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
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
My Words, My Goals
What is a Goal?
Advancing a Goal
Finishing a Goal
Dial: Rolling to Advance
Dial: Rolling to Resolve
Dial: Changing the Clock
Credits
Party Extra
Threat Level Extra
Resource Pool Extra
Economy Extra
Narrative Gear Extra
Goals Extra
Charge RPG
An alternate way to think about progression in Charge
- By othelarian
It's sometimes easier to grasp how a character progresses by declaring goals and see if they manage to reach them. Here you, dear reader, will find a way to simulate this.
Note: to follow the chassic Charge progression, a good guideline is to ask for the progression at the end of a session.
The character can apply their freshly acquired talent dots immediately, but must keep it thematic to the goal. For example, it may not be a good choice to put a dot into Muscle if the goal is "writing a delicate recipe with flowers as main ingredient".
Note: "number of segments ticked" is for a 8 segment clock.
Time to discover how to read the result:
My Words, My Goals
What is a Goal?
A goal is something a character wants to accomplish, like a mission or a quest. It's also a way to define what the character has to do, what they up for. A character can have a single important goal, or multiple small ones. These can be set at creation or emerge during play. When defining a goal for their character, a player has to think about two things:- The goal's name
- The goal's difficulty
Advancing a Goal
A goal has an associated clock with 8 segments (see options later for more ideas on this point). When a character makes progress towards one of their goals it's time to tick segments, depending on the goal's difficulty:Finishing a Goal
When a goal's clock is full, the goal is complete, and the character receives a number of talent dots based on the difficulty.Dial: Rolling to Advance
Instead of automatically ticking a number of segments when a goal progresses, it's possible to roll to see if it advances even partially, or not. As Charge is a narrative game at its heart, to determine the dice pool follow this guideline:- Did the character take a risk just to advance their goal?
- Did working on the goal impact the character (condition related, etc)?
Dial: Rolling to Resolve
Another option is to roll to resolve the goal. The 2 ideas behind rolling to resolve are:- Add a way to create more narrative around the goal's resolution
- Authorize a player to test their luck and try to finish a goal earlier