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A character's behavior does not always reflect his essence, yet a character who behaves in a way that directly conflicts with his essence is in constant battle within himself, with the results of this struggle affecting the character's actions.
A character's behavior does not always reflect his essence, yet a character who behaves in a way that directly conflicts with his essence is in constant battle within himself, with the results of this struggle affecting the character's actions.


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Below are just a few examples of concepts for creating a character's Essence and Behavior:
Abaixo estão apenas alguns exemplos de conceitos para criar a Essência e o Comportamento de um personagem:
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*Architect - Building something truly lasting is what drives you
*Arquiteto - Construir algo realmente duradouro é o que move você
*Bon vivant - Life is there to be lived in the best possible way
*Bom vivant - A vida está aí para ser vivida da melhor forma possível
*Chameleon - Adapting to any situation is the key and secret to everything
*Camaleão - Adaptar-se a qualquer situação é a chave e o segredo de tudo
*Conformist - Everything is always fine, you are able to see that clearly
*Conformista - Tudo está sempre bem, você é capaz de ver isso claramente
*Fanatic - Your cause is the most important thing in your life, or perhaps even the most important
*Fanático - Sua causa é a coisa mais importante da sua vida, ou talvez até mais importante
*Authoritarian - Your way is the right one, as long as others understand that
*Autoritário - A sua forma é a correta, basta que os outros entendam isso
*Cautious - The “how” to achieve is as important as the “achievement” itself
*Cauteloso - O “como” conseguir é tão importante quanto o “conseguir” em si
*Rebel - No one orders you around and you make your own rules
*Rebelde - Ninguém manda em você e suas regras é você quem faz
*Lonely - In the end, what matters is how you feel about things. *Competitor - Winning is always the most important thing
*Solitário - No fim das contas o que conta é como você se sente em relação às coisas.
*Scientist - Understanding the path to success is the most important thing
*Competidor - Vencer é sempre o mais importante
*Celebrant - Victory is meant to be celebrated or it has no value
*Cientista - Entender o caminho do sucesso é o mais importante
*Pedagogue - Teaching is important, passing on knowledge
*Celebrante - A vitória é feita para ser celebrada ou ela não tem valor
*Survivor - In the end, the important thing is to survive another day
*Pedagogo - Ensinar é importante, passar adiante o conhecimento
*Visionary - It's all part of something much bigger that is still in progress
*Sobrevivente - No fim das contas, o importante é sobreviver mais um dia
*Visionário - Tudo faz parte de algo muito maior que ainda está em andamento
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Each of these words can have different interpretations, for this reason, it is important that the Essence and Behavior of a character are always discussed with the master, so that he understands the motivations of this character and understands when an action is in accordance with this essence, or when this action is a shortcut that the character uses in a difficult situation.
Cada uma dessas palavras pode trazer diversas interpretações, por esse motivo, é importante que a Essência e o Comportamento de um personagem sempre seja conversados com o mestre, para que ele entenda as motivações desse personagem e entenda quando uma ação está de acordo com essa essência, ou quando essa ação é um atalho que o personagem recorre em uma dificuldade.
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===Adaptability===
===Adaptabilidade===
How important is faith in his divinity to a believer? How will he behave if he needs to deny his faith in order to survive? Will he succumb to it, causing damage to his essence, or will denying it in words have no meaning for him as long as he maintains his belief and can survive?
O quão importante é para um fiel a fé em sua divindade, como ele se comporta caso venha a precisar renegar sua fé para poder sobreviver? Ele irá sucumbir a isso, causando um dano em sua essência ou renegar em palavras para ele não tem significado desde que ele mantenha sua crença e possa sobreviver?
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Not all behavior holds true for a character; some essences may excel at adapting and adjusting to situations, while others may struggle to do so. While a more volatile essence may adapt more easily, this means that that essence will rarely result in Prowess points.  
Nem todo comportamento se mantém como uma regra para um personagem, algumas essências podem ser excelentes em se adaptar e se adequar a situações, enquanto outras podem sofrer para isso. Embora uma essência mais volátil possa se adaptar mais facilmente, isso significa que essa essência raramente resultará em pontos de Proeza.
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===Conflict and Transformation===
===Conflito e Transformação===
A character's Essence is a very important starting point for them to begin their adventure. Being true to their essence can be very important and lead to great challenges, but it is important to remember that characters are not a fixed and unchanging concept.  
A Essência de um personagem é um ponto importantíssimo de partida para que o mesmo comece a se aventurar. Ser fiel à sua essência pode ser importantíssimo e levar a grandes desafios, mas é importante lembrar que os personagens não são um conceito fixo e imutável.
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In many cases, a player can create a character with a conflicted Essence, such as a former assassin seeking redemption by swearing to never take another life, or even a soldier who was loyal to his army and believed in its ideals until he realized that these ideals were nothing more than a way to manipulate him into carrying out the most terrible acts.
Em diversos casos um jogador pode criar um personagem de Essência em conflito, como um ex assassino buscando redenção ao jurar não mais ceifar uma vida, ou mesmo um soldado que era fiel ao seu exército e acreditava nos deus ideais até perceber que esses ideias nada mais eram que uma forma de manipulá-lo para executar os mais terríveis atos.
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A character's path can be exactly the discovery of his true Essence, with his Behavior appearing to be his essence, while on the journey of self-discovery the character understands his essence and can change his behavior.  
O caminho de um personagem pode ser exatamente a descoberta de sua verdadeira Essência, com o Comportamento do mesmo parecendo ser sua essência, ao passo que na jornada da autodescoberta o personagem entenda sua essência e possa mudar seu comportamento.
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==Prowess==
==Proeza==
Prowess points are a way of encouraging characters to follow their Essence, making them characters with behavior consistent with their ideas and concepts, with them being able to change during a story, but not being flexible to the point that characters are just a collection of numbers.  
Os pontos de Proeza são uma forma de incentivar os personagens para que sigam sua Essência, fazendo com que sejam personagens com um comportamento condizente com suas ideias e conceitos, com os mesmos podendo mudar durante uma história, mas não sendo flexíveis a ponto dos personagens serem apenas um apanhado de números.
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All characters lose and receive 1 prowess point upon successfully completing a long rest, meaning that these points earned daily do not accumulate.
Todos os personagens perdem e recebem 1 ponto de proeza ao concluírem com sucesso um descanso longo, fazendo com que esses pontos ganhos diariamente não se acumulem.
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The maximum number of Prowess points a creature can accumulate is equal to its proficiency bonus.
O máximo de pontos de Proeza que uma criatura pode acumular é igual seu bônus de proficiência.
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===Receiving Prowess Points===
===Recebendo Pontos de Proeza===
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Prowess Points are earned by characters who are true to their essence, who achieve achievements by following these precepts, even in the face of adversity. When a character is true to their essence in their actions, they can receive Prowess point rewards based on these achievements.
Pontos de Proeza são recebidos por personagens que são fiéis a sua essência, que alcançam conquistas seguindo esses preceitos, mesmo às adversidades. Quando um personagem é fiel à sua essência em seus atos ele pode receber recompensas de pontos de proeza com base nesses feitos.
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*1 point - Achieving something by being true to your essence in a common situation
*1 ponto - Conquistando algo por ser fiel à sua essência em uma situação comum
*2 points - Achieving something by being true to your essence in an unfavorable situation
*2 pontos - Conquistando algo por ser fiel à sua essência em uma situação desfavorável
*3 points - Being able to transform an adverse situation by being true to your essence
*3 pontos - Conseguir transformar uma situação adversa sendo fiel à sua essência
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Spending a prowess point does not require an action, but can only be done when a character can act, whether through an action, reaction, or bonus action. Spending must always be declared before a roll is made and can only be done once per round, except in extreme cases.
Gastar um ponto de proeza não requer uma ação, mas só pode ser feito quando um personagem puder agir, seja através de uma ação, reação ou ação bônus. O gasto deve ser declarado sempre antes de uma rolagem e somente pode ser feito 1 vez por rodada, exceto em casos extremos.
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===Spending Prowess Points===
===Gastando Pontos de Proeza===
Below are some ways to spend Prowess points:
Abaixo estão algumas formas de se gastar pontos de Proeza:
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*1 point - Receive a +1 modifier on a roll
*1 ponto - Receber +1 de modificador em uma rolagem
*2 points - Roll a 20 on a non-combat roll
*2 pontos - Obter um 20 em uma jogada não relacionada a combate
*3 points - Receive advantage on a roll
*3 pontos - Receber vantagem em uma rolagem
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Each of the ways to consume these prowess points is at the GM's discretion, for example, the GM can deny an advantage or a modifier from being added to a roll for an act that goes against a character's Essence.
Cada uma das formas de consumir esses pontos de proeza estão a critério do mestre, por exemplo, o mestre pode negar que uma vantagem ou um modificador seja adicionado a uma rolagem de um ato que vá contra a Essência de um personagem.
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Edição atual tal como às 16h43min de 21 de setembro de 2024

This article complies with version 0.94 of Runarcana RPG

A character's essence is their most basic and internal characteristic. It reflects their nature and the starting point of that character in interacting with the world. Extremely linked to the concept of the character, the essence is the very guide of moral rules that a character follows.

A character's behavior does not always reflect his essence, yet a character who behaves in a way that directly conflicts with his essence is in constant battle within himself, with the results of this struggle affecting the character's actions.

Below are just a few examples of concepts for creating a character's Essence and Behavior:

  • Architect - Building something truly lasting is what drives you
  • Bon vivant - Life is there to be lived in the best possible way
  • Chameleon - Adapting to any situation is the key and secret to everything
  • Conformist - Everything is always fine, you are able to see that clearly
  • Fanatic - Your cause is the most important thing in your life, or perhaps even the most important
  • Authoritarian - Your way is the right one, as long as others understand that
  • Cautious - The “how” to achieve is as important as the “achievement” itself
  • Rebel - No one orders you around and you make your own rules
  • Lonely - In the end, what matters is how you feel about things. *Competitor - Winning is always the most important thing
  • Scientist - Understanding the path to success is the most important thing
  • Celebrant - Victory is meant to be celebrated or it has no value
  • Pedagogue - Teaching is important, passing on knowledge
  • Survivor - In the end, the important thing is to survive another day
  • Visionary - It's all part of something much bigger that is still in progress

Each of these words can have different interpretations, for this reason, it is important that the Essence and Behavior of a character are always discussed with the master, so that he understands the motivations of this character and understands when an action is in accordance with this essence, or when this action is a shortcut that the character uses in a difficult situation.

Adaptability

How important is faith in his divinity to a believer? How will he behave if he needs to deny his faith in order to survive? Will he succumb to it, causing damage to his essence, or will denying it in words have no meaning for him as long as he maintains his belief and can survive?

Not all behavior holds true for a character; some essences may excel at adapting and adjusting to situations, while others may struggle to do so. While a more volatile essence may adapt more easily, this means that that essence will rarely result in Prowess points.

Conflict and Transformation

A character's Essence is a very important starting point for them to begin their adventure. Being true to their essence can be very important and lead to great challenges, but it is important to remember that characters are not a fixed and unchanging concept.

In many cases, a player can create a character with a conflicted Essence, such as a former assassin seeking redemption by swearing to never take another life, or even a soldier who was loyal to his army and believed in its ideals until he realized that these ideals were nothing more than a way to manipulate him into carrying out the most terrible acts.

A character's path can be exactly the discovery of his true Essence, with his Behavior appearing to be his essence, while on the journey of self-discovery the character understands his essence and can change his behavior.

Prowess

Prowess points are a way of encouraging characters to follow their Essence, making them characters with behavior consistent with their ideas and concepts, with them being able to change during a story, but not being flexible to the point that characters are just a collection of numbers.

All characters lose and receive 1 prowess point upon successfully completing a long rest, meaning that these points earned daily do not accumulate.

The maximum number of Prowess points a creature can accumulate is equal to its proficiency bonus.

Receiving Prowess Points

Prowess Points are earned by characters who are true to their essence, who achieve achievements by following these precepts, even in the face of adversity. When a character is true to their essence in their actions, they can receive Prowess point rewards based on these achievements.

  • 1 point - Achieving something by being true to your essence in a common situation
  • 2 points - Achieving something by being true to your essence in an unfavorable situation
  • 3 points - Being able to transform an adverse situation by being true to your essence

Spending a prowess point does not require an action, but can only be done when a character can act, whether through an action, reaction, or bonus action. Spending must always be declared before a roll is made and can only be done once per round, except in extreme cases.

Spending Prowess Points

Below are some ways to spend Prowess points:

  • 1 point - Receive a +1 modifier on a roll
  • 2 points - Roll a 20 on a non-combat roll
  • 3 points - Receive advantage on a roll

Each of the ways to consume these prowess points is at the GM's discretion, for example, the GM can deny an advantage or a modifier from being added to a roll for an act that goes against a character's Essence.