More Uses of Luck

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More Uses of Luck

Apr 20, 2014



It is no secret that Luck is the basis of Divine Intervention in Narosia. However, there are other uses of the Luck Power that can be useful in spell creation. 

Points of
Luck   Possible Effects

1          Advantage: The character’s opponent could be momentarily distracted or stopped, giving the character a temporary advantage.

            Declaration: The player may declare something about the scene, introduce an object or NPC, or add features to an existing object or NPC that is now true. This could be a clue or just information.

            Fate: The GM can reveal an answer to a simple question, typically ‘yes/no’ or ‘fortune/misfortune’.

            Plan: The player may narrate a simple plan that was executed previously to prepare for this moment. The character must have this Skill at 11- or better to execute this plan.

2          Advantage: a malfunctioning weapon or a temporary obstacle could trouble the character’s opponent.

            Declaration: The character could accidentally happen upon someone or something significant to the plot.

            Fate: The GM can reveal an additional layer associated with the choice at hand, either a plot link or potential complication.

            Plan: The player may narrate a plan that was executed previously to prepare for this moment. The plan will hinge on one of the character’s skills, but can involve up to two additional Skills of 11- or better as Complementary Skills. This is useful in overcoming any penalties associated with the complexity of the primary skill use.

3          Advantage: The character might be saved or bolstered by the most miraculous of coincidences.

            Declaration: The character may stumble upon the villain accidentally, or have a terminal fall broken by forgiving vegetation that just happens to be in the right place. The enemy’s henchman could turn out to be a childhood friend. Incredible turns of fate are possible. The plan may involve up to one Skill from each character, but no roll is required.

            Fate: The GM can reveal reasonable details, although still vague

            Plan: The player may narrate an intricate plan that was executed previously to prepare for this moment. The plan will hinge on one of the character’s skills, but can involve any number of additional Skills of 11- or better as Complementary Skills.

4          Advantage/Declaration: As with 3 Points of Luck, but with the possibility that some of the luck “rubs off” on the character’s friends (1 Point of Luck).

            Fate: As with 3 Points of Luck, but details are no longer vague or provide a 1 Point of Luck Advantage.

            Plan: As with 3 Points of Luck, but all skills involved get a +3 to offset any penalties, and the primary skill receives an additional +3 to offset any penalties, effectively enabling an “impossible” plan.

1-4       Divine Intervention: The character receives an amount of Divine Influence equal to Points of Luck.