happen independently of your will, after the description of the conditions specified in the rune itself, starting in conjunction with your skills or those of third parties.

Lasting Effect: Some rune effects may have a persistent effect. For example, when activating the rune a creature hit will be Blinded for the next 2 rounds.

Each Rune has a number of uses described in the Rune itself, each use deducts one from the total, when it totals 0, you cannot use it again until you complete a full rest.

When a Rune declares an attack, you must use the Rune Attack Modifier to use it, rolling 1d20 and adding that modifier to the result, which must exceed the target's AC. As the Runes are a natural ability of each essence, both the Modifier and the DC of the same are defined based on the character level, which means that what must be considered is the character level and not the level of a class. Example: A Combatant 6, Arcane 4, has 10 character levels, so 10 is the number used for calculating Rune DC and Attack Modifier.

DC for your runes: 8 + your proficiency bonus + half your character level (minimum 1)

Rune Attack Modifier: your proficiency bonus + half your character level (minimum 1)