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
Momentum from an Action
Momentum Dial
Recap
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
Momentum
Charge RPG
We've talked about the fact that characters have a momentum track, which starts with 2 charges at the beginning of every session.
We've also seen that momentum can be consumed to boost action rolls, assist allies, and do flashback scenes.
Now we will go over the different methods to gain momentum during scenes.
Basically, you can either gain momentum as a result of an action roll, or by adding tension to the scene.
Momentum from an Action
Everytime you make an action roll, you have a chance of gaining new charges of momentum. The reason why each character starts with only 2 momentum at the beginning of a session is because we want players who are running low to engage with the game mechanics instead of sitting back because they are out of resources. The main way you get momentum back is by participating in the game. By default, you gain momentum as a result of a successful action roll.- If you rolled a 4-5, you gain 1 momentum.
- If you rolled a 6, you gain 2 momentum.
- If you rolled a 66, you gain 3 momentum.
Momentum Dial
Changing when and how much momentum is gained is called a momentum dial. Your group could decide to use the default setting for this dial, as it is a good starting point, but they could also change it more to their liking. If for example you want to emphasize the fact that life is hard and resources are scarce, then consider making momentum harder to gain. If on the other hand, you want to tell the story of characters who are over-the-top, but still find a way to finish every adventure with their hat still sitting on their head, then consider making momentum easier to gain.Recap
Momentum
—— When momentum is spent for a roll, that roll cannot in turn generate momentum. ——
- Every time you make an action roll, you have a chance to gain momentum.
- You start every session with 2 momentum.
Default Momentum Dial
- Gain 1 momentum for a 4-5.
- Gain 2 momentum for a 6.
- Gain 3 momentum for a 66.