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
Limits of flashbacks
Recap
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
Flashbacks
Charge RPG
The rules don't distinguish between actions performed in the present moment and those performed in the past. When a scene is ongoing, you can invoke a flashback to roll for an action in the past that impacts your current situation. Maybe you went to a bar last night and befriended a couple of guards to make them drunk so that they call sick the next day. You then do a flashback scene, and make a Bond roll to see how that went.
The GM sets a cost in momentum for you to activate the flashback.
- 0 momentum: An ordinary action for which you had easy opportunity.
- 1 momentum: A complex action or unlikely opportunity.
- 2 (or more) momentum: An elaborate action that involved special opportunities or contingencies.
Limits of flashbacks
A flashback isn't time travel. It can't "undo" something that just occurred in the present moment. If the GM described something in the scene, it is now established in the fiction. While you can't undo what has already happened, you can twist and adapt things that were left unsaid. For instance, if a maître d' is making a scene to stop you from entering at a very high end restaurant, that's perhaps because you Swayed them into doing this the night before in exchange for money to make a diversion for the rest of the group.Recap
Flashback
Use this to handle the unpredictable.
- GM sets a cost in momentum (0-2) for you to do a flashback scene.
- Depending on the fiction, either
- the player gets what they want.
- the GM makes a fortune roll to see what happens.
- the player makes an action roll to see what happens.