I love that idea! You can reach me at astrogroov@gmail.com.
Groov
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Sure! I cut down on the narrative, but here are the basics of an action.
GM: You're atop a mag-train, the man facing you down throws his knife from one hand to the other, then dashes forward to stab! <Bad Dude with a Knife [4]>
PC: I snap my focus to him, try to block it, and knock him down!
GM: Sounds like you want to Kick Ass! Good thing you're a Cool Dude, so your pool is 3d6.
PC: Oh, I want to make sure this works, so I will spend 4 Juice to get +2d.
GM: That brings it up to 5d6, pretty good! This is pretty dangerous, a knife fight on a moving train - let's say it's danger 2.
PC: Ok, I rolled a 6, 5, 3, 3, and 2.
GM: The 5 and 6 count as hits, so reroll those. You've got 2 hits and one explosion so far. You already beat the danger.
PC: I got 5 and 1. That's 3 hits so far, and a second explosion! I rerolled the hit and got a 2, so that's it. I got 2 Juice back though!
GM: 3 hits, that's great! You get him down to [1], how does it happen?
PC: I use his momentum against him and slide to the side so he stabs the air, and I knee him in the stomach!
GM: He turns around, furious, and starts slashing wildly at the air. Danger 2 again.
PC: I'm going to Kick Ass again, but I'm feeling confident, so no Juice this time. 3d6... 1 hit, I got 6, and two 4s. I rerolled it and got 2. 1 hit, 1 explosion.
GM: Oof, didn't avoid the danger there, but enough to get rid of him and earn another juice. How do you do it?
PC: Ok, with him swinging as wildly as he is I back up and keep dodging, hoping for an opening. I back closer to the edge but don't get a shot until I'm on the very edge. He lunges too far and we both go over the edge.
GM: You hang on to the side rail, and see the dude plummet to the neon markets below. Mark off 1 HP. You're on the edge, and you see a tunnel coming, better get out of there quick!
# Boost - Extra | Extras
A Charge RPG Extra to give your players a little more sway and ability where it matters.
\-By Groov
---
`Boost` is a mechanic that gives a little more narrative influence to the players, allowing them to emphasize actions that are meaningful to them.
## Boost Rule
Each character has 3 `boosts` available per session. When making an `action roll` the player may spend these to increase the results on any of the dice by the number spent. Characters must have a `detail` that supports or relates to the `action` or situation.
> #### Example
> _Jin's character Omega is trying to crack a high-tech safe. When rolling their Action, they come up with a 4 and a 5 on the dice. They have the `detail` _former spy_ and think this is something their character would be an expert in. They could spend 1 Boost to increase the 5 to a 6 and fully succeed, but Jin really wants to do this as quickly as possible. They spend 1 Boost to increase the 5 to a 6 and their other 2 Boosts to increase the 4 to a 6 as well, getting a great success with multiple 6s on their roll._
> ## GM Notes
>
> `Boosts` can be used for magic, super powers, or as just a way to empower heroic characters. Feel free to tune the number of `boosts` or how they are regained to your game.
The intent is to be able to push yourself as well, I'll see where I can add that on...
As far as earning momentum, my gut says for simplicity I shouldn't add any exceptions, spending momentum on this should should prevent earning it. I'm a little worried the opportune cost is a bit high in that case though. I'll ask in discord!
# Narrative Gear | Extras
A Charge RPG Extra to make the gear you have matter
\- By Groov
---
Narrative Gear is an extra that lets a character use their equipment to get a bonus die when making an `action roll`, or avoid the worst of a `consequence`.
## Gear Rule
Gear is a mechanic that lets you bring a number of pieces of equipment into a scene to have a mechanical and narrative impact.
When you leave your home base or equipment stash, you decide your `loadout` and have a number of significant items based on which you choose. If you want a `normal loadout`, you can declare up to 4 items; with a `heavy loadout`, you have up to 8, though characters with a heavy load are slower and stand out in a crowd.
Declaring Gear
You don't decide what items are in your `loadout` before you leave. Instead, you `declare` you have an item on the fly as long as it makes narrative sense based on your `details`. When you do so, you may also spend 1 `momentum` and choose for that item to be `assisting gear` or `defensive gear` to gain the mechanical benefit listed below. Once declared, write down the gear on your character sheet. You still have the item, if it isn't lost or consumed, but it gives no more mechanical benefit.
You may still push yourself or be assisted when you `declare` gear.
`Assisting gear` may include a particularly nasty knife, a local map, or anything else that might help in a specific situation. When you `declare` you have `assisting gear`, you either make an `action roll` with `+1d6`, or choose to increase your `effect rating`.
`Defensive gear` represents defensive preparation the character may have done, such as wearing reinforced armor or carrying a shield. When you `declare` you have `defensive gear` you reduce `stress` taken by the number of `loadout` “slots” you’re willing to use for this item. You may only get this benefit once if you have a `normal loadout`, or twice if you have a `heavy loadout`.
> #### Example
>
> _Jaden's character Oza, a goblin thief, is looking to scale a wall into a noble's estate. To help get over, they declare they have a grappling hook, spending 1 charge of momentum and adding +1d6 to their action roll. Jaden marks that they have a grappling hook on their sheet, so if they need it in the future, they can pull it out again (though they won't get the +1d6 bonus). After landing on the other side of the wall, Oza finds themselves face to face with a patiently waiting mercenary, who stabs them in the chest. Instead of taking two stress, Jaden declares that Oza was wearing a reinforced plate just in case, marking off another momentum and two more gear slots on their loadout._
> ## GM Notes
>
> If your game has more of a focus on equipment, you may want to allow the mechanical benefit when you declare an item to be free, but keep in mind this will make characters a good deal more powerful. Alternatively, you can decrease the `loadout` to 3 and 6 respectively, giving the players a tough decision to make when they want their gear in the spotlight.
>As GM, don't forget you can always reflavor mechanics for your game. Maybe instead of gear, this represents remaining magic or battery power.
## Credits
- This system is adapted from Blades in the Dark by Groov for use with Charge RPG
> ## Recap
>
> Pick a `normal loadout` (4 slots) or a `heavy loadout` (8 slots)
> `Declare` gear, and spend 1 `momentum` for `assisting gear` or `defensive gear`
> `Assisting gear` adds `+1d6` or improved `effect rating` on an `action roll`
> `Defensive gear` prevents `stress equal` to the slots of gear used. You can only do this once with a `normal loadout`, or twice with a `heavy loadout`
> **Gear always provides narrative freedom**
Charge looks like a great system! It's focused first and foremost on the narrative, and it gets right into the action with the momentum mechanic and quick, easy-to-understand rules! This is the perfect game for a group of storytellers. Only sad that I found the game at the very end of the creation jam!