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| pantheonrising:system:flashpoint [2025/10/16 16:32] – 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: | **Determine Starting Dispositions: | ||
| <WRAP round info 85%> | <WRAP round info 85%> | ||
| Line 16: | Line 16: | ||
| ---- | ---- | ||
| - | =====Round | + | =====Each Round===== |
| - | Each round represents an // | + | Each round represents an // |
| - | Secretly choose an Action (each side picks one): \\ | + | **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:** \\ | |
| - | Reveal and roll: \\ | + | * Each side makes one opposed check (pick the most relevant skill, saving throw or perception). |
| - | * Each side makes one opposed check (pick the most relevant skill). | + | |
| * The higher roll wins the exchange. | * The higher roll wins the exchange. | ||
| * If one side rolls 10+ their opponent' | * 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/ | ||
| + | |||
| + | * Adjust dispositions accordingly | ||
| + | * Repeat the process for the next round or proceed to Resolving the Challenge | ||
| + | |||
| + | =====Resolving the Challenge===== | ||
| + | The Flashpoint ends when: | ||
| + | * One side hits 0 Disposition, | ||
| + | * The set # of rounds elapses. | ||
| + | |||
| + | The side with higher remaining Disposition “wins” their goal — but it might come at a cost: | ||
| - | Consult the Flashpoint Matrix | + | <WRAP column half> |
| + | 75–100% \\ | ||
| + | 50–74% \\ | ||
| + | 25–49% \\ | ||
| + | < | ||
| + | <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) </ | ||