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Dash (Pages)

Character sheet for Dashes

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Mike
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0% found this document useful (0 votes)
36 views4 pages

Dash (Pages)

Character sheet for Dashes

Uploaded by

Mike
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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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 RPG, 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/).
BEFORE WE START MOMENTUM
Define lines that should not be crossed. When a player makes an action roll, that
Pause or rewind the game if something roll can generate momentum. You start
uncomfortable happens during a session. every session with 2, and generate more
when you make successful rolls. You use
Always make sure everyone is momentum to get various bonuses or
comfortable with the direction of the resist incoming consequences.
story.
‣ On a 4-5, you gain 1 momentum.
PLAYING THE GAME ‣ On a 6, you gain 2 momentum.
‣ On a 66, you gain 3 momentum.
One person is the game master (GM), the
rest are players. When momentum is spent for a roll, that roll
cannot in turn generate momentum.
GM: Guide the story, present challenges
to the group. Be a fan of the players. Ask
them questions, fill the world with their
CONSEQUENCES
answers. If it's cool, let them try or split If you make an action roll, and you get a
complex challenges into clocks. 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 the
Give everyone a time to shine. Fill 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 didn't
overcome, and there's a risk of failure, work, you need to use another action.
make an action roll. This resolves the ‣ Worse Condition: take 1-3 stress, based
action of the PC as well as any GM on the risk.
characters that are involved
STRESS: When your character takes stress,
GM, telegraph the risk of the roll (low, tick segments on your stress clock. Update
moderate, high) and the effect (limited, your character’s condition beside the
standard, great). clock. If you fill the clock, clear it, and you
are taken out for the scene. To recover
Pick an action, roll 1d6 per action dot, and stress, rest, lay low or seek medical
read the single highest result. attention. The GM will look at the fiction
and tell you how much stress (1-4) you
If you end up with zero or less dice to roll, roll 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. Roll and take the highest result.
‣ On a 4-5, it's a partial success. You
achieve your goal, but there's a ‣ On a 1-3, the consequence still happens.
consequence. ‣ On a 4-5, the consequence is reduced.
‣ On a 1-3, it's a bad outcome. Things go ‣ On a 6, the consequence is avoided.
badly, and there's a consequence. ‣ 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 has ASSIST: Consume 1 momentum to add 1d6
with certain people or organizations in the to an ally’s roll. Doing this also exposes
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.
At character creation, actions cannot have Describe how you intervene, and suffer
more than 2 dots. the 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 been established in the fiction yet. The
the blanks on your sheet. GM 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, you can make a fortune roll. The result of
like 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. Roll
action roll: draw a clock. a number of d6s based on a specific action
or the odds of a thing happening, and
Clocks are circles divided in 4, 6 or 8
interpret the results.
segments. The more complex the problem,
the more segments in the clock.
PCs use action rolls to progress a clock.
Tick a progress clock based on the effect
result of the roll. Tick 1 segment for a
limited effect, 2 segments for a standard
effect, or 3 segments for a great effect.
When a PC gets a complication as a result
of their action, tick a _danger clock_ 1
segment for a low risk, 2 segments for a
moderate risk, or 3 segments for a high risk.

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