0% found this document useful (0 votes)
108 views7 pages

Narrative Influence in Gameplay Mechanics

The document outlines various opportunities and complications that can arise during gameplay, particularly in combat and narrative situations. It details how actions can influence the narrative positively or negatively, as well as the effects of injuries and conditions on characters. Additionally, it describes the use of medicine in combat and resting, along with various actions and their implications during gameplay.

Uploaded by

Mara Sierra
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
108 views7 pages

Narrative Influence in Gameplay Mechanics

The document outlines various opportunities and complications that can arise during gameplay, particularly in combat and narrative situations. It details how actions can influence the narrative positively or negatively, as well as the effects of injuries and conditions on characters. Additionally, it describes the use of medicine in combat and resting, along with various actions and their implications during gameplay.

Uploaded by

Mara Sierra
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Example Opportunities Example Complications

Influencing the narrative – Influencing the narrative –


Opportunity examples in Combat Complications examples in Combat
Aid An Ally. Thanks to your actions, Hinder an Ally. Your actions have
You change a hit into a critical hit. An improvised weapon breaks.
the next test made by an ally of your unforeseen repercussions. The next
choice gains an advantage. test taken by a PC gains a Friendly reinforcements arrive. Enemy reinforcements arrive
disadvantage.
Collect Yourself. You recover 1 focus. A wounded enemy decides to flee or An ally trips or stumbles, falling Prone
Become Distracted. You lose 1 otherwise surrender
Influence the Narrative. Your actions focus. An innocent bystander escapes to An ally or innocent is endangered and
result in a positive narrative effect of safety. must be saved.
your choice, which the GM must Influence the Narrative. Your actions
An enemy is distracted, granting an An enemy is alerted to your presence.
result in a narrative drawback of the
approve. This occurs regardless of advantage on attacks against them.
GM’s choice. This occurs regardless
whether the test succeeds or fails.​ of whether the test succeeds or An enemy drops their weapon or You drop or damage your weapon or
E.g., you want to rough up a fails.​ equipment. equipment.
Ghostblood agent; you fail on your E.g., you want to deceive a guard into You spot a vantage point or other The rain picks up, making navigating
ultimate goal but roll an Opportunity on thinking you’re an important envoy; environmental feature you can use around the battlefield more difficult.
that test, you and your GM can decide you succeed on your ultimate goal but against your opponent.
you picked the agent’s pocket while roll a Complication on that test, your You spot infused spheres in an Some of your spheres suddenly go
you had your hands on them. GM decides your deception worked so opponent’s pouch that you could draw dun.
well that the guard insists on escorting Stormlight from.
you to their commander. Your spren helps you out, pointing out Your spren becomes distracted and
something or distracting the Enemy can’t help you in a key moment.
You gain a brief respite from the chaos You are shaken by something in the
of combat and recover 1 focus. combat and lose 1 focus
You spot a hidden opponent, revealing You are too distracted and an
Influencing the narrative – Influencing the narrative – them to your allies. opponent slips away from you without
Opportunity examples outside of Complications examples outside of triggering a Reactive Strike.
Combat Combat In the heat of battle, an opponent You accidentally finish off an enemy
You remember a helpful and relevant Something you thought you knew turns accidentally reveals a detail you you were trying to leave alive for
fact out to be a lie. weren’t supposed to know. questioning
An observer is impressed with you. An observer is scornful of you. You get a bit of extra time to achieve You lose time and your goal become
your goal. more urgent.
Your Radiant spren makes a helpful Your Radiant spren gets distracted by
observation. something.
An enemy is distracted, granting an An enemy is alerted to your presence.
advantage on attacks against them.
You avoid someone realizing the You draw unwanted attention to
intentions behind your actions. yourself in the conversation
When you make an injury roll, roll a d20 and apply the following modifiers The Injury Effects table below suggests some effects an injury could have, and
how you might describe it in the story. Feel free to choose any entry on the table,
Armor. Add the deflect value of any armor you’re wearing. roll a d8 on the table, or work with your GM to create a custom effect.
Abilities. Add any relevant modifiers from talents or other abilities.

Injuries. Subtract 5 from the roll for each injury you already have
d8 Effect Suggestion
Injury Roll Duration 1-2 Exhausted (−1) Any injury that lowers your overall stamina.

−6 or Death. The character dies. 3 Exhausted (−2) Any injury that lowers your overall stamina.
lower
In a scene, give your character some last words. After the scene,
narrate your Cognitive self passing into the Spiritual Realm 4-5 Slowed Injured leg or foot, or any injury that lowers your
overall speed.
−5 to 0 Permanent Injury. The character suffers a permanent injury.
6 Disoriented Injured head, or widespread injury that overwhelms
your senses
1 to 5 Vicious Injury. The character suffers a temporary injury with a 7 Surprised Overwhelmed due to the shock of an injury.
duration of 6d6 days. 8 Can only use Injured arm or hand, or any injury that lowers your
one hand overall coordination
6 to 15 Shallow Injury. The character suffers a temporary injury lasting
1d6 days.
Completing Endeavours - Collective Threshold Examples
16+ Flesh Wound. The character suffers a temporary injury for the
Complexity Example Successes Failures
remainder of the day
Simple Apprehending a common 4 3
criminal (Pursuit)
Basic Determining the function of a 6 4
Using Medicine in Combat Using Medicine While Resting mysterious fabrial (Discovery)
If you have at least one rank in During a long rest, you can make a DC
Medicine, you can spend 2 focus and 20 Medicine test to treat an ally’s Average Activating an Oathgate in 8 4
Use a Skill to make a DC 15 Medicine injury or you can make the same test occupied territory (Mission)
test to treat a conscious ally within with a disadvantage to treat yourself. Intricate Locating an ancient city lost to 9 4
your reach. On a success, the duration of a time (Exploration)
You can make the same test with a shallow or vicious injury is reduced by Insurmountable Evacuating thousands of 11 5
disadvantage to treat yourself. 1d4 days. civilians before enemy troops
On a success, your target recovers Once a character has been treated in arrive (Pursuit)
health equal to your ranks in Medicine. this way (whether successfully or
unsuccessfully), they can’t be treated
in this way again during that long rest.
Brace ▶ Raise a weapon with the defensive trait (such as a shield) or hide in cover within 5 Avoid Danger Make an Agility test to avoid the danger
feet of you to defend yourself against incoming attacks. All attacks against you gain a
disadvantage for as long as you keep weapon raised or stay behind cover (attacking or Dodge When an enemy targets you with an attack, but before dice are are rolled, you can
moving both disrupt this). use this reaction and spend 1 focus to add a disadvantage to their attack test. Y

Disengage ▶ Carefully step away from an enemy, defending yourself so they can’t use the Reactive Strike When an enemy voluntarily leaves the reach of a melee weapon you’re
opportunity to attack. Move 5 feet. This movement doesn’t trigger Reactive Strikes. wielding, you can use this reaction and spend 1 focus to make an attack.

Gain Advantage ▶ Use one of your skills to seek an advantage over your opponent, such Banter ▷Talk (without making a test)
as through clever tactics, unexpected feints, or superior strength. Explain how you are
Drop ▷ Release something from your grip
gaining advantage on an enemy and make a test using a relevant skill against their
corresponding defense. On a success, your next test against that enemy using a different
skill gains an advantage.
Avoid Danger Dodge
Interact ▶ Quickly interact with an object you can reach.

Move ▶ Move a distance up to your movement rate. If you are crawling or being stealthy,
you become Slowed for this movement. You can use the Move action more than once per
turn

Strike ▶ Attack using an unarmed attack or a weapon you’re wielding against the Physical
defense of a target. You can use the Strike action more than once per turn, but each attack
must use a different weapon. If you attack using a weapon held in an offhand, you must
spend 2 focus.

Use a Skill ▶ Use one of skills to perform challenging tasks around the battlefield

Grapple ▶▶ Use your strength and technique to grab your opponent or control them enough
to keep them restrained and focused on you. Make an Athletics test against the Physical
defense of a character within your reach. On a success, they become Restrained until either
you become Unconscious, you choose to end the effect (Free action), or they are no longer
within your reach.

Ready ▶ You must spend the number ▶ required for the readied action plus one additional ▶
to use this action Initiative Order

Recover ▶▶ Take a deep breath and steel yourself. Roll your recovery die, as if you just Each round, characters can take a fast turn (▶▶) or a slow turn (▶▶▶).​
finished a short rest, to recover health and/or focus. You can only use the Recover action All characters gain one reaction ( ) per round.​
once per scene. The order is as follows:
1.​ PC fast turns
Shove ▶▶ Through strength and skill, forcibly maneuver your opponent. Make an Athletics 2.​ NPC fast turns
test against the physical defense of a character within your reach. On a success, you move 3.​ PC slow turns
the target 5 feet. If you successfully Shove a character who has grappled you, it ends the 4.​ NPC slow turns
Grapple effect.

Aid You step in to help an ally. After an ally makes a skill test, you can use this reaction
and spend 1 focus to grant them an advantage on their test
Condition Effect Condition Effect
Name Name
Afflicted You slowly take damage over time. In combat, at the end of Focused You are engaged and intent on your task. Abilities that cost
each of your turns, you take the amount and type of damage focus to activate have their cost reduced by 1
specified by the effect that gave you the condition. Out of Immobilized Your movement rate becomes 0 and you can’t move or be
combat, you take that damage every 10 seconds and after moved by other effects.
each time someone attempts to remove the condition Prone You are lying flat on the ground. Until you spend 5 feet of
Determined When you fail a test, you can add an Opportunity to the movement to stand up and remove the condition, you are
results. When you do, remove the Determined condition. Slowed and melee attacks against you gain an advantage.
Disoriented Your senses are disrupted, making most tasks difficult. You You can use the Brace action without a shield or cover. After
can’t use . Your senses count as obscured at all times, and you become Prone while climbing or flying, you fall and take
Perception tests (and other tests to use your senses) gain a damage as usual
disadvantage Stunned In combat, on your turn, you gain two fewer ▶ and don’t gain a
Empowered When a Radiant swears an Ideal, they become Empowered, . Out of combat, you are overwhelmed, making you move
granting a burst of unrestrained power. You gain an and react slower to your situation at the GM’s discretion
advantage on all tests and your Investiture refills to your Surprised You don’t gain a reaction at the start of combats, and you
maximum at the start of each of your turns. This condition is must take a slow turn and gain one fewer ▶
removed at the end of the current scene Unconscious You are Unconscious. Your movement rate becomes 0, you
Enhanced While Enhanced, one of your attributes is increased, and can can’t move or communicate, and you are unaware of your
even stretch beyond the normal limits. Unlike most conditions, surroundings. When you gain this condition, you fall Prone
Enhanced has a cumulative effect, and you can have this and drop anything you were carrying. You can’t take any
condition for more than one attribute at a time. When you gain actions, reactions, or otherwise interact with your
this condition, you gain the stated bonus to the specified surroundings, other than to take in Stormlight to heal yourself
attribute for all gameplay purposes, except for your defenses (if you are Radiant). In combat, you always go slow, but you
and resources (health, focus, and investiture). These values can’t do anything on your turn. You can choose to regain
do not change. consciousness at the end of any of your turns (no action
Exhausted While Exhausted, you feel fatigued and everything increases required) or when an effect heals you to at least 1 health.
in difficulty. When you gain this condition, it states a negative When you do so, other characters can sense you’re
number in parentheses; each time you make a test, apply a conscious, you remove the Unconscious condition, and if you
penalty equal to this number. When you finish a long rest, are at 0 health, you recover 1 health. But be careful: with such
reduce your Exhausted penalty by 1. Unlike most conditions, low health, you could easily suffer another injury, this one
Exhausted has a cumulative effect. When you gain a second potentially more dangerous or deadly.
instance of this condition, add its listed penalty to your current
Exhausted penalty.
Emotionspren Naturespren
Name Appearance Manifestation Name Appearance Manifestation
Angerspren Blood-red pools boiling up from Accompany a person Coldspren Spikes growing around the affected It's unclear whether
the ground. experiencing a lot of person's feet. they're attracted to low
anger. temperatures or the
Singers see them like bolts of sensation of being cold.
lightning that radiate out from the
feet of the angry individual. Decayspren Barnacles, usually appearing in large Attracted to things that
Anticipationspren Translucent red streamers rising Appear around people numbers, huddling close together. have been abandoned
from the ground. looking forward to or neglected, as well as
something, or who are rotting food.
nervous about Flamespren Tiny humanoid figures made of Appear around and in
something. congealed light. They will often dance fire.
Exhaustionspren Brown-colored jets of dust Appear around around, constantly changing in size,
shooting up in the air. exhausted people. shape, and luminosity like the flames
Fearspren Small, violet globs that crawl up Appear around people themselves
from out of the ground and experiencing fear.
gather around the feet of the Lifespren Motes of glowing green dust, or Appear around plantlife,
fearful. swarms of tiny, translucent insects. particularly just after
​ highstorms.
Singers see them like long purple Singers view them as having white
worms. spines in addition to the glowing green
Gloryspren Golden orbs of translucent light. Appear around people mote.
when they experience Luckspren Tiny, blue, arrowhead-like fish. Fly around skyeels and
Singers see them as enormous pride in their some greatshells.
brilliant spheres with long wings accomplishments. Rainspren Glowing, ankle-height, blue candles Appears most often
along the sides and flowing tails. that, despite seeming to melt, never during the Weeping.
Joyspren Blue leaves or petals that rise Attracted to intense grow shorter, with a single eye at the
around a person in a flutter, feelings of happiness or top of their body.
circling them or trailing behind as accomplishment
the person moves. Singers see feet on rainspren.
Windspren Often appear as ribbons of light. Appear in the presence
Singers see them burst around of wind.
the joyful individual like a
beautiful blue storm.
Painspren Sinewy, orange hands. They Appear around those
crawl out of the ground and experiencing pain.
swarm the pained, latching on to Sphere Values
the wounded areas.
Shamespren Red and white flower petals Attracted to feelings of Gemstone Chip Mark Broam
floating down to the ground. shame or Diamond 0.2 1 4
embarrassment. Garnet, heliodor, topaz 1 5 20
Shockspren Pale yellow triangles breaking Appear around people Ruby, smokestone, zircon 2 10 40
and reforming around the person experiencing fearful Amethyst, sapphire 5 25 100
who attracted them. shock. Emerald 10 50 200
Skills Singer Rhythms
Skill Description Normal Rhythms Odium's Rhythms
Agility (Speed) Reflects your capacity to maneuver within your environment, Amusement Abashment
steer a mount, execute acrobatic feats, and pilot vehicles Annoyance Agony - counterpart to Anxiety
with precision. Anticipation Command - a more powerful version of Appreciation
Athletics (Strength) Reflects your physical prowess: brawn, endurance, and Anxiety Conceit
resistance to harm and physical adversity. Appreciation Craving - a more violent version of Anticipation used to indicate
Crafting (Intellect) Uses your ingenuity and knowledge to design and build confusion or a question
physical objects with what you have on hand Awe Derision
Deception (Presence) Measures how well you can mislead others with blatant Betrayal Destruction
dishonesty, clever insinuations, exaggerations, and strategic Confidence Executions
omissions.
Confusion Exultation
Deduction (Intellect) To understand the world, one must observe, question,
Consideration Fury
and test.
Consolation Indifference
Discipline (Willpower) Determines your ability to control your outward reactions
and responses to unsettling circumstances. Curiosity Panic - counterpart to the Terrors
Heavy Weapons (Strength) Represents your experience wielding the most devastating Despair Relief
weapons of warfare. Determination Ridicule - similar to Amusement
Insight (Awareness) Measures your ability to discern the true feelings of others, Disappointment Satisfaction
see through deceptions, and use your intuition to determine Excitement Spite
if a situation is of. Fortune Subservience
Intimidation (Willpower) Reflects your ability to induce fear in another character and Hope Thoughtfulness
thereby ensure their compliance. Irritation Tribute
Leadership (Presence) Represents your ability to inspire people, draw attention, Joy Withdrawal
and command allies. Longing Song of Prayer - used to draw Voidlight into the Physical Realm
Light Weapons (Speed) Represents your facility with smaller armaments that are The Lost
wielded with finesse rather than raw strength. Memories
Lore (Intellect) Establishes your familiarity with history, current events, Mourning
folklore, religions, places, and science. Pain
Medicine (Intellect) Measures your ability to heal yourself and others through Peace
your knowledge of anatomy, surgery, and the mind. Pleading
Perception (Awareness) Signifies your ability to notice details about your Praise
surroundings. Reconciliation
Persuasion (Presence) Reflects your charisma, social fluency, and assumed Remembrance
trustworthiness.
Reprimand
Stealth (Speed) Represents your ability to avoid or escape attention.
Resignation
Survival (Awareness) Indicates your competence in obtaining vital resources and
Resolve
shelter, avoiding environmental threats, and understanding
animal anatomy and behavior. Skepticism
Thievery (Speed) Covers all manner of tasks that require precise manual Supplication
dexterity or are useful in skullduggery. Surprise
Tension
Terrors
Victory
Winds
Wisdom

You might also like