Ethnis Lite Narrator Abilities

This content is very WIP

Cavalry

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Enemies are drawn to your conflict and rush in to make things worse.

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A helpful force is drawn to your conflict and rushes in to help.


Danger • Combat • Adventure

War Cry

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All enemy NPC belligerents get an additional action.

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All allied NPC belligerents gain an additional action.


Danger • Combat • Adventure

Chaos

Roll two dice and add them to the Narrator Pool. This effect is evoked every single round.

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Chaos

Add two dice to the Narrator pool

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Enemies are drawn to your conflict and rush in to make things worse.

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A helpful force is drawn to your conflict and rushes in to help.


Other Effect

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Creating a Narrator Ability

Creating custom Narrator Abilities is a simple process with only a few fields to consider. The Name, the Cost, and the Effect. Custom Abilities can be as complex and simple as you (the Narrator) wants them to be. You will need to establish a positive and negative version of your ability.

Just make sure when you roll them out that you run them by your players first so they understand the consequences.

The Name

The name of the Narrator Ability should convey what the ability actually does in a single phrase.

For Example, A Narrator wants to make an ability that will be used during a stealth mission as a tracker of the parties luck in stealth. They plan on calling the ability Conspicous, which conveys that it will make them stand out.

For inspiration, read many of the existing names, and thinking of one that will work for your ability idea.

The Effect

The most important element is describing what the ability actually does. This should involve both the narrative description of what occurs, as well as what it involves mechanically for the player.

Making the effects both clear and flexible is the ultimate goal. You will want a description for the positive version of this ability as well.

Make sure to include definitions of any maluses or bonuses given as well as a duration.

The Cost

The Cost of an Ability is the Narrator Dice required to activate the Ability. Creating your cost will require some thought about balancing, the cost should convey how powerful or damning the situation is.

The following costs are approximations of the cost of narrator dice versus how long an ability affects the game:
2x
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| Lasts a single round
4x
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| Lasts a couple rounds
6x
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| Lasts an entire combat
8x
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| Lasts an entire chapter
  Natural Intervention | o o | Something in the environment collapses or causes danger to all parties involved.   Secret Weapon | - - - | One of the enemies has been holding an ace up their sleeves, and decides to pull it out now.   Fog | - - | Something in the environment is causing vision to be obstructed, be it smoke, fog, or something else. Everyone gains a penalty to checks needing sight.   Wildlife | - - - - | Native beasts are attracted by your parties activities and are hunting you.   Pollutant| - - - - | A nearby source fills the air with a minor toxin. All players need to make a vitality check to not take a malus next two turns.   Alarm | - - - | Something or someone has your opponents on edge, enemies get a bonus to all perception checks.   Lightshow | - - | Somewhere in the environment, a light source gets in a players way giving them a malus to their checks for the round.   Deafening | o o | A noise is being made that drowns out all but the loudest voices. All perception checks related to hearing get a malus for the round   Tripping Hazard | - - | A little divot in the grass, a raised bit of concrete. Something causes a player to trip, they have to make a LBS check next turn or fall over.   Insanity Drum | - - | Everyone roll, lowest roll    


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Enemies are drawn to your current conflict and rushes in to fight.

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A hostile group of enemies gets word of your current conflict and rushes in to assist.


Other Effect
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Cover image: RPG Content Cover by Ademal

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