Flippin' Eck

A Playground Roleplaying Game

Survive. Stay Loyal. Don't Break.

01

What is Flippin' Eck?

Flippin' Eck is a tabletop roleplaying game about kids surviving life in a British comprehensive school. Player characters are children aged roughly 11–16, living through the playground politics, unfair authority, bullying, loyalty, fear, and stubborn courage of school life.

They are not heroes. They are not safe.

They are stubborn, scared, loyal, and capable of surprising bravery.

Flippin' Eck focuses on vulnerability, social pressure, fear, and emotional fallout rather than physical attrition. Characters are children and teenagers. They are resilient in strange ways, fragile in others, and rarely in control.

Design Intent

The game is inspired by Grange Hill, the BBC comprehensive school drama that ran for 30 years, depicting the messy reality of childhood—bullying, unfair punishment, teacher cruelty, friendship, loyalty, and the constant feeling of being trapped in a system that doesn't care about you.

"This is a game about power without control, about loyalty under pressure, and about refusing to break even when the world wants you to."

What You'll Need

  • 3-5 players and one Game Master (GM)
  • Six-sided dice (d6)
  • A deck of playing cards (standard 52-card deck)
  • Character sheets (included in this rulebook)
  • Paper and pencils
  • A Heat Track (optional: print or draw a 5-segment tracker)
  • 2-4 hours for a session

02

How to Play

Core Resolution

When your character tries something risky or uncertain, you roll dice. Each die showing a 6 is a success. One success is usually enough.

The Formula:
Roll Attribute + Skill dice
Each die showing 6 = one success
1+ success = you accomplish the goal
0 successes = failure with consequences

Difficulty

Flippin' Eck doesn't use difficulty numbers. Instead:

  • Easy tasks don't need a roll—just describe what happens
  • Risky or uncertain tasks require a roll and risk Conditions
  • Opposed actions (two people competing) compare successes—highest wins

Success with Complications

Not every success is clean. The GM may introduce complications:

  • You gain a Condition
  • You draw unwanted attention (Heat increases)
  • The danger escalates
  • Someone gets hurt as a side effect
  • Authority takes notice
Example: Success with Consequences

Sarah wants to convince a teacher to let her and her friends into a locked classroom after hours. She has HEART 4 and Charm 2, so she rolls 6 dice.

Her roll: 2, 3, 4, 5, 5, 6 — One success.

The teacher agrees, but insists on staying nearby. Sarah succeeded, but now the adult is watching everything they do. The GM marks +1 Heat: an authority figure is now invested.

Failure

Failure never means "nothing happens." When you fail a roll:

  • The situation escalates
  • Someone gains leverage
  • You gain a Condition
  • Heat may increase (authority notices, rumors spread, situation worsens)
  • Trouble spreads

The GM always introduces a consequence that moves the story forward, even if it's unfavorable.

03

Character Creation

Step 1: Choose Your Archetype

Each archetype represents a common school character type. You get narrative permission and mechanical benefits tied to your archetype's Talent.

The Tough Kid

You're physically strong and don't back down. You take hits without showing pain.

Talent: Shrug It Off – Once per session, ignore the Hurt Condition when you take physical damage.

The Brain

You read everything and remember facts. Teachers respect your intelligence.

Talent: I Read Something About This – Once per mystery, ask the GM for any relevant fact or rumor. It's always true.

The Class Clown

You joke to survive. When things get tense, you crack wise.

Talent: Defuse the Moment – Remove one social Condition (Stressed, Shaken, Hopeless) from yourself or another character once per session.

The Outsider

Nobody notices you. You're quiet, watchful, and easy to forget.

Talent: They Never Notice Me – Gain +1 die to Sneak or Observe rolls when staying quiet and out of sight.

The Rebel

You openly defy authority and bullies. You don't care about consequences.

Talent: I Don't Back Down – Gain +1 die to Nerve or Intimidate rolls when directly defying authority or standing up to bullies.

The Caretaker

You look after your friends. You're the one people confide in.

Talent: You're Not Alone – Remove one Condition from another character by spending quiet time with them. Or take a Condition yourself to remove two from them.

The Nerd

You tinker with things and understand how they work. You're good with problems.

Talent: Give Me a Minute – You can repair, sabotage, or jury-rig simple devices without rolling. You automatically succeed at technical challenges.

The New Kid

You're not settled yet. You see things differently than others.

Talent: Fresh Eyes – Once per session, reroll a failed Perception, Observe, or Social roll and use the new result.

Step 2: Assign Attributes

You have 14 points to distribute among four Attributes. Minimum 2, maximum 5 in any Attribute.

BODY

Physical capability, endurance, movement

BRAINS

Reasoning, learning, memory, investigation

GUTS

Courage, emotional resilience, nerve

HEART

Empathy, charm, social instinct

Example Distributions

The Tough Kid: BODY 4, GUTS 4, HEART 2, BRAINS 4

The Brain: BRAINS 5, HEART 3, BODY 2, GUTS 4

The Caretaker: HEART 4, GUTS 4, BODY 3, BRAINS 3

Step 3: Assign Skills

Each Attribute has three associated Skills. You have 10 points to distribute among 12 Skills. You can assign 0-3 in any Skill.

BODY Skills
  • Brawl – Fighting, grappling, shoving
  • Athletics – Running, climbing, dodging
  • Tough – Endurance, resisting pain
GUTS Skills
  • Nerve – Facing fear, holding your ground
  • Intimidate – Threats, staring contests, social pressure
  • Willpower – Refusing to break, mental endurance
HEART Skills
  • Charm – Persuasion, jokes, fitting in
  • Empathy – Reading emotions, comforting others
  • Leadership – Giving orders, rallying people
BRAINS Skills
  • Sneak – Hiding, avoiding notice
  • Observe – Spotting trouble, reading situations
  • Think – Planning, figuring things out

Step 4: Choose Your Gang

A gang is 2-6 kids who stick together. You can be part of an existing gang or form a new one with other player characters.

Your gang has a Reputation – choose one:

  • Hard – You fight, you don't back down
  • Weird – You're strange, creepy, or different
  • Popular – Everyone knows your names
  • Invisible – Nobody pays attention to you

Step 5: Create Bonds

Name three people who matter to you and why:

  • A friend or gang member
  • Someone you care about (family, ally, rival)
  • Someone you're afraid of or respect

These are your Bonds. They matter mechanically and emotionally.

Step 6: Create Your Character Sheet

Write down:

  • Your name and age
  • Your Attributes and Skills
  • Your Archetype and Talent
  • Your Gang's name and Reputation
  • Your three Bonds
  • One secret nobody knows
  • One thing you're afraid of

04

Core Mechanics

Pushing a Roll

If you fail a roll, you may Push it—forcing yourself onward through desperation, stubbornness, or recklessness.

How Pushing Works:
  • Reroll all dice that didn't show a 6
  • You automatically gain one Condition (no die result avoids this)
  • The Condition reflects the cost of pushing forward
  • If you already have that Condition, you become Broken instead

Pushing always costs you. There is no "lucky reroll." When you Push, you choose to suffer.

Example: Pushing for Success

Alex tries to climb down into a storm drain. He has BODY 3 and Athletics 1, so he rolls 4 dice.

First roll: 1, 2, 4, 5 — No successes.

He decides to Push. The GM says he gains the Tired Condition as he forces himself down the slippery walls.

Reroll: 3, 4, 6, 6 — Two successes!

Alex gets down into the drain, but his arms are shaking, his breath is ragged. He's gained Heat and will struggle to act again soon.

Limits on Pushing

You cannot Push:

  • Fear rolls (you either hold it together or you don't)
  • Rolls made while Broken (you've already collapsed)
  • Rolls where failure has already resolved the situation
  • Social rolls once Heat reaches 5 (adults are in control now)

Basic Skill Uses

BODY Skills
  • Brawl: Fighting in combat, grappling, overpowering
  • Athletics: Running, climbing, jumping, dodging, coordination
  • Tough: Resisting pain, carrying heavy things, enduring hardship
GUTS Skills
  • Nerve: Facing fear, keeping composure, holding ground
  • Intimidate: Threatening, staring down, social pressure
  • Willpower: Refusing to break mentally, resisting despair
HEART Skills
  • Charm: Persuasion, jokes, fitting in, making friends
  • Empathy: Reading emotions, comforting others
  • Leadership: Giving orders, rallying people, organizing
BRAINS Skills
  • Sneak: Hiding, moving quietly, avoiding notice
  • Observe: Spotting trouble, reading situations, investigating
  • Think: Planning, solving puzzles, remembering

05

Conditions & Broken States

Conditions replace hit points. They represent physical damage, emotional harm, and social pressure. There are no invisible wounds—if you're hurt, embarrassed, or terrified, everyone can see it.

Physical Conditions

Tired

Out of breath, shaky, slowing down. You're exhausted from running, fighting, or effort. Your movements are slower, you're less coordinated.

Clears with: Rest, sitting down, catching your breath, or a calm scene

Hurt

Bruised, limping, aching. You've been hit, thrown, or injured. Movement is painful, you favour one side.

Clears with: Time, first aid, ice packs, or being cared for by a friend. Rarely clears during the same scene it was gained.

Mental Conditions

Stressed

Snappy, overwhelmed, distracted. Everything irritates you, you're on edge. You speak sharply to people, you can't focus.

Clears with: Calm moments away from pressure, distraction, or someone telling you it's okay. Clears by end of scene in safe situations.

Shaken

Embarrassed, rattled, confidence cracked. That was humiliating and you can't stop thinking about it. You avoid eye contact, you're self-conscious.

Clears with: Honest reassurance, a friend backing you up publicly, or time without further embarrassment.

Hopeless

Withdrawn, defeated, shutting down. Nothing matters anymore, why try? You go quiet, you stop engaging, you feel heavy.

Clears with: Being listened to, someone taking your side, time and distance from the problem. Never clears during the same scene it was gained.

Scared

Fear and panic from facing the unnatural, isolation, or overwhelming pressure. Your hands shake, your heart races, you want to run or freeze.

Clears with: Reaching safety, being with someone you trust, calm reassurance, and time without new threats.

Becoming Broken

When you receive a Condition you already have, you don't mark it again. Instead, you become Broken.

When you're Broken:

  • You lose control of the situation
  • You're removed from the scene (physically or mentally)
  • You cannot Push or lead actions
  • You cannot voluntarily rejoin the scene
  • The GM rolls D66 on the appropriate Critical Table
  • A friend may spend a resource to help you recover

06

The Heat Track: Authority & Pressure

The Heat Track is a 5-segment mechanical tool that represents how much attention and pressure from adults and authority has accumulated.

Heat Effects:
Heat 0-1: Normal School — Adults distant, kids have freedom
Heat 2: Attention — Teachers aware, asking questions
Heat 3: Investigation — Adults actively searching
Heat 4: Authority Closing In — Punishment imminent
Heat 5: Adults In Control — Scene fundamentally changes

What Adds Heat (+1 each)

Teacher/Adult Attention:
  • A teacher directly witnesses rule-breaking
  • An adult is called to investigate
  • A teacher actively searches for information
  • An adult becomes personally invested
Noise & Commotion:
  • A loud fight breaks out
  • Multiple kids are shouting or running
  • Something breaks (window, locker, desk)
  • A kid screams for help
Escalating Trouble:
  • Weapons appear (sticks, rocks, anything dangerous)
  • Someone bleeds visibly
  • A kid threatens to tell parents or authorities
  • Bullying becomes physical and visible

Reducing Heat

Heat doesn't automatically decrease, but it can be reduced strategically:

  • Dispersing/Leaving: If all kids leave before Heat 3, reduce by 1
  • Distraction: Successful social roll reduces Heat by 1 (once per scene)
  • Time Passing: Between scenes, Heat resets to 0
  • Taking the Fall: One kid confesses and accepts punishment (−2 Heat)
  • Apology & Repair: Fixing what was broken or hurt reduces Heat by 1

07

Fear & the Supernatural

School is scary enough on its own. Some things, though, go beyond detention and bullies.

When to Roll Fear

Make a Fear Roll when a kid:

  • Encounters something supernatural or unexplained for the first time
  • Sees something horrifying: serious violence, badly injured friend, dead bodies
  • Is trapped, cornered, or helpless while something dangerous closes in
  • Witnesses something that contradicts their understanding of reality
Fear Levels:
Fear 1 – "Scary": Strange sounds at night, lurking shapes, teacher completely losing it
Fear 2 – "Terrible": Badly hurt friend, ghost that moves wrong, unexplained violence
Fear 3 – "Unbearable": Something truly impossible, mass grave, witnessing horror

Making a Fear Roll

Step 1: Choose Your Approach

Pick BRAINS (Observe) or HEART (Empathy) – whichever makes sense:

  • BRAINS: You detach, analyze, count details, rationalize
  • HEART: You cling to people, feelings, determination
Step 2: Build Your Dice Pool

Start with Attribute + Skill, then apply modifiers:

  • +1 die for each other PC with you (not Broken or Scared), max +3
  • +1 die if a Bond is present and helping
  • −1 die for each existing Mental Condition
  • −1 die if Heat is 4 or higher

You cannot Push a Fear Roll. You either hold it together—or you don't.

Fear Roll Outcomes

On Success: You keep your head. You still feel scared, but there's no mechanical effect. You gain +1 success on your next roll against this specific fear.

On Failure: You become Scared and must choose one reaction:

Flee

You bolt. You use your turn to get away by the fastest route. You don't stop to help—you just run.

Freeze

You go rigid. No talking, no acting—just wide eyes and shallow breaths. You can't act until the scene shifts.

Faint

You drop. Out cold on the floor. You're helpless until someone helps you to safety.

Flail / Lash Out

You swing wildly at the nearest threat with whatever you have. You don't choose tactics—you just react. (+1 Heat automatically)

08

Playground Combat

Combat in Flippin' Eck is not tactical or fair. It's messy, chaotic, embarrassing, and often stopped by adults.

Initiative: The Playground Cards

Initiative uses a custom deck:

  • Cards 1-12 (13 cards total)
  • One Joker (14 cards)

Each participant draws one card when combat begins. The Joker acts first, then 12, 11, 10... down to 1.

The Joker Effect

Drawing the Joker is chaos. When a character gets the Joker:

  • They act first, no matter what
  • They take TWO actions this turn
  • They gain +1 automatic success on all rolls
  • On a tie, they still inflict a Condition
  • +1 Heat automatically (the fight escalates)

Your Turn

On your turn, you do ONE of these:

Attack

Punch, shove, grab, throw something

Roll: BODY + Brawl

Move

Run, climb, flee, hide

No roll needed (unless contested)

Defend

Brace, dodge, cover your head

Reactive (when attacked)

Cause Chaos

Trip someone, yell, kick a ball

Create distraction or help ally

Attacking & Defending

Combat Resolution

Attacker: Roll BODY + Brawl

Defender chooses:

  • Dodge: BODY + Athletics (move out of the way)
  • Block: BODY + Brawl (stand your ground)

Compare successes:

  • Attacker wins: Hit lands. Defender gains a Condition.
  • Defender wins: Attack avoided. No harm.
  • Tie: Both stumble or collide. Normal chaos.

Damage = Conditions

There are no hit points. Every successful hit causes exactly ONE Condition:

  • Physical attacks → Physical Conditions (Tired, Hurt)
  • Verbal cruelty → Mental Conditions (Stressed, Shaken, Hopeless, Scared)

Weapons (Which Adults Hate)

  • Fists: Normal. Causes regular Physical Conditions.
  • Thrown Objects: Loud and obvious. +1 Heat.
  • Stick/Ruler: Counts as unfair. +2 Heat automatically.
  • Rock or Hard Object: Serious escalation. +2 Heat. Expect immediate adult response.
  • Words/Psychological Cruelty: Cause Mental Conditions. Last far longer than bruises.
Nobody wins a playground fight. It just stops.

09

Healing & Recovery

Healing in Flippin' Eck is slow, social, and situational. Conditions don't disappear during chaos—they require time, safety, and people.

Core Healing Principles

  • Conditions don't disappear during chaos or active scenes
  • Healing requires time, safety, or people (usually all three)
  • Physical and Mental Conditions heal differently
  • Being Broken always removes you from the current situation
  • Bonds matter—your friends can help you heal faster

Healing Physical Conditions

Tired

Clears with: Sitting down, drinking water, catching your breath, end of a calm scene (5-10 minutes)

With a friend's help: Clears at end of scene automatically if a friend sits with you

Hurt

Clears with: First aid (however bad—band-aids, ice packs), time (hours, sometimes days), safe rest

With a friend's help: A friend with you reduces healing time by half

Healing Mental Conditions

Stressed

Clears with: Calm moments, distraction, someone telling you it's okay, end of scene in safe place

With a friend's help: Clears immediately if a friend makes you laugh or distracts you

Shaken

Clears with: Honest reassurance, friend backing you up publicly, private moment to calm down

With a friend's help: Friend can remove this immediately by standing with you or comforting you

Hopeless

Clears with: Being listened to, someone taking your side, time and distance. Never during the same scene it was gained.

With a friend's help: Friend spending real time with you reduces healing time significantly

Scared

Clears with: Removal from danger, being with someone you trust, calm reassurance, reaching safety

With a friend's help: Friend holding your hand or staying with you clears this immediately if they're a Bond

Bonds & Healing

If you have a Bond with someone who is injured or Broken, you can spend a Bond use once per session to:

  • Remove one Condition from them
  • Prevent them from going Broken
  • Help them recover from Broken status (cuts recovery time in half)
  • Add +1 die to their next roll to resist a Condition or Fear

10

Gangs & Reputation

A gang is 2-6 kids who stick together. They're a unit—powerful together, vulnerable apart.

Gang Benefits

We're Together

One gang member may assist another without rolling, granting +1 die to their roll. This can be used once per roll.

Assist by: Physical help, verbal backup, moral support, standing shoulder-to-shoulder

We Back Our Own

Once per scene, the gang may downgrade a Condition gained by one member (Hurt becomes Tired, Shaken becomes Stressed).

This must be immediate, narratively justified, and visible to others.

Reputation

Your gang has a Reputation (choose one):

Hard

You fight, you don't back down

Once per session: Auto-success on intimidation or avoid a fight

Weird

You're strange, creepy, or different

Once per session: Auto-success on disturbing/shocking or avoid confrontation

Popular

Everyone knows your names

Once per session: Auto-success on charm or they want to be your friends

Invisible

Nobody pays attention to you

Once per session: Auto-success on sneaking or they don't notice you

Gang Cohesion

Track your gang's Cohesion (start at 3):

  • Lose 1 Cohesion when a gang member betrays another
  • Lose 1 Cohesion when your Reputation is publicly damaged
  • Gain 1 Cohesion when you band together against external threat
  • Gain 1 Cohesion when you publicly protect each other

At 0 Cohesion: Gang breaks up (members go separate ways)

At 5+ Cohesion: Gain extra +1 die on all group actions

Gang Risks

Shared Trouble

If one member gets caught, questioned, or punished, the others are usually drawn in. Adults assume you're all involved.

Group Escalation

When two or more gang members fight together:

  • +1 Heat automatically
  • +1 additional Heat if three or more fighting together
  • Adults take it seriously—multiple kids = serious trouble

11

Bonds & Relationships

Bonds are people who matter to you. They're not just names—they're mechanical and emotional anchors that make the game about why you do things.

Creating Bonds

During character creation, name three Bonds:

  1. A friend or gang member (someone close to you)
  2. Someone you care about (family, love interest, ally, younger kid you protect)
  3. Someone you respect or fear (older kid, authority figure, rival, someone powerful)
Examples of Bonds
  • "My best friend Jamie—we've been together since year 7"
  • "My older brother Ray—I want to be like him but he doesn't know I exist"
  • "Precious Matthews—she terrifies me but I respect the hell out of her"
  • "Mr. Baxter—he's the only teacher who doesn't treat us like shit"
  • "Roland—he's getting bullied and nobody else will help him"

Bond Mechanics

You have 3 Bond Uses per session

Spend a Bond Use to:

  • Give them +1 die on their next roll
  • Remove a Condition from them
  • Prevent them going Broken (they take a Condition instead)
  • Get +1 die yourself when acting to protect or help them
  • Change a scene outcome slightly

Bond Damage

Bonds can be damaged:

  • When you betray them (−1 Bond use per betrayal)
  • When you refuse to help them in crisis (−1 Bond use)
  • When rumors damage their reputation (−1 if you don't defend them)
  • When they discover a secret about you (negotiated)

When a Bond reaches 0 uses (fully damaged), the relationship breaks. You can rebuild it through play, but it takes time and real effort.

Bond Strengthening

Bonds naturally refresh each session, but they strengthen when:

  • You have an honest conversation about something real
  • You protect them from danger
  • You stand up for them publicly
  • You both go through something scary together
  • You spend time together outside of crisis
  • They help you when you're broken or scared

12

Advanced Rules & Optional Mechanics

Scars & Lasting Consequences (Optional)

After being Broken 3 times (physical or mental, across sessions), mark a Scar.

Scars are permanent narrative traits that change how your character is perceived and how they play.

Physical Scars
  • "Limp from that ankle break"
  • "Scar on my face from the rocks"
  • "Tremor in my hands sometimes"
  • "Afraid of running now"
Mental Scars
  • "Can't trust teachers anymore"
  • "Panic when I'm alone in the dark"
  • "Flinch when someone raises their voice"
  • "Don't believe anyone cares about me"
Scar Effects:
  • When Scar is triggered: −1 die to rolls in that situation
  • When you actively defy your Scar: +1 die (overcoming it)
  • After 3 Scars: Character may transfer schools, retire, or become NPC

Rival Gangs & Territory (Optional)

If your campaign includes multiple player gangs:

  • Each gang claims a territory (year level, social group, location)
  • Encroaching on rival territory adds Heat
  • Gang warfare escalation rules (challenges, fights, public shaming)
  • Turf can be won/lost through major conflicts
  • Alliances can form between gangs

Character Advancement (Milestone-Based)

At the end of significant story arcs, characters grow:

  • End of a term: +1 to one Attribute (max 5) OR +1 to one Skill (max 3)
  • After major storyline: Gain new gang connection, NPC relationship, or Bond
  • After major Broken/Scar: Reroll one die pool per session (learning from trauma)
  • After overcoming personal Fear: +1 die on Fear Rolls against that specific fear

13

NPCs of Grange Hill

Teachers & Adults

Mrs. Bridget McClusky

Role: Headmistress

Rules with fear and authority. Her word is final. Kids fear her.

How to Deal: Don't lie, show respect (even fake), appeal to order/fairness

Mr. Geoff Baxter

Role: PE Teacher

Chaotic energy, unpredictable. Can defuse or escalate instantly. Surprisingly fair.

How to Deal: Show effort, be honest, appeal to his fairness

Mr. Maurice Bronson

Role: Deputy Head

Verbally cruel, searches for rule-breaking, enjoys making students squirm.

How to Deal: Avoid attention, don't provoke, show submission

Mrs. Liz Reagan

Role: Year Head

Firm but fair. Actually tries to help. Listens.

How to Deal: Be honest, show vulnerability, ask for help

Pupil NPCs

Gripper Stebson – Primary bully, instigator. Tough but not invincible.

Imelda Davis – Social antagonist. Uses words as weapons. Spreads rumors.

Zammo McGuire – Charismatic but troubled. Loyal to close friends.

Roland Browning – Frequent target of bullying. Needs protecting. Can become strong ally.

Fay Lucas – Confident, popular. Can be ally or rival. Uses popularity strategically.

Benny Green – Loyal friend. Good in crisis. Will follow PCs into trouble.

Gonch Gardner – Streetwise schemer. Always has an angle. Knows things.

Precious Matthews – Loud, fearless. Respects courage, despises cowardice.

Claire Scott – Observant, quiet. Knows more than she says.

14

GM Guidance

Tone Settings

Before the first session, talk about tone with your players:

Dark & Grim

Bullying is serious, adults are often unfair, consequences stick, supernatural elements are genuinely threatening

Light & Absurd

Kids are resilient, humor is common, adults are mostly incompetent, stakes feel lower even in chaos

Balanced (Recommended)

Mix of both—real stakes and real fear, but also moments of humor and friendship

Session Structure

A typical session is 2-4 hours:

  • Opening Scene (15-30 min): Establish setting, introduce incident, Heat = 0
  • Escalation (1-2 hours): Investigation, social interaction, tension builds, Conditions accumulate
  • Climax (30-60 min): Direct confrontation, major decisions, critical rolling, Heat may reach 5
  • Aftermath (10-20 min): Recovery scenes, healing begins, Bond moments, Heat resets

When to Roll

Don't roll for:
  • Automatic success (easy things everyone can do)
  • Character interaction where tension isn't present
  • Routine activity or downtime
  • Pure roleplay without stakes
Always roll for:
  • Risky actions with real consequences
  • Opposed intentions (two people competing)
  • Situations where failure changes things
  • Anything under pressure (time, danger, attention)
  • Fear-inducing situations

Consequences of Failure

Failure never means "nothing happens." Always introduce a consequence:

  • A Condition appears
  • An NPC's intentions shift
  • Heat increases
  • A door closes while another opens (new problem)
  • Complications multiply
  • Authority gets involved

Sample Session Structures

"The Incident"
  1. Something unfair happens to one PC
  2. Talk to witnesses, gather information
  3. Confront responsible party or authority
  4. Stand up, back down, negotiate, or escalate
  5. What's the long-term consequence?

Heat: Usually stays 1-3 throughout unless things escalate badly

"The Fight"
  1. Tension builds (insult, threat, disrespect)
  2. Heated words, shoving, getting closer to violence
  3. Combat: Initiative, rolls, Conditions, chaos
  4. Someone Broken or adults arrive (Heat 4-5)
  5. Recovery, reputation shifts, new understanding

Heat: Climbs throughout; may reach 5 if fight is serious

"The Mystery"
  1. Something strange happens (rumor, discovery, weird behavior)
  2. Ask questions, gather clues, piece things together
  3. Confront whoever knows the truth
  4. The answer changes something (new knowledge, new threat)
  5. What happens because you know?

Heat: Usually lower (1-2) unless someone gets scared

GM Tips

"Use Heat visibly—put it on a whiteboard, announce it when it changes. The rising numbers create tension and urgency."
Creating Pressure:
  • Use time pressure (bell will ring in 5 minutes)
  • Use social pressure (everyone watching, rumors spreading)
  • Use physical pressure (someone injured, danger is close)
  • Use Heat (visibly mark it, remind them what it means)

15

Character Sheet & Quick Reference

Quick Reference

Dice Pool Formula

Attribute + Skill = number of dice rolled

Each 6 = one success

Usually 1 success is enough

Common Rolls
  • Combat Attack: BODY + Brawl
  • Dodge: BODY + Athletics
  • Defense Block: BODY + Brawl
  • Sneak: BRAINS + Sneak
  • Persuade: HEART + Charm
  • Intimidate: GUTS + Intimidate
  • Fear Roll: BRAINS + Observe OR HEART + Empathy
Heat Track Effects
  • 0-1: Normal school, adults unaware
  • 2: Attention, teachers noticing
  • 3: Investigation, adults actively looking
  • 4: Authority closing in
  • 5: Adults in control, scene changes
Condition Clearing Times
  • Tired: Minutes (rest, water)
  • Hurt: Hours (first aid, rest)
  • Stressed: Scene end (calm, distraction)
  • Shaken: Hours (reassurance)
  • Hopeless: Day+ (support, distance)
  • Scared: Minutes-hours (safety, comfort)
Bond Uses

3 per session

Spend to: Give +1 die, remove Condition, prevent Breaking, change outcome slightly

Character Sheet Template

Character Name: _____________ Age: ___
BODY: ___ /5

Brawl: ___

Athletics: ___

Tough: ___

BRAINS: ___ /5

Sneak: ___

Observe: ___

Think: ___

GUTS: ___ /5

Nerve: ___

Intimidate: ___

Willpower: ___

HEART: ___ /5

Charm: ___

Empathy: ___

Leadership: ___

CONDITIONS

Physical: ☐ Tired ☐ Hurt

Mental: ☐ Stressed ☐ Shaken ☐ Hopeless ☐ Scared

ARCHETYPE & TALENT

Archetype: _____________

Talent: _____________

GANG & REPUTATION

Gang: _____________

Reputation: _____________

Cohesion: ___ /5

BONDS (3 per session)

1. _____________ (Uses: ___/3)

2. _____________ (Uses: ___/3)

3. _____________ (Uses: ___/3)

THREE THINGS THAT MATTER

1. _____________

2. _____________

3. _____________

ONE SECRET:

_____________

ONE FEAR:

_____________

Flippin' Eck is a game about survival, friendship, and stubborn courage in the face of a system that doesn't care about you.

It's about kids who are powerless but refuse to be broken.

Now go. Get out there. Cause some trouble.

And remember: Flippin' Eck!