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| pantheonrising:system:flashpoint [2025/10/16 15:35] – created frayzion | pantheonrising:system:flashpoint [2025/10/18 20:56] (current) – frayzion | ||
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| ======Flashpoint Challenge Subsystem====== | ======Flashpoint Challenge Subsystem====== | ||
| + | (inspired by: [[https:// | ||
| - | =====Setup===== | + | =====Getting Started===== |
| - | **Choose a Scene Goal:** What each side wants if they “win.” | + | **Choose a Scene Goal:** What each side wants if they “win.” |
| + | **Determine Starting Dispositions: | ||
| + | <WRAP round info 85%> | ||
| + | **Party Disposition: | ||
| + | **Opposition: | ||
| + | <wrap em> | ||
| + | </ | ||
| - | **Determine Dispositions: | ||
| - | PC Side: 6 + # of PCs | + | **Set Duration**: Typically 2–4 rounds, depending on scene/ |
| + | ---- | ||
| - | Opposition: 6 + Tier | + | =====Each Round===== |
| - | (Tier = 0 minor, 1 standard, 2 serious, 3 major, 4 institutional) | + | Each round represents an // |
| - | OR use: 6 + ⌈party level ÷ 5⌉ + encounter severity mod (-1 trivial → +3 extreme). | + | |
| - | Set Duration: 2–4 rounds depending | + | **1. Secretly choose an Action:** (each side picks one) \\ |
| + | * **Advance** -- Force progress, attack the challenge head on | ||
| + | * **Fortify** -- Regroup, defend your position, hunker down, recover \\ | ||
| + | * **Subvert** -- Trick, undermine or redirect \\ | ||
| + | **2. Reveal and roll:** \\ | ||
| + | * Each side makes one opposed check (pick the most relevant skill, saving throw or perception). | ||
| + | * The higher roll wins the exchange. | ||
| + | * If one side rolls 10+ their opponent' | ||
| + | **3. Consult the [[flashpoint_matrix|Flashpoint Matrix]] for outcomes: | ||
| + | ^ **Win v Lose > | ||
| + | | Advance | ||
| + | | Fortify | ||
| + | | Subvert | ||
| + | | **Critical Success:** winner +1 heal or deal; loser -1 deal \\ **Ties: ** \\ * Advance/ | ||
| - | 2 rounds: brisk argument, brief negotiation. | + | * Adjust dispositions accordingly |
| + | * Repeat the process for the next round or proceed to Resolving the Challenge | ||
| - | 3 rounds: standard court, council, or chase-debate. | + | =====Resolving the Challenge===== |
| + | The Flashpoint ends when: | ||
| + | * One side hits 0 Disposition, or | ||
| + | * The set # of rounds elapses. | ||
| - | 4 rounds: high-stakes | + | The side with higher remaining Disposition “wins” their goal — but it might come at a cost: |
| + | |||
| + | <WRAP column half> | ||
| + | 75–100% \\ | ||
| + | 50–74% \\ | ||
| + | 25–49% \\ | ||
| + | < | ||
| + | <WRAP column half> **Cost** \\ | ||
| + | Minor (small concession | ||
| + | Moderate (allow key point or partial success) \\ | ||
| + | Major (win with a painful cost) \\ | ||
| + | Severe (technically win but concede major ground) </ | ||