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
Recap
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
Fortune Roll
Charge RPG
The future is in constant flux.
The fortune roll is a tool that the GM can use to disclaim decision making in a situation the PCs aren’t directly involved in. It can also be used by the players when no other roll applies to the situation at hand. The result of the roll helps guide the outcome as to where the story goes next, but doesn't feature momentum nor consequences.
To make a fortune roll, build a dice pool by using a specific action or by adding 1d6 per likeliness level of a thing happening.You are looking in the wreckage of a ship; is anybody left alive? You find a pistol on the ground; are there still bullets in it? Two factions are at war; who will win the final battle?
- If there's a 50% chance of success, roll 1d6. If it's more than that, add more dice to the pool.
- If it's really unlikely, roll 2d6 and pick the lowest result.
- On a 66, it’s a critical success. There are great results, and something exceptional happens.
- On a 6, it’s a full success. There are great results.
- On a 4-5, it’s a partial success. There are mixed results.
- On a 1-3, it’s a bad outcome. There are bad results.
Don't overthink this as this rule should not get in the way of the game. This mechanic is there to quickly spice things up during a scene when there's an unknown element and we want to see how it plays out.There's someone left alive on the ship, and they are still breathing. There are bullets in the gun, but the gun itself is broken and can't be used.
Recap
Fortune Roll
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- Build a dice pool by using a specific action or by adding 1d6 per likeliness level of a thing happening, roll, and interpret the results.
- If it's really unlikely, roll 2d6 and take the lowest result.
- On a 66, it’s a critical success. There are great results, and something exceptional happens.
- On a 6, it’s a full success. There are great results.
- On a 4-5, it’s a partial success. There are mixed results.
- On a 1-3, it’s a bad outcome. There are bad results.