Ethnis Lite Narrator Abilities

This content is very WIP

Narrator Abilities are event-causing abilities invoked at the end of each round by the Narrator. They use the Party's unused dice.

What are Narrator Abilities?

How they are used

Narrator Abilities are used at the end of every round. All players unused dice are combined to form this dice pool.   Once a Narrator Ability has been used, the dice used to call in that ability return to the players. The Narrator then describes the specific situation caused by the ability, and explains the effect it causes.   After the Narrator determines any abilities to use, the left over dice are returned to the players for the beginning of the next round.  

Picking Narrator Abilities

A Narrator can have five Narrator Abilities to choose from at a time. Narrator Abilities are chosen at the beginning of each beat and are shown to the players.   These Narrator abilities have no cool down and do not disappear on use. You can not use the same Narrator Ability twice in a single turn. The players are allowed to see the Narrator abilities that you have chosen.   You can change Narrator Abilities during player downtime or during the end of any beat.

Reading Narrator Abilities

Lightshow

Choose either an entity, that entity receive a new malus that effects any vision-related checks for the next turn.

Malus Cost
Fudge Minus
Fudge Minus
Fudge Blank
Bonus Cost
Fudge Plus
Fudge Plus
Fudge Blank

A dance floor light fixture with its incessant strobing during a rave, a well-placed reflection of the sun off a well polished sword. Lightshows can be tactical or unlucky.

Legend
The Title The title should be related what the ability will do.
The Effect The effect of the ability is below the title, and described what calling the ability will inflict on the game.
The Cost The cost of the ability has a 'malus' and 'bonus' variant. The malus variant is the cost required to affect -the players. The bonus variant will affect the players adversaries.
The Flavor The flavor is the fun bit, an inspiration to what the ability can be described as in game. It is not a guide, and the GM should make sure to make the ability fit the scenario through their narration.
The Tags These tags are intended to help match Narrator Abilities with certain Trials. Abilities tagged 'Stealth' will narratively suit well to stealth-based beats, but they may be a tough ability to choose for combat or survival.
 

Creating your own

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
Fudge Blank
| A minor setback against one person
4x
Fudge Blank
| An minor setback against the party
6x
Fudge Blank
| A major setback that will hamper the party
 

Example Narrator Abilities

Lightshow

Choose either an entity, that entity receive a new malus that effects any vision-related checks for the next turn.

Malus Cost
Fudge Minus
Fudge Minus
Fudge Blank
Bonus Cost
Fudge Plus
Fudge Plus
Fudge Blank

A dance floor light fixture with its incessant strobing during a rave, a well-placed reflection of the sun off a well polished sword. Lightshows can be tactical or unlucky.

Warcry

If a Malus, all enemies gain two extra bonuses next turn. If a Bonus, then every player and NPC in the party gains two extra bonuses for the next turn.

Malus Cost
Fudge Minus
Fudge Minus
Fudge Minus
Fudge Minus
Fudge Minus
Bonus Cost
Fudge Plus
Fudge Plus
Fudge Plus
Fudge Plus
Fudge Plus

An inspiration has stricken the field! A foe falls in a glorious way, or an enemy finds himself a new reason to fight! Comrades are roused and attack with even more fervor!

Warcry

If a Malus, all enemies gain two extra bonuses next turn. If a Bonus, then every player and NPC in the party gains two extra bonuses for the next turn.

Malus Cost
Fudge Minus
Fudge Minus
Fudge Minus
Fudge Minus
Fudge Minus
Bonus Cost
Fudge Plus
Fudge Plus
Fudge Plus
Fudge Plus
Fudge Plus

An inspiration has stricken the field! A foe falls in a glorious way, or an enemy finds himself a new reason to fight! Comrades are roused and attack with even more fervor!

 

Lightshow

Choose either an entity, that entity receive a new malus that effects any vision-related checks for the next turn.

Malus Cost
Fudge Minus
Fudge Minus
Fudge Blank
Bonus Cost
Fudge Plus
Fudge Plus
Fudge Blank

A dance floor light fixture with its incessant strobing during a rave, a well-placed reflection of the sun off a well polished sword. Lightshows can be tactical or unlucky.

Warcry

If a Malus, all enemies gain two extra bonuses next turn. If a Bonus, then every player and NPC in the party gains two extra bonuses for the next turn.

Malus Cost
Fudge Minus
Fudge Minus
Fudge Minus
Fudge Minus
Fudge Minus
Bonus Cost
Fudge Plus
Fudge Plus
Fudge Plus
Fudge Plus
Fudge Plus

An inspiration has stricken the field! A foe falls in a glorious way, or an enemy finds himself a new reason to fight! Comrades are roused and attack with even more fervor!



Cover image: RPG Content Cover by Ademal

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