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Vastaya/en: mudanças entre as edições
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''Speed.'' Your base walking speed is 35 feet. | ''Speed.'' Your base walking speed is 35 feet. | ||
''Size.'' The Fauhwoon are naturally between 1.4 and 1.7 meters. You can choose between the Small, Medium and Large sizes. | |||
''Size.'' The Fauhwoon are naturally between 1.4 and 1.7 meters. | |||
''Natural Protectors.'' Fauhwoon are closely linked to protecting something or someone and end up holding back when in combat to prioritize protection. Therefore, whenever you heal or otherwise protect an ally using an action or a bonus action, your next attack's damage increases by one on the scale and deals your proficiency bonus as additional damage, since you know that ally will be safe for a while. | ''Natural Protectors.'' Fauhwoon are closely linked to protecting something or someone and end up holding back when in combat to prioritize protection. Therefore, whenever you heal or otherwise protect an ally using an action or a bonus action, your next attack's damage increases by one on the scale and deals your proficiency bonus as additional damage, since you know that ally will be safe for a while. | ||
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''Speed.'' Your base walking speed is 30 feet and you have a climbing speed of 20 feet. | ''Speed.'' Your base walking speed is 30 feet and you have a climbing speed of 20 feet. | ||
''Size.'' The Ottrani are naturally between 1.2 and 1.7 meters. You can choose between the Small, Medium and Large sizes. | |||
''Size.'' The Ottrani are naturally between 1.2 and 1.7 meters. | |||
''Selfsacrifice.'' The Ottrani see the need to help other creatures, even if it costs part of their physical integrity. Using an action, you can heal a creature within 30 feet of you by spending a Hit Dice, in doing so you take half the amount healed as damage to yourself (this damage cannot be reduced or mitigated). You can spend an amount of dice equal to half your character level per Full Rest. That is, if you are level 9, you can use 4 Hit Dice for this trait per full rest. | ''Selfsacrifice.'' The Ottrani see the need to help other creatures, even if it costs part of their physical integrity. Using an action, you can heal a creature within 30 feet of you by spending a Hit Dice, in doing so you take half the amount healed as damage to yourself (this damage cannot be reduced or mitigated). You can spend an amount of dice equal to half your character level per Full Rest. That is, if you are level 9, you can use 4 Hit Dice for this trait per full rest. | ||
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Speed. Your base walking speed is 35 feet. | Speed. Your base walking speed is 35 feet. | ||
''Size.'' The Kiilash are naturally between 1.6 and 2.2 meters. You can choose between the Small, Medium and Large sizes. | |||
''Size.'' The Kiilash are naturally between 1.6 and 2.2 meters. | |||
''Natural Predator.'' You have powerful claws and fangs, being proficient with both. Your claws deal 1d6 + your proficiency bonus + your Dexterity or Strength modifier of slashing damage, and your Bite deals 2d4 + your proficiency bonus + your Strength modifier of piercing damage. | ''Natural Predator.'' You have powerful claws and fangs, being proficient with both. Your claws deal 1d6 + your proficiency bonus + your Dexterity or Strength modifier of slashing damage, and your Bite deals 2d4 + your proficiency bonus + your Strength modifier of piercing damage. | ||
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''Speed.'' Your base walking speed is 30 feet. | ''Speed.'' Your base walking speed is 30 feet. | ||
''Size.'' The Lhotlan are naturally between 1.4 and 1.8 meters. You can choose between the Small, Medium and Large sizes. | |||
''Size.'' The Lhotlan are naturally between 1.4 and 1.8 meters. | |||
''Vastaya Leap.'' When you make a ranged jump, the range becomes 3 times your Strength score and you don't need to move beforehand. Besides that, when performing high jumps, you can jump up to 3 + twice your Strength modifier (minimum 1) feet high. | ''Vastaya Leap.'' When you make a ranged jump, the range becomes 3 times your Strength score and you don't need to move beforehand. Besides that, when performing high jumps, you can jump up to 3 + twice your Strength modifier (minimum 1) feet high. |
Edição das 19h21min de 21 de fevereiro de 2023
“Were I to hypothesize about the origins of these beings – and being a learned gentleman of the physical sciences, I consider myself more than qualified to do so – I would theorize that the vastaya are not an individual species, but a taxonomic classification more on par with a larger order, or a phylum.”
- Eduard Santangelo,
Fiel Journal
Vastaya are chimerical creatures of Runeterra whose bloodline is composed of human blood and the spirit magic of a pre-human race. From the ferocious and brutal power of Rengar to the foxlike charm of Ahri, the Vastaya can be considerably different from one another, but they all share animal and human traits.
Origin
The origins of the Vastaya began long ago in an isolated corner of Ionia, where a group of humans fled to escape the horrors of the Great Void War. There, these refugees began to live with a tribe of intelligent shapeshifting creatures who were very attuned to the natural magic of the world. These spirituaç creatures, known as Vastayashai'rei, welcomed the human refugees and in time gave rise to what the inhabitants of Runeterra know as the Vastaya - a generic classification for any kind of chimerical creature. Over time, the various branches began to settle in various regions and, naturally, adopted different forms - simian, avian and even pisceous - according to the creature that reflected their most striking characteristics.
In addition to the mixture of human and animal forms, the Vastaya are characterized by living a long time. Some are known to have lived for thousands of years, while others claim to be immortal.
Over time, the Vastaya bloodline spread across Runeterra and an interesting genetic aberration occurred: some humans with little Vastayese heritage have acquired the ability to shapeshift. From the freezing Freljord to the dark forests of Runeterra, these shapeshifters can't maintain their animalistic forms for long, but they're still able to harness some of their ancient magic and change shape.
Appearance
Vastaya are dysmorphic humanoids due to their various shapes and sizes. Their animal characteristics vary according to where they have adapted and their tribe. However even with the distinctions between the land, air and sea tribes, there are three types of Vastaya:
Animalitic: Vastaya that resemble other animals but are bipedal or bear some human trait.
Anthropomorphic: Vastaya who look quite human-like, especially in their faces, but carry animalistic traits, for example: fox or feline ears, tail or even feathers.
Shapeshifters: Retains the appearance of humans or animals, but can change shapes.
Each type of Vastaya differs from the others in appearance and abilities, but all are in tune with the natural magic of Runeterra.
Sho’Ma
The Sho'ma is the spiritual part that inhabits all beings and elements, even material beings, whether they are humans, beasts, plants or even stones and rocks. The Vastaya are creatures with a very strong spiritual connection, which gives them access to the Sho'Ma, although knowledge of this has been lost among most tribes, with the only one we know of that has maintained this tradition being the Oovi- Kat.
This feature allows them the ability to change visual aspects of their form, however all the Vastaya have a common pattern related to their tribe and personality. This pattern is an internalized form that remains in the unconscious.
Changing this form is possible in regions with spiritual magic flow, however the further away from their default form they get, the more difficult it is to maintain the different form.
In regions with a lot of magic, they can change their appearance quickly. Smaller and simpler traits are more stable, while more complicated traits are difficult to maintain.
Vastaya's proximity to its ancestor Vastayashai'rei makes this shapeshifting easier, or more difficult, in combination with the flow of spiritual magic from the location.
Some tribes naturally possess claws and fangs, but can utilize the Sho'Ma to approximate human form. Others are closer to human in appearance and can use the Sho'Ma to add some kind of natural weapon. The closer you are to a beast, the more difficult it is to interact with humans or the possibility of causing you greater discomfort depending on your tribe.
However, for some tribes, becoming closer to humans will make you uncomfortable, but will make your interactions with them easier. The bigger the change you make, the harder it will be to make and maintain it.
In some tribes, the Sho'Ma ended up being developed in a different way, not so linked to the understanding of one's own essence, but to the spiritual essence in general.
As previously mentioned, Sho'Ma is a cultural characteristic common to the Vastaya, but the concept itself ended up being forgotten by most tribes, leaving only the Oovi'kat to maintain this tradition, which perhaps has to do with their chameleonic nature.
Vastaya Origin Traits
Attributes: You can add 2 points to an attribute and 1 to a second attribute.
Heritage: You have 2 Origin Heritage points,see Chapter 5: Customization - Heritages for the list of Heritages available. You gain 1 Origin Heritage point at level 5, 9, 13 and 17.
Age. OVastaya live much longer than Humans, with some claiming to be over five hundred years old and others reaching over a thousand. Rumor has it that they are immortal.
Language. Each Vastaya can speak the language of their own tribe.
Size. In general, Vastaya have a similar height and weight to Humans, with notable exceptions. You can choose between the sizes Small, Medium and Large.
Speed. Your base walking speed is 30 feet.
Past. Choose a Past. See Chapter 4: Detailing - Pasts for the list of Pasts available.
Region. You have 1 Region Heritage point and 1 language from that region, you must choose your Region which will define where you grew up and much of how you see the world. You can see more about this in Chapter 11: Runeterra.
Shapeshifters. Although Vastaya are generally shapeshifters, control of this form is not the same for all of them. A Vastaya can change aspects of its form such as eye color, whether it has hair or feathers, and other minor aspects using a bonus action and making a DC 15 Transformation roll.
Magic Connection. Vastaya are naturally attuned to the magic flowing in a region, receiving effects based on the location's magic level:
Magic Conexion | |
---|---|
Magic Level | Effect |
Null | Vastaya feel every second in those places like a stab to their soul. In addition to the zone effects of Weak Magic, they are unable to change their form, and each hour they remain in a Null Magic region, Vastaya must make a DC 5 Constitution saving throw, for each hour they remain in that region and for on each failure, the DC increases by +5 to a maximum of 20. With each failure, the Vastaya gains 1 level of exhaustion. Mana users can channel mana to a Vastaya to recover these levels of exhaustion, requiring the expense of 5 mana points to remove a level of exhaustion, however, while in this area the Vastaya must make the saving throw every hour. |
Weak | The Vastaya feel uncomfortable in these regions, not being able to obtain or use Inspiration and making Transformation rolls at a disadvantage. |
Average | These are the most common places where Vastaya are found, in these places Vastaya do not receive any positive or negative effects. |
Strong | Usually these places are sacred, where the Vastaya feel much more motivated. While in a region of Strong Mana, Vastaya can, once per round, reroll a roll choosing between the two outcomes. This reroll can be made a number of times equal to your proficiency bonus per full rest. |
High | These places have magic flowing so intensely that Vastayas feel intoxicated by magic, which can bring out very different aspects of their personality. While in a High Magic region, in addition to Strong Magic Zone effects, Vastaya heal 1 hit point per minute and make any Transformation rolls with advantage. |
Lineages. You must choose one of the following tribes:
Tribes
Although they are plural in their characteristics, the Vastaya end up organizing themselves into tribes that, given their location, end up sharing similar characteristics.
Oovi-Kat
The Oovi-kat are a tribe unknown to humans but common knowledge to other Vastaya tribes, reputed to be the closest tribe to the Vastaya ancestors, the Vastayashai'rei.
The only known member of the Oovi-Kat tribe is champion Neeko, the curious chameleon.
- Male Oovi-Kat Names: ?
- Female Oovi-Kat Names: Neeko
Speed. Your base walking speed is 35 feet.
Size. Oovi-kat are naturally between 1.2 and 1.6 meters. You can choose between the Small, Medium and Large sizes.
Master of Sho’ma. Oovi-Kat have a special way of communicating, they sense the spiritual essence of a being, the Sho'ma. They can use their Metamorphosis to transform into a different being, feel their emotions and glimpse part of their recent memories. Transforming into another creature requires 1 minute of observation, to feel its emotions and have a glimpse of its recent memories requires observation for at least 5 minutes. These recent memories are sensations and images about what happened in the last 2 hours, before the Oovi-kat tried to understand your memories. When in another form, the Oovi'Kat retains all of their characteristics.
Clone of Sho’ma. An Oovi-Kat can use its Sho'ma as a bonus action to create a duplicate of itself or a creature that is disguised. This clone lasts until the end of your next turn and moves as far as it can in a direction you choose. An enemy must make a Perception or Arcana check of DC 8 + your proficiency bonus + your Charisma modifier to know which one is the real one. If attacked, the clone disappears. You can do this a number of times equal to your proficiency bonus per full rest.
Language. You can speak the ancient Vastayashai'rei language. In addition to being able to use your Sho'ma to learn other languages more easily, you have +2 additional common languages or 1 exotic language.
Marai
The Marai Sirenians are a Vastaya tribe who live under the ocean west of Mount Targon. Accustomed to life underwater, they can breathe both underwater and on the surface. Their appearance is usually similar to a merrow, having scales all over their body, with the lower part of it being a tail similar to that of an aquatic mammal, while its upper part is more humanoid, and may have fins or gills. The colors of a Marai can vary between them.
The best-known member of the Marai tribe is champion Nami, the Tidecaller.
- Marai Male Names: Agrata, Aquis, Avris, Bornet, Ceimu, Drake, Korma, Latus, Leomaris, Midus, Morgan, Namor, Nido, Orman, Pvorsa, Salas, Sedor, Talrand, Typhon, Wiggus.
- Marai Female Names: Anosa, Ariel, Atlise, Cordula, Corselle, Halimeda, Iren, Katara, Kella, Kilmie, Korra, Marilla, Morea.
Speed. Marai naturally have tails to increase and facilitate their movement through the water, having a swimming speed of 50 feet in water. While on land they adapt their lower body to legs to move more easily although they lose some of their speed. On land your base walking speed is 25 feet.
Size. The Marai naturally have a tail that makes their length between 1.9 and 2.7 meters. When assuming legs, their height can vary between 1.4 and 2 meters. You can choose between the Small, Medium and Large sizes.
Amphibian. Marai can breathe both on land and in water and naturally have tails to improve and facilitate their movement in water, having a swimming speed of 50 feet in water. While on land, they adapt their lower body to legs to move more easily. Besides that, combat underwater does not inflict movement penalties or disadvantages on you. While underwater they also see in dim light up to 60 feet as if it were bright light and in the dark as if it were dim light, not discerning colors in the dark, only shades of gray.
Sonar. The Marai communicate below great depths through sonar. Those same sonars can be used as a weapon on land. Using an action, you can deliver a 15-foot cone a number of times equal to your proficiency bonus per full rest. All creatures within range must make a Constitution saving throw with DC 8 + your proficiency bonus + your Constitution modifier. On a failure, an affected creature takes 1d4 + proficiency bonus + Constitution modifier thunder damage. Deaf creatures have advantage on this saving throw.
Shimon
The Shimon are a tribe of Vastaya from Ionia with the animalistic appearance of apes. Smart, agile and cunning, they can stealthily play tricks on any unsuspecting person.
The most well-known member of the Shimon is Wukong, The Monkey King.
- Shimon Male Names: An, Ang, Chen, Chi, Fai, Jiang, Jun, Lian, Long, Meng, On, Shan, Shui, Son, Wen
- Shimon Female Names: Bai, Chao, Chichi, Jia, Lei, Mei, Qiao, Shui
Speed. Your base walking speed is 30 feet.
Size. The Shimon are naturally between 1.4 and 1.8 meters. You can choose between the Small, Medium and Large sizes.
Unbounded. Shimon are always outdoing themselves. You can reroll a failed Strength, Dexterity or Constitution check a number of times equal to your proficiency bonus per full rest, and you gain proficiency with one Skill and one Craft of your choice.
Simian Fury. Your unarmed attacks have their damage increased by one category, in addition, you can double your melee attack's damage modifier a total of times equal to twice your proficiency bonus per full rest.
Fauhwoon
The Fauhwoon are slightly common beings in Ionia, like the other Vastaya, the Fauhwoon have a strong connection to natural magic. In addition, they are lovers of the arts, loving music and dancing. The lower part of their bodies are the legs of a doe and the upper part is human, having large horns that come out of their heads.
- Fauhwoon Male Names: Straiv, Traam, Qiem, Cris, Sep, Qoc, Xor, Dhif, Xaic
- Fauhwoon Female Names: Givia, Sneza, Ciemea, Faasy, Clema, Dhaxe, Teonime, Kosae, Geesea
Speed. Your base walking speed is 35 feet.
Size. The Fauhwoon are naturally between 1.4 and 1.7 meters. You can choose between the Small, Medium and Large sizes.
Natural Protectors. Fauhwoon are closely linked to protecting something or someone and end up holding back when in combat to prioritize protection. Therefore, whenever you heal or otherwise protect an ally using an action or a bonus action, your next attack's damage increases by one on the scale and deals your proficiency bonus as additional damage, since you know that ally will be safe for a while.
Horns. Fauhwoon have large, sturdy horns, capable of easily breaking wood (sometimes even the bones of their enemies). The damage dealt by the horns is 1d8 + your Strength modifier of bludgeoning damage.
Ottrani
This Vastaya tribe is originally from Targon, where they usually live on top of the mountains, accustomed to the cold climate and thin air. The Ottrani ended up mirroring themselves in the image of one of the celestial beings who decided to live among mortals and share with them the gifts of healing and the power of donation through the rescue of souls.
With several variations in appearance among themselves, the Ottrani share some common characteristics, having one or two curved horns on top of their heads, goatlike legs ending in hooves, however, unlike goats, the Ottrani have long, bushy tails.
- Ottrani Male Names: Atix, Kref, Nor, Ramul, Sies, Strec, Tarciso, Tyl
- Ottrani Female Names: Dicy, Gizu, Illi, Kolu, Privea, Pullu, Soraya, Veso
Speed. Your base walking speed is 30 feet and you have a climbing speed of 20 feet.
Size. The Ottrani are naturally between 1.2 and 1.7 meters. You can choose between the Small, Medium and Large sizes.
Selfsacrifice. The Ottrani see the need to help other creatures, even if it costs part of their physical integrity. Using an action, you can heal a creature within 30 feet of you by spending a Hit Dice, in doing so you take half the amount healed as damage to yourself (this damage cannot be reduced or mitigated). You can spend an amount of dice equal to half your character level per Full Rest. That is, if you are level 9, you can use 4 Hit Dice for this trait per full rest.
Rescue. Because of their strong connection to the spirits of living beings, the Ottrani have natural healing abilities. Using an action, you can touch a creature within 5 feet of you to heal it for an amount equal to your proficiency bonus + half your Wisdom modifier. You can use this ability a number of times equal to half your Wisdom modifier per full rest.
Kiilash
Feline in appearance, the Kiilash are Vastaya who live east of Shurima. Strong and agile creatures, they have claws and fangs as natural weapons, as well as frightening camouflage abilities.
The most well-known member of the Kiilash tribe is champion Rengar, the Pridestalker.
- Kiilash Male Names: Kova, Trok, Ovarr, Mur, Densharr, Mersharr, Nermissar, Therrass, Aeroun, Behaou, Heeze, Mioi, Raaol, Yourau
- Kiilash Female Names: Suu, Korra, Mrran, Rorran, Dessirris, Mianissa, Morasha, Nera, Thessana, Caarreia, Naeaftas
Speed. Your base walking speed is 35 feet.
Size. The Kiilash are naturally between 1.6 and 2.2 meters. You can choose between the Small, Medium and Large sizes.
Natural Predator. You have powerful claws and fangs, being proficient with both. Your claws deal 1d6 + your proficiency bonus + your Dexterity or Strength modifier of slashing damage, and your Bite deals 2d4 + your proficiency bonus + your Strength modifier of piercing damage.
Born Hunter. Your sense of smell and hearing are exceptionally good at any time of the day. You have advantage on Perception rolls that involve these two senses. Additionally, you see in dim light up to 60 feet as if it were bright light and in the dark as if it were dim light. You cannot discern colors in the dark, only shades of gray.
Lhotlan
With characteristics that mix foxes and birds, the Lhotlan are a Vastaya tribe among the most agile and festive. Their combat abilities surprise with the strong feathers they can throw, taken from their own wings. These feathers are razor-sharp, but dissipate after a few hours away from the Lhotlan's body.
The best known members of Lhotlan are the champions Xayah, the Rebel and Rakan, the Charmer.
- Lhotlan Male Names: Rakan, Arken, Garak, Hakir, Ingar, Kagan, Kerek, Rekar, Xarin
- Lhotlan Female Names: Xayah, Ayar, Hara, Hayren, Isah, Kirah, Lhari, Yerah, Xari
Speed. Your base walking speed is 30 feet.
Size. The Lhotlan are naturally between 1.4 and 1.8 meters. You can choose between the Small, Medium and Large sizes.
Vastaya Leap. When you make a ranged jump, the range becomes 3 times your Strength score and you don't need to move beforehand. Besides that, when performing high jumps, you can jump up to 3 + twice your Strength modifier (minimum 1) feet high.
Plumdaggers. You can use a bonus action to create 2 sharp feathers and use them as daggers, dealing your Proficiency bonus as extra damage to attacks you make with them. You can do this a number of times equal to up to 3 + your Proficiency bonus per Full Rest. You may keep a number of Plumdaggers equal to twice your Proficiency bonus.
Vesani
Os Vesani já foram uma tribo numerosa no passado, nômades, desapareceram sem deixar qualquer vestígio para trás, quase apagados da história.
O único membro conhecido dos Vesani é a campeã Ahri.
- Nomes Vesani Masculino: Kabumi, Seichemon, Rotsumi, Sehira, Shunabu, Yoshiyuki, Taro, Toshio, Kei, Dai
- Nomes Lhotlan Femininos: Ahri, Royuko, Reifumi, Yoshiko, Mariko, Masako, Ayaka, Rina, Eiho, Genae
Deslocamento. Seu deslocamento base de caminhada é de 30 pés.
Tamanho. Os Vesani possuem geralmente entre 1,4 e 1,8 metro. Você pode escolher entre os tamanhos Pequeno, Médio e Grande.
Fogo de Raposa. Você conhece o truque disparo arcano e é capaz de conjurar uma versão especial do mesmo um número de vezes igual ao seu bônus de proficiência por descanso longo com uma ação bônus. Ao conjurar esse truque dessa forma especial, surgem acima de sua mão até três orbes espirituais que duram por até 5 rodadas. Você pode dispará-las, cada uma, com uma ação de ataque e você utiliza Carisma ou Sabedoria (definido durante a criação do personagem) como atributo de Conjuração.
Plumadagas. Com uma ação, você pode devorar a essência vital de uma criatura que esteja Inconsciente com 0 pontos de vida a menos de 5 pés de você; aquela criatura então morre e não pode ser revivida de nenhuma outra forma que não seja a magia desejo. Ao fazer isso, você recupera pontos de vida iguais ao seu modificador de Carisma ou Sabedoria (definido durante a criação do personagem). Você pode utilizar essa característica um número de vezes igual a metade do seu bônus de proficiência por descanso longo. Adicionalmente, quando você faz isso, você recebe alguns fragmentos de memória e emoções da criatura. Você pode optar por não consumir a essência, armazenando-a em você. Você pode armazenar um máximo de essências igual a metade do seu bônus de proficiência + metade do seu modificador de Carisma ou Sabedoria (definido durante a criação do personagem). Tentar armazenar mais essências pode provocar confusão em suas próprias memórias e sentimentos. Essas essências duram indeterminadamente ou até você morrer.
Fome de Essência. Você precisa se alimentar constantemente de essência. A cada 5 + seu bônus de proficiência em dias, você precisa se alimentar da essência de uma criatura inteligente. Caso não o faça, você deve fazer uma salvaguarda de Sabedoria CD 8 + número de dias que você não se alimenta, em uma falha você perde o controle de seu personagem, se tornando uma criatura de mente feral e incontrolável, e ele caçará uma vítima para se saciar, recuperando assim sua consciência durante um descanso longo. Utilizar as magias modificar memória ou transferir essência reinicia seu período de fome.