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Criou página com 'More than following the formulas presented here, the focus is to stimulate creativity and fun, in favor of the fun of surprising the players while the master himself also has fun.'
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Criou página com 'The construction of items such as houses, weapons, and armor depends on specific materials, which vary from region to region. While some materials can be created by magic, most are collected from the local wild. Trade between different regions helps to make up for the lack of resources, ensuring the production of essential items for various purposes.'
 
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More than following the formulas presented here, the focus is to stimulate creativity and fun, in favor of the fun of surprising the players while the master himself also has fun.
More than following the formulas presented here, the focus is to stimulate creativity and fun, in favor of the fun of surprising the players while the master himself also has fun.


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*Cap. 13: [[Conduzindo o Jogo/en| Running the Game]]
*Cap. 13: [[Conduzindo o Jogo| Conduzindo o Jogo]]
Under construction
Em construção
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*[[Objetos/en|Objects]]
*[[Objetos]]
Here you'll find rules for interacting with and destroying objects, from doors to chairs, taking into account factors such as time and tools required. Assigning hit points, resistances, and vulnerabilities helps represent the level of challenge in damaging different items.
Aqui você encontra regras para interagir e destruir objetos, desde portas até cadeiras, considerando fatores como tempo e ferramentas necessárias. Atribuir pontos de vida, resistências e vulnerabilidades ajuda a representar o nível de desafio em avariar diferentes itens.
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*[[Obtendo Recursos/en|Gathering Resources]]
*[[Obtendo Recursos]]
Rules for integrating resource gathering as an essential part of the narrative, whether as an end goal or as important steps in the story.
Regras para integrar a obtenção de recursos como parte essencial da narrativa, seja como objetivo final ou como etapas importantes na história.
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*[[Armadilhas/en|Traps]]
*[[Armadilhas]]
Traps can appear anywhere and pose deadly threats to adventurers, from hidden blades to strangling vines to magical devices.
Armadilhas podem surgir em qualquer lugar e representam ameaças mortais aos aventureiros, desde lâminas ocultas, passando por vinhas estranguladoras e até dispositivos mágicos.
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*[[Doenças/en|Diseases]]
*[[Doenças]]
Diseases can serve as powerful storytelling elements, from mild outbreaks that drain resources to devastating epidemics that drive full-fledged adventures in search of cures and containment.
Doenças podem servir como elementos narrativos potentes, desde surtos leves que drenam recursos até epidemias devastadoras que impulsionam aventuras completas em busca de cura e contenção.
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*[[Venenos/en|Poisons]]
*[[Venenos]]
Poisons, due to their insidious and lethal nature, are often banned in most civilized societies. However, they remain a feared and widely used tool of assassins, mercenaries, and other evil entities.
Venenos, devido à sua natureza traiçoeira e letal, são frequentemente proibidos nas sociedades mais civilizadas. Contudo, permanecem uma ferramenta temida e amplamente utilizada por assassinos, mercenários e outras entidades malignas.
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*[[Loucura/en|Madness]]
*[[Loucura]]
The life of an adventurer involves dangers that challenge not only physical endurance, but also sanity. In campaigns with a dark or horror theme, madness can be a consequence of the characters' terrible experiences, highlighting the psychological weight of the threats they face.
A vida de um aventureiro envolve perigos que desafiam não apenas a resistência física, mas também a sanidade. Em campanhas de tema sombrio ou de horror, a loucura pode ser uma consequência das experiências terríveis vividas pelos personagens, ressaltando o peso psicológico das ameaças que enfrentam.
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*Chap. 14: [[Recompensas/en| Rewards]]
*Cap. 14: [[Recompensas| Recompensas]]
Treasures and rewards are an essential incentive in adventures, and can come in many forms, such as hidden riches, rare magical items, or even new connections and information within the story.
Tesouros e recompensas são um incentivo essencial nas aventuras, podendo surgir de diversas formas, como riquezas ocultas, itens mágicos raros ou até mesmo novas conexões e informações dentro da história
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*[[Tipos de Recompensas/en|Types of Rewards]]
*[[Tipos de Recompensas]]
The treasures an adventurer can find range from riches in coins to valuable art, offering both currency and utility for future journeys. Here are examples of the most common types of rewards, enriching the gameplay experience and strengthening the characters.
Os tesouros que um aventureiro pode encontrar vão desde riquezas em moedas até arte valiosa, oferecendo tanto moedas quanto utilidade para futuras jornadas. Aqui, você encontra exemplos dos tipos de recompensas mais comuns, enriquecendo a experiência de jogo e fortalecendo os personagens.
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*[[Itens Mágicos/en|Magic Items]]
*[[Itens Mágicos]]
Magic items are plentiful and varied, carrying unique abilities that can influence the environment and characters around them.  
Itens mágicos são abundantes e variados, carregando habilidades únicas que podem influenciar o ambiente e os personagens ao seu redor.
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*[[Itens Mágicos Inteligentes/en|Sentient Magic Items]]
*[[Itens Mágicos Inteligentes]]
Sentient Magic Items have personalities and can act autonomously. Their behavior depends on their relationship with the wielder, and they can either be allies or create obstacles. When treated well, the active properties of the item function normally, but if the relationship is strained, the item can turn these properties against the wielder.
Itens mágicos inteligentes possuem personalidade e podem agir de forma autônoma. Seu comportamento depende do relacionamento com o portador, podendo ser aliados ou criar obstáculos. Quando bem tratados, as propriedades ativas do item funcionam normalmente, mas se o relacionamento for tenso, o item pode reverter essas propriedades contra o portador.
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*[[Armas Darkin/en|Darkin Weapons]]
*[[Armas Darkin]]
Darkin Weapons are magical artifacts that contain the essence of ancient, corrupted Shuriman champions. These powerful beings have been imprisoned within their weapons, and their use must be exercised with caution due to the great power they possess.
As Armas Darkin são artefatos mágicos que contêm a essência de antigos campeões shurimanes corrompidos. Esses poderosos seres foram aprisionados em suas armas, e seu uso deve ser cauteloso devido ao grande poder que possuem.
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*[[Artefatos/en|Artifacts]]
*[[Artefatos]]
Artifacts are powerful magical items with unique and meaningful origins. Their inclusion in a campaign can alter the balance of the game and therefore require preparation by the GM. They are rarely encountered by chance, and can be a central objective or appear unexpectedly.
Artefatos são itens mágicos poderosos com origens únicas e significativas. Sua inclusão em uma campanha pode alterar o balanceamento do jogo e, por isso, exige preparação do Mestre. Eles raramente são encontrados casualmente, podendo ser um objetivo central ou surgir de maneira inesperada.
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*[[Membros Prostéticos/en|Prosthetic Limbs]]
*[[Membros Prostéticos]]
The loss of a limb can lead to a new journey in search of a replacement. Prosthetic limbs, created through magic or technology, can offer advantages over natural ones, but vary in acceptance and cost. Their origin and the cost to acquire them can be important parts of the character's story and adventure.
A perda de um membro pode levar a uma nova jornada em busca de um substituto. Membros prostéticos, criados com magia ou tecnologia, podem oferecer vantagens sobre os naturais, mas variam em aceitação e custo. Sua origem e o preço para adquiri-los podem ser partes importantes da história e da aventura do personagem.
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*[[Materiais/en|Materials]]
*[[Materiais]]
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The construction of items such as houses, weapons, and armor depends on specific materials, which vary from region to region. While some materials can be created by magic, most are collected from the local wild. Trade between different regions helps to make up for the lack of resources, ensuring the production of essential items for various purposes.
A construção de itens como casas, armas e armaduras depende de materiais específicos, que variam conforme a região. Embora alguns materiais possam ser criados por magia, a maioria é coletada da natureza local. O comércio entre diferentes regiões ajuda a suprir a falta de recursos, garantindo a produção de itens essenciais para diversas finalidades.
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Edição atual tal como às 16h34min de 16 de novembro de 2024

This article complies with version 0.95 of Runarcana RPG

GMing is an art that goes beyond the rules: this chapter offers content to guide GMs in creating engaging adventures on themes such as traps, rewards and special items.

Here you will find a foundation to bring your ideas and content to life, a foundation that aims to help both novice and experienced GMs to build unique experiences.

More than following the formulas presented here, the focus is to stimulate creativity and fun, in favor of the fun of surprising the players while the master himself also has fun.

Under construction

Here you'll find rules for interacting with and destroying objects, from doors to chairs, taking into account factors such as time and tools required. Assigning hit points, resistances, and vulnerabilities helps represent the level of challenge in damaging different items.

Rules for integrating resource gathering as an essential part of the narrative, whether as an end goal or as important steps in the story.

Traps can appear anywhere and pose deadly threats to adventurers, from hidden blades to strangling vines to magical devices.

Diseases can serve as powerful storytelling elements, from mild outbreaks that drain resources to devastating epidemics that drive full-fledged adventures in search of cures and containment.

Poisons, due to their insidious and lethal nature, are often banned in most civilized societies. However, they remain a feared and widely used tool of assassins, mercenaries, and other evil entities.

The life of an adventurer involves dangers that challenge not only physical endurance, but also sanity. In campaigns with a dark or horror theme, madness can be a consequence of the characters' terrible experiences, highlighting the psychological weight of the threats they face.

Treasures and rewards are an essential incentive in adventures, and can come in many forms, such as hidden riches, rare magical items, or even new connections and information within the story.

The treasures an adventurer can find range from riches in coins to valuable art, offering both currency and utility for future journeys. Here are examples of the most common types of rewards, enriching the gameplay experience and strengthening the characters.

Magic items are plentiful and varied, carrying unique abilities that can influence the environment and characters around them.

Sentient Magic Items have personalities and can act autonomously. Their behavior depends on their relationship with the wielder, and they can either be allies or create obstacles. When treated well, the active properties of the item function normally, but if the relationship is strained, the item can turn these properties against the wielder.

Darkin Weapons are magical artifacts that contain the essence of ancient, corrupted Shuriman champions. These powerful beings have been imprisoned within their weapons, and their use must be exercised with caution due to the great power they possess.

Artifacts are powerful magical items with unique and meaningful origins. Their inclusion in a campaign can alter the balance of the game and therefore require preparation by the GM. They are rarely encountered by chance, and can be a central objective or appear unexpectedly.

The loss of a limb can lead to a new journey in search of a replacement. Prosthetic limbs, created through magic or technology, can offer advantages over natural ones, but vary in acceptance and cost. Their origin and the cost to acquire them can be important parts of the character's story and adventure.

The construction of items such as houses, weapons, and armor depends on specific materials, which vary from region to region. While some materials can be created by magic, most are collected from the local wild. Trade between different regions helps to make up for the lack of resources, ensuring the production of essential items for various purposes.