======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]])
=====Getting Started=====
**Choose a Scene Goal:** What each side wants if they “win.” \\
**Determine Starting Dispositions:**
**Party Disposition:** 6 + # of PCs engaged in the challenge \\
**Opposition:** Party Disposition + Challenge Rating \\
Challenge Rating: -1 trivial, 0 low, 1 moderate, 2 severe, 3 extreme, 4 mythic
**Set Duration**: Typically 2–4 rounds, depending on scene/narrative importance.
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=====Each Round=====
Each round represents an //exchange// during the Flashpoint. Unlike combat, rounds in a Flashpoint unfold over varying lengths of time, determined by the narrative context.
**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'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 ||||
* 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, or
* The set # of rounds elapses.
The side with higher remaining Disposition “wins” their goal — but it might come at a cost:
**Remaining Disposition %** \\
75–100% \\
50–74% \\
25–49% \\
<25%
**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)