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
Recap
Flashbacks
Momentum
Recovery
Fortune Roll
Team Work
Clocks
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
Determination Roll
Charge RPG
Not on my watch! (you are filled with determination)
If a character suffers a consequence that you, as a player, don't like, you can try to resist it.
You do so by calling for a determination roll to see how well you resist the consequence.
You make that roll by burning momentum. Build a pool of d6s by adding 1d6 per charge of momentum.
Once you've decided how many charges you want to consume, roll and interpret the results:
- On a 1-3, the consequence still happens.
- On a 4-5, the consequence is reduced.
- On a 6, the consequence is avoided.
- On a 66, the consequence is avoided, and the risk of your next roll is lowered.
Recap
Determination Roll
- Roll a pool of d6s by adding 1d6 for each charge of momentum you are willing to consume for the roll.
- On a 1-3, the consequence still happens.
- On a 4-5, the consequence is reduced.
- On a 6, the consequence is avoided.
- On a 66, the consequence is avoided, and the risk of your next roll is lowered.