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:
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 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 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:
- A friend or gang member (someone close to you)
- Someone you care about (family, love interest, ally, younger kid you protect)
- 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"
- Something unfair happens to one PC
- Talk to witnesses, gather information
- Confront responsible party or authority
- Stand up, back down, negotiate, or escalate
- What's the long-term consequence?
Heat: Usually stays 1-3 throughout unless things escalate badly
"The Fight"
- Tension builds (insult, threat, disrespect)
- Heated words, shoving, getting closer to violence
- Combat: Initiative, rolls, Conditions, chaos
- Someone Broken or adults arrive (Heat 4-5)
- Recovery, reputation shifts, new understanding
Heat: Climbs throughout; may reach 5 if fight is serious
"The Mystery"
- Something strange happens (rumor, discovery, weird behavior)
- Ask questions, gather clues, piece things together
- Confront whoever knows the truth
- The answer changes something (new knowledge, new threat)
- 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!