======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. ---- =====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)