Creating Challenges and Tests
Determining Challenge Threat, Type, and Rating
Type
Challenge Type is usually the easiest to determine. For some DTGS games, the type is always Basic (and, thus, has no real Type). In Relics of the Moon, depending on the approach the Cohort takes to face a Challenge, one Expertise will stand out. While some Challenges will be obvious (extracting a Moon Relic is Scav), other Challenges may have an indeterminite Type until the Team decides their approach. For example, when facing a rival Cohort, they may attempt to negotiate (Sparrow), engage in combat (Venger), sneak past them (Phantom), or try to lose them in their Mule (Stallion). Regardless of Type, the Threat and Rating would remain the same.
Threat
The Challenge Threat is tuned to how important the Challenge is to the current scenario and the pacing of the scene. The same subject may have different Threat levels at different times. For example, facing a recurring adversary may be a Minor Threat when they are present but not the focus of the story; they may just be foils in the way of the Team accomplishing another goal. At another time, facing the same adversary as the cumination of a series of scenarios leading to an epic showdown may be an Extreme or Ultimate Challenge. Here, take a lead from cartoon and comic book storytelling; notice what role the same adversary plays in different stories.
Common and Minor
Common and Minor Threats represent situations that the Team frequently faces or is a common occurence in the setting. Such situations do not automatically cause Stress on their turn from resolved dice (A3 and A4, respectively). However, they still cause stress on rolls of 5 or 6, or rolls modified by traits. A Minor Threat with a trait that gives +1 / 2d can still be a formidable force as at least two resolved dice will always resolve as 5 (A4 + 1). Note that in Relics of the Moon, Common Threats do not affect the Destiny or Doom pools as they really don’t tap into deep storytelling reserves.
Major
Major Threats make up the majority of truly tense situations. Challenge dice resolve as A5, and thus apply Stress automatically unless reduced by the Team with a Hindering(-) modifier. Most major story beats will be a Major Threat: a difficult negotiation, fisticuffs with the main anatognist, racing against time in a vehicle. When Major Threats have additional Beneficial(+) traits, a significant amount of Stress may be applied to the Team. There are typically several Major Threats in any given scenario.
Extreme and Ultimate
These are used as capstones to longer scenarios and campaigns. They often have additional traits, too, which make them very dangerous. An Extreme or Ultimate Challenge with even a modest Rating and a single Beneficial(+) or Hindering(-) trait can easily push one or more PCs to Stress Out. Those with multiple traits and high Ratings are almost guaranteed to invite PCs to Push the Limit in order to succeed.
Rating
A good starting base Rating for a Team of four PCs is 5 (5d6). In Relics of the Moon, as long as one or two of the Team have Rank 2+ Expertise, Rating 5 Challenges are usually resolved in 1-3 rounds. Rating 7+ are uncommon and almost guarantee some Stress to the Team even with a lower Threat. Rating 9+ are rare. When combined with higher Threat or a handful of traits, they become very dangerous.
Ratings greater than 9 are not recommended for Major/Extreme/Ultimate Challenges as the number of Auto Results becomes extremely difficult to overcome. If a Challenge seems like it should be large/take more time to resolve, consider breaking it down into multiple Challenges (either simultaneous or serial). For example, a Major 12 Defend the Kingdom could potentially break down into a simultaneous Major 7 Repel the Raiders and a Major 5 Evacute the Villages. This also allows the potential for a different Type for each Challenge as well traits unique to each.
Events
While Teams will often face a single Challenge (or multiple serial Challenges) together as a single Event, multiple simultaneous Challenges add more variety and complexity. An Event with three distinct Minor 2 Threats is generally more powerful than a single one of Minor 6 Threat because each Challenge acts and has a turn even if the Team does not directly engage with it. If the Team faces one of the three Minor 2 Challenges and resolve both dice with 4 Successes, the other two are still operational and untouched, and the extra successes do not roll over to the other Challenges.
It is important to note, however, that each Challenge in a multiple Challenge Event should represent opposition that is distinct from each other. That is, if there are 3 members of a rival Team, that generally is a single Challenge rather than three separate ones. However, if one of those rival Team members is the leader, it may very well be two different Challenges in the Event: one of for the leader, and one for the other cohort members. One way to think about whether or not separate Challenges are needed is to compare traits. If parts of the Challenge have their own unique traits, they should be broken out into separate Challenges. Also, differining Threat levels or differing Challenge Types are by their nature different Challenges.
For example, when facing a group of four thugs that are basically the same in terms of traits and importance to the story, this should be a single Challenge rather than four separate ones. However, if one of the thugs is more skilled or important to the story and has their own traits, then two Challenges should be made: one for the “skilled thug” and one for the “generic thugs”.
Most Events have a single Challenge, though two simultaneous Challenges is not uncommon. Three simultaneous Challenges in the same Event is rare, and four or more simultaneous could slow down the fast-paced action ideal (as well as be very Stressful for the Team). However, having one Challenge trigger another after being resolved in a series of two, three, or more in a single Event can be a fun major plot point when used in moderation.
Determining Test Type and Rating
Threat
Tests are resolved in a single round and so do not have a Threat rating. Instead, the word “Test” replaces the Threat nomenclature.
Type
While some Tests have an associated Type, others rely on luck rather than skill or ability. The Basic Test Type represents this situation.
Rating
In general, Tests rarely exceed 5 dice (Rating 5). This keeps results bounded and achievable by the Team. A single die is good for simple success/failure, three to five (3-5) dice are good for generating degrees of success.
For Typed Tests, the Team or PC group builds a dice pool as normal using traits associated with the Type (such as Expertise in Relics of the Moon), activating traits that give Auto Results and Simple Modifiers. Successes resolve a number of Test dice just like Challenges. These successes are compared to a target number of successes (for example, 3 out of 5 to succeed), or a range/degree of successes that the GM determined (each success gives a cumulatively better outcome).
For Basic Tests, the Team or PC group will roll a dice pool equal to the Rating. For example, in a Test Basic 3, the Team would roll three dice (3d6). This is then compared to the target number of successes, or the range/degree of successes just like Typed Tests.
Example Challenges using Relics of the Moon
Outrunning the Rivals: Major Stallion 5
- Rival Mule Speed: + 1 / 2d on the Challenge turn
The Bluestripes are keen on taking the Cohort’s newly found Moon Relic for themselves. Rather than engage them head-to-head, the Setting Sun powers up the Twilight and races off across the wastes with Zan at the wheel (Stallion). It will likely only take a round or two to outrun their rivals (Rating 5). However, the Bluestripes mean business this time with a high probability of Stress to the Cohort and Vehicle (Threat Major). While the Twilight is known as one of the swiftest vehicles on Anasta, the Bluestripes’ Mule is no slouch with a Rank 2 Speed (+1 / 2d).
Leaping Leaches!: Minor Venger 5
- Blood Suck (Doom): Upon causing Stress during the Challenge turn, spend 1+ or more Doom to increase Stress by 1 for each Doom spent.
While exploring the sewers, the Cohort is beset upon by dozens of rat-sized leaches that leap from the flowing muck looking for a meal. They’ll need to fight them off to proceed (Venger). The GM decides that the Threat of the leeches does not automatically cause Stress (Major or higher which resolve to A5), but is more than a Common treat. The GM feels Minor is correct (Challenge dice resolve to A4, no automatic successes). A Rating of 5 (five dice in the Challenge pool) is a good base for a party of four Cohort members. When landing a success, the leeches can add additional Stress by using Doom, making this Minor Threat a bit more dangerous.
Sneak into Camp: Major Phantom 6
- Active Patrol: -1 / 2d on the Cohort turn.
- Well-lit: -2 / 1d on the Cohort turn.
Baron Drayk’s nephew Quel is being held hostage by Baron Jexa for an unreasonable number of Moonshards. Drayk sends in the Setting Sun to rescue the boy. This is a dangerous gambit (Major Threat). The Tradeguard camp is actively patrolled (-1 / 2d). In daylight, it would be nearly impossible for them to enter camp without a confrontation (Venger) and risking Quel’s safety. They wait for nightfall to make their move (Phantom). While there is more cover in the shadows, the camp is still well-lit with several Solartech lanterns, making the extraction a bit more difficult than they had hoped (-2 / 1d).
Example Tests using Relics of the Moon
Searching for Clues: Test Stallion 5
The Cohort is confronted with a the fact that their contact is not where he is supposed to be, and there is evidence of a struggle. The GM calls for a Test Stallion 5 to search for clues as to what may have happened. The Cohort builds a Stallion pool together as they are all involved. They may use appropriate traits, including Psionic Powers to help them. 1-2 successes gives one clue, 3-4 successess reveals a second clue, 5+ successes lays bare exactly what happened.
Grab the Moonshards: Test Scav 5
A huge column is about to fall and crush some active Moonshards. Seranos is the only one nearby and has only a moment to grab as many as they can before the Moonshards are destroyed. The GM decides this is a Scav action, and 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. Since this is a Test Scav rather than a Test Basic, Seranos builds a pool using their traits and modifiers that apply to Scav Challenges, such as Expertise and Background.
Lucky to Be Alive: Test Basic 1
Anryo is under steep pressure during combat with the Bonespikes. In a particularly difficult moment, Anryo takes 6 Stress in one round. Since Anryo already has 5 Stress, this additional Stress would make them Stressed Out. 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; in this case, success ignores the Stress received entirely.
Seek an Audience: Test Sparrow 5
The Cohort wants to speak with the leader of an unfriendly Faction. The Cohort faces a Test Sparrow 5 to make their argument to the leader’s personal guard to gain entry into the leader’s chamber. They may activate relevant traits to help push their attempt towards success. Every unresolved die becomes Stress. In addition, if all five (5) successes are not achieved, a new Challenge is created—Hostile Bodyguards (Major Venger 5)—as the situation escalates.
