
Charge RPGBy Fari RPGs
Power Your Storytelling
Character Creation
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
Hacking the Game
Community Resources
Conclusion
Extras
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.
If you want, you can also resist a consequence that isn't targeting you directly . If you want to do so, see Team Work » Protect.
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.