pantheonrising:system:flashpoint

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pantheonrising:system:flashpoint [2025/10/16 15:35] – created frayzionpantheonrising:system:flashpoint [2025/10/18 20:56] (current) frayzion
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 ======Flashpoint Challenge Subsystem====== ======Flashpoint Challenge Subsystem======
 +(inspired by: [[https://en.wikipedia.org/wiki/Mouse_Guard_Roleplaying_Game|Mouse Guard]] and [[https://en.wikipedia.org/wiki/The_Burning_Wheel|The Burning Wheel]]) 
  
-=====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:** 6 + # of PCs engaged in the challenge \\ 
 +**Opposition:** Party Disposition + Challenge Rating \\ 
 +<wrap em>Challenge Rating:</wrap> -1 trivial, 0 low, 1 moderate, 2 severe, 3 extreme, 4 mythic 
 +</WRAP>
  
-**Determine Dispositions:** 
  
-PC Side6 + # of PCs+**Set Duration**Typically 2–4 rounds, depending on scene/narrative importance. 
 +----
  
-Opposition: 6 + Tier +=====Each Round===== 
-(Tier 0 minor1 standard2 serious, 3 major, 4 institutional) +Each round represents an //exchange// during the Flashpoint. Unlike combatrounds in a Flashpoint unfold over varying lengths of timedetermined by the narrative context
-OR use: 6 + ⌈party level ÷ 5⌉ + encounter severity mod (-1 trivial → +3 extreme).+
  
-Set Duration2–4 rounds depending on scene importance.+**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 \\ 
 +**2Reveal 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's roll, it’s a critical success. 
 +**3. Consult the [[flashpoint_matrix|Flashpoint Matrix]] for outcomes:** 
 +^  **Win v Lose >**  ^  **Advance**  ^  **Fortify**  ^  **Subvert** 
 +|  Advance  |  Deal 2 / Take 1  |  Deal 2  |  Deal 3  | 
 +|  Fortify  |  Heal 1 / Deal 1  |  Heal 2  |  Heal 1 / Deal 1  | 
 +|  Subvert  |  Deal 3  |  Deal 2  |  Deal 2 / Take 1  | 
 +| **Critical Success:** winner +1 heal or deal; loser -1 deal \\ **Ties: ** \\   * Advance/Advance/Subvert -- Deal 1 each \\ * Fortify/Fortify -- Heal 1 each \\ * Subvert/Subvert/Advance -- Deal 1 each \\ * All Others -- no effect ||||
  
-2 rounds: brisk argument, brief negotiation.+  * Adjust dispositions accordingly 
 +  * Repeat the process for the next round or proceed to Resolving the Challenge
  
-3 roundsstandard court, council, or chase-debate.+=====Resolving the Challenge===== 
 +The Flashpoint ends when: 
 +  * One side hits 0 Disposition, or 
 +  * The set # of rounds elapses.
  
-4 roundshigh-stakes or mythic confrontation.+The side with higher remaining Disposition “wins” their goal — but it might come at a cost: 
 + 
 +<WRAP column half>**Remaining Disposition %** \\ 
 +75–100% \\ 
 +50–74% \\  
 +25–49% \\  
 +<25% </WRAP> 
 +<WRAP column half> **Cost** \\ 
 +Minor (small concession or delay) \\ 
 +Moderate (allow key point or partial success) \\ 
 +Major (win with a painful cost) \\ 
 +Severe (technically win but concede major ground) </WRAP>
  • pantheonrising/system/flashpoint.1760628924.txt.gz
  • Last modified: 2025/10/16 15:35
  • by frayzion