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==Activation of Runes== | |||
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: | |||
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Edição das 17h23min de 12 de fevereiro de 2023
Runes | |
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Level | Rune |
1 | Natureza Rúnica |
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 Rune 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 Runes
Mechanically, Runes are divided into two categories, Rune Pulses and Runes. A Rune 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.
Mastery
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.
runessencias
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.
Runes' 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.
Activation of Runes
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:
Ativação Conjunta: Toda ativação de uma runa não é definida na própria Runa, , isso significa que ela deve ser utilizada junto a algum tipo de ação descrita na Runa, como um ataque, ação, ação bônus, reação, etc.
Efeito Passivo: Algumas Runas possuem componentes passivos, eles acontecem independente de sua vontade, após a descrição das condições especificadas na própria runa, partindo em conjunto a suas habilidades ou de terceiros.
Efeito Duradouro: Alguns efeitos das runas podem possuir um efeito persistente. Por exemplo, ao ativar a runa pelas próximas 2 rodadas uma criatura atingida estará Cega.
Cada Runa possui uma quantidade de usos descrita na própria Runa, a cada uso se desconta um do total, ao totalizar 0, você não pode usá-la mais até completar um descanso pleno.
Quando uma Runa declara um ataque, você deve utilizar o Modificador de Ataque de Runas para utilizá-la, jogando 1d20 e adicionando esse modificador ao resultado, que deve ultrapassar a CA do alvo em questão. Como as Runas são uma capacidade natural de cada essência, tanto o Modificador quanto a CD das mesmas são definidos com base no nível de personagem, o que significa que o que deve ser considerado é o nível de personagem e não o nível de uma classe. Exemplo: Um Combatente 6, Arcano 4, possui 10 níveis de personagem, portanto 10 é o número usado para o cálculo de CD de Runas e Modificador de Ataque.
Modificador de ataque de runas: seu bônus de proficiência + metade do seu nível de personagem (mínimo de 1)