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
Party Extra
Threat Level Extra
Resource Pool Extra
Economy Extra
Narrative Gear Extra
Rolling Dice
Charge RPG
The game uses six-sided dice. You roll several at once, which we call a dice pool, and read the single highest result.
- If the highest die is a 6, it's a full success. Things go well. If you roll more than one 6, it's a critical success and you gain some additional advantage.
- If the highest die is a 4 or 5, that's a partial success. You do what you were trying to do, but there is a consequence.
- If the highest die is 1-3, it's a bad outcome. Things go poorly. You don't achieve your goal, and suffer a consequence.
Most of the game's mechanics revolve around this basic format.If you ever need to roll but you have zero (or negative) dice, roll two dice and take the single lowest result. You can’t roll a critical when you have zero dice.