Relics of the Moon
A science-fantasy roleplaying game of outlandish action-adventure
(pre-release playtest v0.2.0)

Resolving a Challenge

Building and resolving a dice pools has a defined number of steps that must be followed in order. The steps are similar between the Cohort and Challenge turns, but there are some important differences. The steps are as follows:

StepCohort TurnChallenge Turn
1Set the Action (“The Huddle”)Set the Action (“The Huddle”)
2Add Dice Modifiers (“Build the Pool”)Challenge Rating (“Build the Pool”)
3Auto Result Modifiers (“Auto Results”)Challenge Threat (“Auto Results”)
4Roll Remaining DiceRoll Remaining Dice
5Simple Modifiers (“Adjust the Results”)Simple Modifiers (“Adjust the Results”)
6Final ResultFinal Result
7Resolve Challenge DiceApply Stress
8The Tides Shift-
9DisasterDisaster
10The Action Moves ForwardThe Action Moves Forward

Cohort Turn

Step 1: Set the Action (“The Huddle”)

The most important step of each round is each side Setting the Action. In this step, the players discuss amongst themselves how the team as a whole is addressing the situation and how individual PCs contribute to this. It weaves together the narrative and mechanical aspects of the game. This involves choosing a Leader for the Challenge, as well as each player deciding what traits their PC is using in relation to the other PCs. The Cohort spends Destiny (or adds Doom) to activate traits that call for it. The GM spends Doom to activate applicable Challenge traits (usually Hindering(-) traits aimed at the Cohort). The GM recaps the Cohort’s actions with the players and shares the narrative of the Challenge’s approach.

This step is akin to a “huddle” where the “play” of a team sport is planned. Once modifiers start being applied in the next steps, that is when the play begins and does not stop until the final results are tallied. This means that most traits are proactively activated rather than reactively activated. Unless a trait description explicitly says it triggers at another time, traits that affect the Cohort pool—whether activated by the Cohort or the Challenge—must be declared at this step. Any activation costs for traits are done at this step. This prevents most traits from being activated after results have been rolled.

Step 2: Add Dice Modifiers (“Build the Pool”)

The start to building a dice pool is based on who is leading the Cohort in the Challenge. There can only be one PC leading a particular Challenge. This is usually (but not always) determined by the Primary Expertise of the PCs. A Stressed Out PC may not be chosen as leader. If the leader becomes Stressed Out during the course of the Challenge, a new leader must be chosen on the Cohort’s next turn.

A PC whose Primary Expertise matches the Challenge type will have the highest possible Add Dice modifier of +3d6. If two or more PCs have the same Primary Expertise, one leader must still be chosen. The other PCs will assist and add their appropriate assist modifier for the type of Challenge.

Traits with Add Dice modifiers (other than Expertise) are then applied, first Hindering(-) then Beneficial(+). Traits may come from the Cohort or the Challenge but must be relevant to the situation. If there is any question if any trait can be applied, the final decision is with the GM.

Finally, any or all points in the Destiny Pool may be used one-to-one as a +1d6 Add Dice modifier up to the maximum dice pool size (3d x number of PCs).

The result of all these steps will be a number of dice in the base dice pool.

Step 3: Auto Result Modifiers (“Auto Results”)

After the base dice pool has been created with Add Dice modifiers, Auto Result modifiers are applied. Auto Result modifiers do exactly as the name suggests: They change the results of a single die to have a particular value before and instead of a die being rolled. One can consider that the die chosen has been rolled with the value of the Auto Result modifier. The shorthand is read as “an automatic # result applied to # dice”.

For example, a Cohort has a dice pool of 5d6. One of the PCs uses a trait that gives them A6 / 1d (an automatic 6 result applied to one die). The Cohort takes 1d6 from the pool and changes its face to a 6 result. That die will not be rolled with the other 4d6 and is considered to have rolled a 6. Thus, an “automatic result” (Auto Result) of 6 on one die.

Auto Result modifiers must be applied to dice not yet affected by an Auto Result modifier if possible. If it is not possible, then the Auto Result may be applied to a die with an Auto Result already applied. Just like any other modifier type, Hindering(-) modifiers are applied before Beneficial(+) modifiers. For Beneficial(+) Auto Result modifiers in a small dice pool, it makes most sense to make sure A5 is applied before A6, giving the best possible results.

Step 4: Roll Remaining Dice

The remaining dice in the dice pool that are not Auto Result modifiers are then rolled. By consensus any player may roll the pool. However, if the decision is not unanimous, the player whose PC is leading the Challenge rolls the pool. After the roll, all dice in the pool will have a result either from rolling or Auto Result modifiers.

Step 5: Simple Modifiers (“Adjust the Results”)

The final type of modifier is a simple addition or subtraction from the result on a number of individual dice. The shorthand is read “add # to # of dice” or “subtract # from # of dice”. As always, Hindering(-) Simple modifiers are applied before Beneficial(+) Simple modifiers. The primary strategy with Simple modifiers is to maximize the number of successes, or minimize the effect of botches and brace against Disaster. A Simple modifier that applies to multiple dice (e.g., +1 / 2d) must apply each to a separate die. Multiple Beneficial(+) Simple modifiers cannot stack on the same die, nor may multiple Hindering(-) Simple modifiers stack on the same die. However, a single Beneficial(+) Simple modifier can stack on a die that already has a Hindering(-) Simple modifier applied.

For example, a 5d6 pool is rolled with a [1, 3, 3, 4, 5]. The Cohort has two traits with Simple modifiers that are applicable: One trait gives +1 / 2d and the other gives +2 / 1d. While they may apply them in any order, each Beneficial(+) modifier must be applied to a different die. The Cohort could apply the +2 / 1d to the 5 to become [1, 3, 3, 4, 7]. This would give them a single critical success (7) that counts as two successes and a Destiny point. However, it would also leave a (1) which is a botch that would remove one success and add a point to the Doom Pool. The net result would be one success, one Destiny, and one Doom.

Or they could apply the +2 / 1d to the 1 to give [3, 3, 3, 4, 5]. This would prevent the botch but also prevent a critical success. There is still one net success, but no Destiny or Doom points are created. Depending on the current state of affairs, the Cohort would choose to apply the Simple modifiers one way instead of the other. For now they choose [1, 3, 3, 4, 7].

Now they need to apply +1 / 2d to two different dice. They may not apply either +1 to the die already modified by the +2 / 1d. In the first set, maybe apply it to the 1 to avoid a botch, and to the 4 to make it a success [2, 3, 3, 5, 7]. A net of 3 successes, one Destiny, and no Doom.

Unlike Auto Result modifiers, a Beneficial(+) Simple modifier may be applied to a die that already has a Hindering(-) Simple modifier applied even if there are other unmodified dice. For example, a Cohort has a pool with [2, 3, 3, 5, 6] before Simple Modifiers. The Challenge has a -2 / 2d trait. Apply a -2 to the 2 and 3, that makes the set [0, 1, 3, 5, 6]. The Cohort has a +1 / 2d and may apply those modifiers to the already modified 0 or 1. For example, they may choose to apply their +1 / 2d to the 1 and the 6 giving a final result of [0, 2, 3, 5, 7].

Step 6: Final Result

After all Simple modifiers have been applied, the results are totaled.

  • A result of 5 or 6 counts as one success.
  • A result of 7 or 8 is a “critical success”. It counts as two successes.
  • A result of 9 is an “overpowering success”. It counts as three successes.
  • A result of 1 or 0 is considered a “botch”. It removes one success.
  • A result of -1 or -2 is a “major botch”. It removes two successes.
  • A result of 2, 3, or 4 counts as zero successes.
  • If the final total number of successes is -1 or less, the round is a “Disaster” and creates a temporary Hindering(-) trait for the group facing the Challenge.

Step 7: Resolve Challenge Dice

Each success resolves one die of the Challenge. Resolved dice stay resolved from round-to-round unless the Challenge has a trait that allows dice to “unresolve” or “become free dice”. If all the dice of the Challenge are resolved (the total of all resolved dice from all rounds is equal to or greater than the Challenge rating), the Challenge is resolved. The Challenge does not take a turn.

If there are no successes but also no botches, the round doesn’t add to the progress of the Cohort toward resolving the Challenge. However, it also doesn’t have any direct consequences (other than that the Challenge still gets to take a turn).

Step 8: The Tides Shift

When facing any Threat level except a Common Threat, the balance of Destiny and Doom will shift with critical successes and botches made by the Cohort. This only happens on the Cohort turn (and not the Challenge turn).

  • Each critical success adds one (1) Destiny point to the pool.
  • Each botch and major botch adds one (1) Doom to the pool.
  • Each overpowering success adds one (1) Destiny point per PC to the Destiny pool as well as adds one (1) Doom point to the Doom pool.

Step 9: Disaster

With a negative number of successes (where botches outweigh successes), a round is considered a “Disaster”. Some negative effect takes hold of the acting side through a temporary trait. Some PC and Challenge traits will trigger on Disaster, including beneficial ones. Traits from a Disaster typically last the remainder of the Event. However, some traits from Disasters may be removed based on conditions given in the trait.

Step 10: The Action Moves Forward

During the Set the Action step is the opportunity to describe how the traits that give the modifiers are playing out. Is someone rushing in with their Fusiontech Blaster (+1 / 1d) to face a rival Cohort? Are negotiations with a Relic merchant particularly difficult because they are Stubborn (-1 / 2d)? In every Challenge, the mechanics and narrative are intertwined. When it comes to the final results of a Cohort round, the GM and players together use the results to describe the consequences of the Cohort’s efforts. Did quelling the crowd end up with multiple critical successes? What does that look like? Did free climbing down a slippery cliff end in Disaster?

If the Challenge is not yet resolved, the Challenge now takes its turn.

Challenge Turn

Step 1: Set the Action (“The Huddle”)

Before the Challenge acts, the Cohort has a chance to describe how it is going to mitigate the circumstances. This is very similar to the Set the Action step of the Cohort turn. The main difference is that the Leader has already been chosen. The players discuss amongst themselves how the team as a whole is addressing the situation and how individual PCs contribute to this. It weaves together the narrative and mechanical aspects of the game. In general, the Cohort will be activating traits to apply Hindering(-) modifiers to the Challenge.

Step 2: Challenge Rating (“Build the Pool”)

The Challenge Rating takes the place of Add Dice modifiers. Since this rating is fixed, the Challenge dice pool size does not change and is not affected by Add Dice modifiers.

Step 3: Challenge Threat (“Auto Results”)

Any dice that were resolved by the Cohort are now converted into Auto Result modifiers based on the Threat level. For example, if the Cohort resolved three (3) dice of a Minor 5 Challenge in the first round, then three (3) of the five (5) dice in the pool will be A5. This leaves two dice “free” to roll. Note again that the Challenge dice pool size never changes unless the Challenge is split; resolved dice are always converted to an Auto Result.

Note there are some Auto Result modifiers that only apply to Challenges. A3, A7, and A8 only ever apply to Challenge pools.

Step 4: Roll Remaining Dice

The remaining dice in the dice pool that are not Auto Result modifiers are then rolled. After the roll, all dice in the pool will have a result either from rolling or Auto Result modifiers.

Step 5: Simple Modifiers (“Adjust the Results”)

Simple modifiers are handled exactly the same as with the Cohort pool: A simple addition or subtraction from the result on a number of individual dice.

Step 6: Final Result

After all Simple modifiers have been applied, the results are totaled.

  • A result of 5 or 6 counts as one success.
  • A result of 7 or 8 is a “critical success”. It counts as two successes.
  • A result of 9 is an “overpowering success”. It counts as three successes.
  • A result of 1 or 0 is considered a “botch”. It removes one success.
  • A result of -1 or -2 is a “major botch”. It removes two successes.
  • A result of 2, 3, or 4 counts as zero successes.
  • If the final total number of successes is -1 or less, the round is a “Disaster” and creates a temporary Hindering(-) trait for the Challenge.

Step 7: Apply Stress

Each Challenge success applies one (1) Stress to the Cohort. This Stress is distributed by consensus. If consensus cannot be reached (or the group wants to simplify the process), the leader distributes Stress.

Step 8: The Tides

Unlike the Cohort turn, results from the Challenge pool do not affect the Tides of Doom or Destiny.

Step 9: Disaster

Challenge rounds may end in Disaster, just like the Cohort round. The Hindering(-) trait created applies to the Challenge.

Step 10: The Action Moves Forward

When all the mechanics have been applied, a narrative picture should be built. What happened to the Cohort? This leads into the next round and Cohort Turn.