BEFORE WE START MOMENTUM
Define lines that should not be crossed. When a player makes an action roll, that roll
Pause or rewind the game if something can generate momentum. You start every
uncomfortable happens during a session. session with 2, and generate more when
you make successful action rolls. You use
Always make sure everyone is comfortable momentum to get various bonuses or
with the direction of the story. resist incoming consequences.
PLAYING THE GAME ‣ On a 4-5, you gain 1 momentum.
‣ On a 6, you gain 2 momentum.
One person is the game master (GM), the ‣ On a 66, you gain 3 momentum.
rest are players.
When momentum is spent for a roll, that roll
GM: Guide the story, present challenges to cannot in turn generate momentum.
the group. Be a fan of the players. Ask them
questions, fill the world with their answers.
If it's cool, let them try or split complex
CONSEQUENCES
challenges into clocks for the players to If you make an action roll, and you get a
work on over the course of a scene. partial success (4-5) or a bad outcome (1-3),
you suffer a consequence.
PLAYER: Narrate what your character does.
Make action rolls when things are risky. ‣ Reduced Effect : reduce the effect of
Give everyone a time to shine. Fill the the action by one level.
world with your ideas. Take risks, and rise ‣ Complication: tick 1-3 segments on a
up from failures. new or existing danger clock, based on
the risk.
ACTION ROLLS ‣ Escalated Risk : increase the risk of
future related action rolls by one level.
When there's a challenge that needs to be ‣ Lost Opportunity : what you tried
overcome, and there's a risk of failure, didn't work, you need to use another
make an action roll. This resolves the action action.
of the PC as well as any GM characters that ‣ Worse Condition: take 1-3 stress, based
are involved. on the risk.
GM, telegraph the risk of the roll (low, STRESS: When your character takes stress,
moderate, high) and the effect (limited, tick segments on your stress clock. Update
standard, great). your character’s condition beside the clock.
If you fill the clock, clear it, and you are
Pick an action, roll 1d6 for each action dot, taken out for the scene. To recover stress,
and read the single highest result. rest, lay low or seek medical attention. The
GM will look at the fiction and tell you how
If you end up with zero or less dice to roll, roll much stress (1-4) you clear.
2 dice and keep the lowest.
DETERMINATION ROLL: To resist or limit your
‣ On a 66, it's a critical success. You or someone else’s consequence, build a
achieve your goal with increased effect. pool of d6s by adding 1d6 for each charge
‣ On a 6, it's a full success. You achieve of momentum you are willing to consume.
your goal.
‣ On a 4-5, it's a partial success. You Roll and take the highest result.
achieve your goal, but there's a
consequence. ‣ On a 1-3, the consequence still happens.
‣ On a 1-3, it's a bad outcome. Things go ‣ On a 4-5, the consequence is reduced.
badly, and there's a consequence. ‣ On a 6, the consequence is avoided.
‣ On a 66, the consequence is avoided.
and the risk of your next roll is lowered.
YOUR CHARACTER SPECIAL ACTIONS
When creating a new character, write PUSH YOURSELF: Consume 2 momentum per
down their details: push and gain one of the following.
‣ Concept: an elevator-pitch version of ‣ Add 1d6 to your action roll.
who the character is. ‣ Increase the effect of your action.
‣ Appearance: what the character looks ‣ Take action even if you were taken out.
like, what they wear, etc.
‣ Ties: 1-3 relations that the character ASSIST: Consume 1 momentum to add 1d6
has with certain people or to an ally’s roll. Doing this also exposes
organizations in the world. your character to the same risks.
Assign 4 action dots among the following 6 ADD TENSION: Ask the GM to add a
actions on your character sheets. consequence to the scene. If you accept it,
add 1d6 to your action roll.
‣ Muscle: lift, overcome, wreck.
‣ Finesse: hide, skulk, lurk. SET UP: Make an action roll to improve the
‣ Move: run, jump, climb. effect or risk for people following through
‣ Study: gather, scrutinize, analyze. with your action.
‣ Talk: befriend, charm, manipulate.
‣ Focus: concentrate, meditate, trance. PROTECT: Step in to confront a consequence
that an ally would otherwise face. Describe
At character creation, actions cannot have how you intervene, and suffer the
more than 2 action dots. consequence for them. You can try to
reduce or cancel the consequence with a
PROGRESSION: After a big story event, every determination roll.
PC gets a new talent. This either gets you a
new action dot, or a situational talent. For FLASHBACKS: Call for a scene that has
the latter, decide on a specific situation happened in the past to affect what hasn’t
that activates the talent’s bonus and fill the been established in the fiction yet. The GM
blanks on your sheet. sets a cost in momentum, between 0-2,
and asks for action rolls if necessary.
CHALLENGES AND DANGER FORTUNE ROLL: To disclaim decision-making,
When the PCs face a complex obstacle, like you can make a fortune roll. The result of
enemies putting up stiff resistance, or the roll helps guide the outcome as to
when you want to inject the tension of where the story goes next, but doesn't
impending danger, don't leave it to a single feature momentum nor consequences.
action roll: draw a clock.
Roll a number of d6s based on a specific
Clocks are circles divided in 4, 6 or 8 action or the odds of a thing happening,
segments. The more complex the problem, and interpret the results.
the more segments in the clock.
‣ On a 66, it’s a critical success. There
PCs use action rolls to progress a clock. are great results, and something
Tick a progress clock based on the effect exceptional happens.
result of the roll. Tick 1 segment for a ‣ On a 6, it’s a full success. There are
limited effect, 2 segments for a standard great results.
effect, or 3 segments for a great effect. ‣ On a 4-5, it’s a partial success. There
are mixed results.
When a PC gets a complication as a result ‣ On a 1-3, it’s a bad outcome. There are
of their action, tick a danger clock 1 bad results.
segment for a low risk, 2 segments for a
moderate risk, or 3 segments for a high
risk.
Name:
Pronouns:
NOTES
DETAILS
Concept:
Appearance:
Ties:
ACTIONS
Muscle Study
Finesse Talk
Move Focus
MOMENTUM
STRESS & CONDITION
CLOCKS
TALENTS
New Action Dot
+1 Effect when
New Action Dot
-1 Risk when
New Action Dot
+1d6 when
This work is based on Charge, product of Fari RPGs (https://farirpgs.com/), developed and authored by René-Pier Deshaies-
Gélinas, and licensed for our use under the Creative Commons Attribution 4.0 License (https://creativecommons.org/licenses/
by/4.0/) This work is also based on Blades in the Dark (found at http://www.bladesinthedark.com/), product of One Seven
Design, developed and authored by John Harper, and licensed for our use under the Creative Commons Attribution 3.0
Unported license (http://creativecommons.org/licenses/by/3.0/).