pantheonrising:system:flashpoint

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Flashpoint Challenge Subsystem

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 represents an exchange in the Flashpoint. Unlike combat, rounds in a Flashpoint unfold over varying lengths of time, determined by the narrative context.

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

Reveal and roll:

  • Each side makes one opposed check (pick the most relevant skill).
  • The higher roll wins the exchange.
  • If one side rolls 10+ their opponent's roll, it’s a critical success.

Consult the Flashpoint Matrix

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)

  • pantheonrising/system/flashpoint.1760633367.txt.gz
  • Last modified: 2025/10/16 16:49
  • by frayzion