
Charge RPG
By Fari RPGsPower Your Storytelling
Character Creation
Mechanics
Fiction First
Rolling Dice
Action Roll
Consequences
Determination Roll
Flashbacks
Momentum
Recovery
Fortune Roll
Recap
Team Work
Clocks
Progression
Projects and Complications
In a Nutshell
Preparing the Game
Hacking the Game
Community Resources
Conclusion
Extras
Fortune Roll
Charge RPG

To make a fortune roll, build a dice pool by using a specific action or by adding 1d6 per likeliness level of a thing happening.You are looking in the wreckage of a ship; is anybody left alive? You find a pistol on the ground; are there still bullets in it? Two factions are at war; who will win the final battle?
- If there's a 50% chance of success, roll 1d6. If it's more than that, add more dice to the pool.
- If it's really unlikely, roll 2d6 and pick the lowest result.
- On a 66, it’s a critical success. There are great results, and something exceptional happens.
- On a 6, it’s a full success. There are great results.
- On a 4-5, it’s a partial success. There are mixed results.
- On a 1-3, it’s a bad outcome. There are bad results.
Don't overthink this as this rule should not get in the way of the game. This mechanic is there to quickly spice things up during a scene when there's an unknown element and we want to see how it plays out.There's someone left alive on the ship, and they are still breathing. There are bullets in the gun, but the gun itself is broken and can't be used.
Recap
Fortune Roll
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- Build a dice pool by using a specific action or by adding 1d6 per likeliness level of a thing happening, roll, and interpret the results.
- If it's really unlikely, roll 2d6 and take the lowest result.
- On a 66, it’s a critical success. There are great results, and something exceptional happens.
- On a 6, it’s a full success. There are great results.
- On a 4-5, it’s a partial success. There are mixed results.
- On a 1-3, it’s a bad outcome. There are bad results.