Challenges and Tests
Challenges are the basic element of conflict and resolution in DTGS. A Challenge represents a situation that the Cohort must overcome. Challenges may be simple or complex, and they may be resolved in a single round or over multiple rounds. Challenges may also be grouped together into larger Events. A special type of Challenge is a Test, which is resolved in a single round with a specific set of rules and consequences.
Challenge Description
Challenge Type
Every Challenge will have a single type that corresponds to the four types of Expertise: Scav, Venger, Stallion, Sparrow. Unless a PC has a trait that allows otherwise, every PC facing that Challenge will use the Challenge type Expertise.
Challenge Rating
The Challenge rating is the starting number of dice in a Challenge pool as well as its maximum size. As dice are resolved with successes, the threat level of the Challenge automatically converts resolved dice into Auto Result modifiers based on the Challenge threat level. Because of this, Challenges do not have Add Dice modifiers applied to them and usually do not have any other Beneficial(+) Auto Result modifiers.
Challenge Threat
Along with the Challenge rating, this is a general measure of how difficult a Challenge is. There are five levels/tiers of Challenge, each converting resolved Challenge pool dice into Auto Result modifiers at the beginning of the Challenge turn. These Auto Result modifiers remain as long as the dice remain resolved up until the Challenge is fully resolved. This means that the size of the Challenge dice pool does not change from its initial rating, but generally becomes more difficult from round-to-round until it is fully resolved.
- Common: A3
- Minor: A5
- Major: A6
- Extreme: A7
- Ultimate: A8
Challenge Traits
Like PCs and Cohorts, Challenges may (and often do) have traits with modifiers. Also like Cohorts, Hindering(-) modifiers are applied on the Challenge’s turn before Beneficial(+) modifiers.
Events and Multiple Challenges
Events are made up of one or more Challenges. Each of the Challenges may (and usually do) have different descriptions and traits. In an Event, the Cohort must choose a strategy that addresses all the Challenges present.
All Challenges act each round regardless of whether or not the Cohort confronts each of them that round. Sometimes it may make sense to continue as a single unit and address each Challenge in turn. Other times—particularly if there are multiple PCs with Primary Expertise in a given Challenge type—it may make more sense to split attention between two different Challenges. While it is possible to have each Cohort member address a separate Challenge, such a strategy can quickly overwhelm the Cohort.
Split a Challenge
If it makes sense (GM has final say), a Challenge with four or more dice remaining may be split into two Challenges. To do so, the Cohort spends/forgoes one success gained on their current turn to split the Challenge into two Challenge pools for the next round. In general, the new Challenge pools have a rating equal to half the original rating, with an equal number of dice slots and resolved dice. An odd die/slot may go to either.
However, the GM may decide to split the Challenge however they’d like, including resolved dice. They may also change the Challenge type of the newly created Challenge if it makes sense to the narrative. This is useful when a Cohort member would like to do something that would normally use a different Expertise than the current Challenge type.
When a Challenge is split, the Cohort must choose a new leader and assistants for the newly created Challenge. Only a leader is necessary—the remaining Cohort may stay with the original Challenge.
Rounds and Turn order
Challenges are resolved in a series of rounds, and in each round the Cohort and the Challenge each have a turn. The GM decides which side will act first depending on the situation (most often it will be the Cohort). In an Event with multiple Challenges, each Challenge and Cohort group take their turns in alternating order. That is, with multiple Challenges, it will not be all PC group turns then all Challenge turns, but PC group turn - Challenge turn - PC group turn - Challenge turn - and so on.
Timed Challenges
Some Challenges have a time limit, usually between 1-6 rounds. If the Challenge pool is not fully resolved before the timer runs out, there are consequences depending on the nature of the Challenge. In some cases, the number of resolved dice indicate a degree of success, and a number of successes unlocks a new condition or Challenge. In other cases, unresolved dice apply Stress to the Cohort. More possibilities are available at the GM’s discretion. In all cases, the Challenge is removed from the Event when the timer reaches zero (0).
Buy Time
At the start of their turn before any other action, the Cohort may spend a Destiny point to add one turn to a Challenge timer. This only applies to a single Challenge’s timer if multiple timed Challenges are present during an Event. There may be Challenges where Buy Time is not possible; consult the GM.
Tests
Tests are Challenges that must be completed in one round without the possibility of buying time. Tests are very flexible and can be used in a variety of circumstances. Tests may be used for situations that are not complex, such as those that call for a simple success/fail/disaster for resolution. Tests may also be used for situations where a degree of success is desired. The dice pool used to roll a test may be fixed or may allow modifiers, depending on the test. Tests may target a single PC, multiple PCs, or the entire Cohort. The number of successes required to successfully complete a test varies. If a number of successes is not specified, one success is sufficient (but more may be “better” for those that want a degree of success). Some tests apply any unresolved dice as Stress. A test is roughly equivalent to the concept of a “check” in other TTRPGs but allows for nuance of consequence beyond success/failure.
The notation for tests follows that of Challenges but replaces the Threat level with “Test”. For example, Test Scav 5. If there is no associated Expertise, then it is a Basic Test, using the notation Test Basic (rating #). Basic Tests have a set number of dice determined by the GM or specific traits.
Examples of Tests (non-exhaustive)
- Anryo is under steep pressure during combat with the Bonespikes. In a particularly difficult moment, Anryo takes 6 Stress in one round. They activate their Lucky to Be Alive trait, which requires a Test Basic 1. A single success (5 or 6) on a single die determines success or failure.
- A huge column is about to fall and crush some active Moonshards. Seranos has only a moment to grab as many as they can before the Moonshards are destroyed. The GM sets this as a Test Scav 5 since there are 5 Moonshards. The GM determines that each success allows Seranos to successfully collect one Moonshard while the others are crushed.
- Negotiations have gone south. The Cohort faces a Test Sparrow 7 to make their final argument. Every unresolved die becomes Stress. In addition, if all seven (7) dice are not resolved, another Challenge is created—Major Venger 5 Angry Tradeguards—as the situation escalates.
Situational Traits
Some traits are created spontaneously as the consequence of character/Challenge actions or as part of the environment. These are intentionally freeform and allow for a wide range of effects and durations. Some last for a single round, some persist until specific conditions are met. A common situational trait is one that is applied to the Cohort or Challenge when a dice pool ends in Disaster. In some cases, situational negative traits may be reduced or eliminated by spending a (variable) number of successes or Destiny points. This will be noted in the trait itself.
