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
Long-term Projects
Complication
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
Projects and Complications
Charge RPG
The Charge character sheet has a Projects & Complications section which contains a set of empty clocks.
Those clocks represent long-term projects or ever-evolving danger that the character will work on or experience across multiple sessions.
Long-term Projects
Perhaps your character is piling up money to be able to afford something good for their family, or perhaps they are trying to figure out a way to reverse the damaged caused by a dangerous new disease that's plaguing the city. In any case, once per session, if the narrative allows it, a character can make an action roll to work on those long-term agendas. The player works with the GM to describe what action they are taking to advance their agenda and figure out the effect and risk of the roll. These projects are tracked using progress clocks on the character sheet. The effect rating of the roll determines how much the project progresses when the character is working on it. Upon the completion of a project, the PC gets what they were working for. The resolution of said project creates a new narrative thread explained by the GM. This thread is something the group can decide to pursue or not.Complication
Perhaps the police department is starting to realize there are missing pieces in the evidence locker, or perhaps you are starting to attract more and more heat on you and your crew after your last couple jobs. When a complication occurs as a result of a consequence of an action roll, the GM can tell the player to start or tick a danger clock on their character sheet. Those complications aren't bound to the scene. Instead, they are tied to the character or the group as a whole. Upon the completion of a complication's danger clock, the GM reveals a new dangerous situation to the group to represent what comes as a result of their actions. Depending on the context, this new complication could be imposed or exposed to the group.- When it is imposed, the characters need to resolve it as soon as possible. The story cannot continue without this being taken care of first.
- When it is exposed, the GM can foretell that the life of the group will be a bit more complicated because of a certain situation that comes from a result of that complication.