World Extra

Charge SRD

During sessions, the PCs will go on missions to accomplish objectives. They will then come back to their H.Q. to debrief, rest and recover. At the start of the game, or every time the PCs come back to their H.Q., the GM draws **3 **hook cards**** of a standard deck of playing cards.
  • The first card tells us about something related to [Theme #1].
  • The second card tells us about something related to [Theme #2].
  • The third tells the GM what the PC's next mission is going to be.
The GM can use those hooks to create narrative threads for the PCs to explore and bring life to the world.
Designer Note
Change the themes to match your game's settings.
  • A game about a the crew of a space ship trying to make ends meet could have: The Ship / The Crew / The Next Job.
  • A game about a thieving crew could have: The Crew / The Other Factions / The Next Score.
  • A game about super heroes fighting crime in a metropolis could have: The City / The News / The Next Crime
1st Card: [Theme #1]- Ace: [prompt] - 2: [prompt] - 3: [prompt] - 4: [prompt] - 5: [prompt] - 6: [prompt] - 7: [prompt] - 8: [prompt] - 9: [prompt] - 10: [prompt] - Jack: [prompt] - Queen: [prompt] - King: [prompt]
2nd Card: [Theme #2]- Ace: [prompt] - 2: [prompt] - 3: [prompt] - 4: [prompt] - 5: [prompt] - 6: [prompt] - 7: [prompt] - 8: [prompt] - 9: [prompt] - 10: [prompt] - Jack: [prompt] - Queen: [prompt] - King: [prompt]
3rd Card: The Mission- Ace: [prompt] - 2: [prompt] - 3: [prompt] - 4: [prompt] - 5: [prompt] - 6: [prompt] - 7: [prompt] - 8: [prompt] - 9: [prompt] - 10: [prompt] - Jack: [prompt] - Queen: [prompt] - King: [prompt]
Once the 3 cards are drawn, the GM uses the prompts on the first two to explain what happened while the PCs were away. The PCs can then spend time exploring those threads as they see fit. When the PCs are ready for their next mission, the GM makes a mission roll. To do so, the GM looks at the 3 cards they've drawn, and builds a dice pool of 1d6 for each red card (♥ ♦). If there's no red card, roll 2d6, and select the lowest number. The result of this roll tells us what is going to be the initial risk the PCs will find themselves in when starting their next mission.
  • On a 1-3, the PCs start in a high risk position.
  • On a 4-5, the PCs start in a moderate risk position.
  • On a 6, the PCs start in a low risk position.
  • On a 66, the PCs start in a low risk position, and gain some additional benefit.
The GM introduces the mission to the PCs, and they decide how they will approach the situation. Once they've decided on a strategy, the GM cuts to the first scene of the mission using the result of the mission roll to describe the PCs current position. Once the mission is over, the PCs go back to their H.Q., and the loop starts anew.
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