Table of Contents

Flashpoint Challenge Subsystem

(inspired by: Mouse Guard and 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)

2. Reveal and roll:

3. Consult the 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

Resolving the Challenge

The Flashpoint ends when:

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)