Charge RPG
By Fari RPGsPower Your Storytelling
Introductions
Goals
What You Need To Play
The Game
Safety at the Table
Character Creation
Creating your Character
Mechanics
Fiction First
Rolling Dice
Action Roll
Consequences
Determination Roll
Flashbacks
Momentum
Recovery
Fortune Roll
Team Work
Clocks
Recap
Progression
Projects and Complications
In a Nutshell
Preparing the Game
Making a Compelling Campaign
Before We Start
Hacking the Game
What to Hack
Making Playbooks
Community Resources
Keita's World Force Generator
Conclusion
What Next
Credits
Licencing
Character Sheets
Glossary
Extras
What are Extras
Asset Extra
Solo Extra
Attachment Extra
World Extra
Quick Charge Extra
Magic Extra
Scars Extra
Goals Extra
Party Extra
Threat Level Extra
Resource Pool Extra
Economy Extra
Narrative Gear Extra
Clocks
Charge RPG
A clock is a circle divided into 4, 6, or 8 segments. Draw a clock when you need to track an ongoing effort against an obstacle that cannot be resolved with a simple action roll.
Sneaking into a restricted area? Make a clock to track the alert level of the patrolling guards. When the PCs suffer consequences from partial successes or missed rolls, fill in segments on the clock until the alarm is raised.
Generally, the more complex the problem, the more segments the clock should have.
A complex obstacle is a 4-segment clock. A more complicated obstacle is a 6-segment clock. A daunting obstacle is an 8-segment clock.
Segments of clocks are ticked after an action roll. The effect and risk ratings help decide how many segments should get ticked as a result of the roll.
Clocks should always be about the obstacle that needs to be overcome, and not be about the "how". The action of the character already takes care of explaining the "how".
Here are a couple examples of how clocks could be used to represent some situation that might arise during scenes.
Progress Clocks
These represent the ongoing effort of someone to achieve their goal. When a PC succeeds an action roll, you can use a progress clock and:—— How much money do we need before we can fix the ship? How much damage can the city withstand before there's nothing left to save?
- Tick 1 segment for a limited effect.
- Tick 2 segments for a standard effect.
- Tick 3 segments for a great effect.
Danger Clocks
These represent the imminent danger about to face the player. When a PC gets a consequence from an action roll, you can use danger clock and:—— How long until they realize we are here? How much oxygen do we have left?
- Tick 3 segments for a high risk action.
- Tick 2 segments for a moderate risk action.
- Tick 1 segment for a low risk action.
Opposing Clocks
These represent the progress of two opposing parties to get to their goal. The effect and risk ratings can both be used to tick one or the other clock. —— Can we win the race against the fan favourite? Can we convince the judge that we are wrongly accused before the end of the trial?
Recap
Clocks
Used to define complex obstacles.—— When a PC succeeds an action roll, you can use a progress clock and:
- GM creates a clock to represent long-lasting obstacles.
- Divide into 4 segments for a complex obstacle.
- Divide into 6 segments for a complicated obstacle.
- Divide into 8 segments for a daunting obstacle.
When a PC gets a consequence from an action roll, you can use danger clock and:
- Tick 1 segment for a limited effect.
- Tick 2 segments for a standard effect.
- Tick 3 segments for a great effect.
- Tick 3 segments for a high risk action.
- Tick 2 segments for a moderate risk action.
- Tick 1 segment for a low risk action.