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
The Last Standing Rule
Why to use this?
Design considerations
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
Solo Extra
Charge RPG
A Charge RPG Extra to make unfair fights more awesome
- By Valdy
Sometimes you want to play a game with only one Player Character, and other moments you are alone or your team was taken out.
This extra is for these moments.
The Last Standing Rule
When you are alone, you are the last standing. If this happens, pushing yourself will only cost 1 momentum per push.Why to use this?
This is intended to those moments when, you are by yourself, you are the last hope, and then you find a new flame that allows you to overcome the impossible odds stacked against you.Design considerations
I have a tendency to make one to one games (one GM and one player), and Charge revolves around Momentum being gained and spent. Almost all mechanics about spending Momentum relies on having someone else available to assist you. So, by reducing the cost of Pushing Yourself, you allow for a higher flow of Momentum, which is more fair since no one can Assist each other. So, in short:- If you are alone, you have fewer options to be awesome.
- So we reduce the cost of the remaining options.
- This allows Solo situations to be equally awesome.