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

Cheat Sheet (v0.2.0)

Results and Successes

A result is the number on the face of any single die after rolling. It may be greater than 6 or lower than 1 after modifiers.

  • 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 gives no contribution towards success.
  • Total successes of -1 or less for a round is a “Disaster” and has consequences beyond simply not succeeding.

Results and Destiny/Doom

When facing a non-Common Threat, results on a Cohort turn may have an additional impact on the Destiny and Doom pools.

  • Each critical success adds a point to the Destiny pool.
  • Each overpowering success adds a point per PC to the Destiny pool.
  • Each botch, major botch, and overpowering success adds one to the Doom pool.

Cohort Dice Pool Maximum

3 x number of PCs in the Cohort per Challenge (cap does not shrink when splitting).

Modifiers

Beneficial(+) and Hindering(-) Modifiers

  • Beneficial(+) modifiers benefit the side they are applied to. They are usually applied to one’s own dice pool during one’s turn (Cohort or Challenge).
  • Hindering(-) modifiers are detrimental to the side they are applied to. They are usually applied to the opposition’s dice pool during the opposition’s turn (Cohort or Challenge).
  • Hindering(-) modifiers are always applied before Beneficial(+) modifiers of the same type. That is, the opposition applies Hindering(-) modifiers of a given type to your pool before you apply your own Beneficial(+) modifiers of that type to your pool.

Add Dice (± #d6)

Add Dice modifiers add dice to create a dice pool.

  • The shorthand is read as “add # of dice to the dice pool” or “subtract # of dice from the dice pool”.
  • Example: +2d6 means add two dice to the dice pool; -1d6 means remove one die from the dice pool.

Auto Result (#A / #d)

Auto Result modifiers (“Auto Results”) set the result of one die to the value before rolling the dice pool. Dice changed in this way are not rolled but are considered to automatically have rolled that result.

  • The shorthand is read as “an automatic # result applied to # dice”.
  • Example: A5 / 1d means change one die to a 5 before rolling; A1 / 2d means change two dice to 1 before rolling.
  • Beneficial(+) Auto Results are not stacked on top of Hindering(-) Auto Results unless there are no dice in the pool remaining without an Auto Result.

Simple (± # / #d)

Simple modifiers apply the first number to the result of the second number of dice. Each modifier applies to a different die.

  • The shorthand is read “add # to # of dice” or “subtract # from # of dice”.
  • Example: +1 / 2d means add one to the result of two different dice that have been rolled; - 2 / 1d means subtract two from the result of one die that has been rolled.
  • Beneficial(+) Simple modifiers may not be stacked on other Beneficial(+) Simple modifiers.
  • Hindering(-) Simple modifiers may not be stacked on other Hindering(-) Simple modifiers.
  • Beneficial(+) Simple modifiers may be stacked on top of Hindering(-) Simple modifiers.

Ranked Modifiers

Ranked Modifiers are used under a variety of circumstances. They are always Simple modifiers, but may be Beneficial(+) or Hindering(-) depending on context.

  • Rank 1: +1 / 1d or -1 / 1d
  • Rank 2: +1 / 2d or -1 / 2d
  • Rank 3: +2 / 2d or -2 / 2d
  • Rank 4: +2 / 3d or -2 / 3d
  • Rank 5: +3 / 3d or -3 / 3d

Destiny and Doom

Points in the Destiny and Doom pools act as narrative currency. Since narrative and mechanics are tightly coupled, Destiny and Doom points also act to fuel many mechanical benefits. When a trait is activated using a Destiny or Doom point, it is saying, “This is important to the narrative.”

Destiny Pool

  • Each Scenario begins with one Destiny point per PC.
  • Points in the Destiny Pool are beneficial to the Cohort.
  • Spending a Destiny point is a metanarrative action that frames aspects of the situation to be in the favor of the Cohort in some way.
  • Most uses of Destiny are to activate PC or Cohort traits.
  • Destiny may be spent 1:1 for a Beneficial(+) Add Dice modifier.
  • A Cohort adds one Destiny point to the Destiny Pool for each critical success in the Cohort pool at the end of the Cohort turn.
  • A Cohort adds one Destiny point per PC to the Destiny Pool for each overpowering success in the Cohort pool at the end of the Cohort turn.
  • Cohorts may add to the Destiny Pool by using the Create an Opportunity Cohort Tactic.
  • Other PC, Cohort, Challenge, or situational traits may add to the Destiny Pool.
  • The maximum Destiny Pool size is 3 x number of PCs.

Doom Pool

  • Each Scenario begins with one Doom point per PC.
  • Points in the Doom Pool are detrimental to the Cohort.
  • Spending a Doom point is a metanarrative action that frames aspects of the situation to be against the Cohort in some way.
  • Most uses of Doom are to activate Challenge traits.
  • A Cohort adds one Doom point to the Doom Pool for each botch, major botch, and overpowering success in a Cohort pool at the end of the Cohort turn.
  • Other PC, Cohort, Challenge, or situational traits may add to the Doom Pool.
  • The Doom Pool has no maximum size.

Destiny or Doom

Some traits offer the choice of “Destiny or Doom” to activate them. This means you may either spend a Destiny point from the Destiny Pool or add a Doom point to the Doom Pool to activate the associated trait. This choice will color the narrative of the trait being used. When choosing “Doom”, the PC is activating their trait in a more risky way or by more desperate means.

The Hand of Doom

During an Event, the GM may spend five (5) points from the Doom Pool to activate the Hand of Doom. This may immediately cause (2) unpreventable Stress for each PC, create a Hindering trait, or create a new Challenge.

Scenes, Events, and Challenges

  • A Scene is made up of one or more Events.
  • An Event is composed of one or more Challenges. These Challenges may be serial or simultaneous.
  • A single Leader must be chosen for each Challenge; the remaining PCs Assist.
  • With the GM’s approval, the Cohort may Split a Challenge for the next round by spending one success.
  • With the GM’s approval, the Cohort may Buy Time for a timed Challenge by spending a Destiny point at the beginning of the Cohort turn.

Tests

  • Tests are a special type of Challenge 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 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 unresolved dice as Stress.
  • Tests are roughly equivalent to the concept of a “check” in other TTRPGs but allow for a lot of nuance.

Building and Resolving a Cohort Pool

Step 1: Set the Action (“The Huddle”)

This is where the Cohort decides how to approach the Challenge and creates its narrative.

  • Choose a Leader, usually based on the Challenge Type.
  • The PC acting as Leader remains Leader until the Challenge is resolved.
  • The remaining PCs Assist.
  • There is no specific turn order for individual PCs on the Cohort turn. If necessary, the leader may ask for input from each PC in turn.
  • Describe what each PC is doing, and note what traits each is using. These will be Beneficial(+) traits aimed at the Cohort.
  • Most traits must be activated during Set the Action unless a trait says otherwise.
  • Spend any Destiny points necessary to activate the traits used.
  • The Leader acts as storyteller and shares the Cohort’s combined narrative for their turn.

Step 2: Add Dice

  • The Challenge contributes any Hindering(-) Add Dice modifiers from traits that affect the Cohort dice pool.
  • Each PC then contributes any Hindering(-) Add Dice modifiers from traits that affect the Cohort dice pool.
  • Each PC then contributes their Beneficial(+) Add Dice modifiers from Expertise and other traits.

Step 3: Auto Results

  • The Challenge contributes any Hindering(-) Auto Result modifiers from traits that affect the Cohort dice pool.
  • Each PC then contributes any Hindering(-) Auto Result modifiers from traits that affect the Cohort dice pool.
  • Each PC then contributes their Beneficial(+) Auto Result modifiers from traits that affect the Cohort dice pool.

Step 4: Roll the Dice Pool

  • Who rolls for the Cohort each round is by consensus. If consensus cannot be reached, the Leader rolls.

Step 5: Simple Modifiers

  • The Challenge contributes any Hindering(-) Simple modifiers from traits that affect the Cohort dice pool.
  • Each PC then contributes any Hindering(-) Simple modifiers from traits that affect the Cohort dice pool.
  • Each PC then contributes their Beneficial(+) Simple modifiers from traits that affect the Cohort dice pool.

Step 6: Final Results

  • Tally the total number of successes, botches, major botches, critical successes, and overpowering successes.

Step 7: Resolution

  • Each success resolves one Challenge die.
  • If there are negative total successes, the turn is considered a Disaster. A temporary Hindering(-) trait is applied to a PC, PC group, or the Cohort as a whole.

Step 8: The Tides Shift

  • The Cohort adds one point to the Destiny Pool for each critical success in the Cohort pool.
  • The Cohort adds one point per PC to the Destiny Pool for each overpowering success in the Cohort pool.
  • The Cohort adds one point to the Doom Pool for each botch, major botch, and overpowering success in the Cohort pool.

Facing a Challenge

  • A Challenge is described by Threat, Type, and Rating (Threat Type #).
  • The Threat is a description of relative power and is used to convert resolved dice into Auto Result modifiers.
  • The Type is determined by the circumstances and corresponds to the four types of Expertise.
  • The Rating is the starting and maximum size of the Challenge pool.

Threat

  • Common: A3
  • Minor: A5
  • Major: A6
  • Extreme: A7
  • Ultimate: A8

Set the Action

  • The GM describes what the Challenge is doing.
  • Spend any Doom points necessary to activate the Challenge traits used.
  • Describe what each PC is doing, and note what traits each is using. These will be Hindering(-) traits aimed at the Challenge.
  • Spend any Destiny points necessary to activate the PC traits used.
  • The Leader acts as storyteller and shares the Cohort’s combined narrative that addresses the Challenge.

Add Dice

  • Challenges do not have Beneficial(+) Add Dice modifiers. The Challenge Rating is used in place of this and does not change from round to round.

Auto Results

  • Threat level converts resolved Challenge dice into Auto Result modifiers.
  • The Cohort applies Hindering(-) Auto Results from traits that affect the Challenge pool.
  • The Challenge applies Beneficial(+) Auto Result modifiers from traits that affect the Challenge pool.

Roll the Dice Pool

  • Dice that are not Auto Results are rolled by the GM.

Simple Modifiers

  • The Cohort contributes any Hindering(-) Simple modifiers from traits that affect the Challenge pool.
  • The Challenge then contributes any Hindering(-) Simple modifiers from traits that affect the Challenge pool.
  • The Challenge then contributes its Beneficial(+) Simple modifiers from traits that affect the Challenge pool.

Resolution

  • Each Challenge success becomes one Stress for the Cohort group facing that Challenge. This stress may be distributed between the PCs in that group however the Cohort would like. If consensus cannot be reached, the Leader decides how the stress will be distributed.
  • If there are negative total successes, the turn is considered a Disaster. A temporary negative trait is applied to the Challenge.

Stress and Agony

  • Stress from a Challenge is distributed by consensus each round by the group facing the Challenge. If consensus cannot be reached, the Leader distributes Stress.
  • When an individual PC reaches ten (10) Stress, they are Stressed Out and receive one (1) Agony. A Stressed Out PC is withdrawn from the remainder of the scene and contributes only a -1d6 Add Dice modifier each turn until the PC recovers Stress.
  • If the entire Cohort is Stressed Out during an Event, the active Challenges end. The Cohort immediately ends the Scene and has the chance to recover.
  • If an individual PC reaches five (5) Agony, they are permanently taken out of the game.
  • Each Agony contributes a semi-permanent negative trait but also adds a Beneficial(+) Ranked modifier to Growth Tests.

Removing Stress

  • At the end of a Scene, the Cohort may choose to recover a set amount of Stress or Test for a variable amount.
    • If they choose the set amount, every Cohort member lowers their Stress by one (1) for each PC that has Stallion Expertise (Primary or Secondary).
    • If they choose to Test, they create a Cohort Stallion pool (with a Leader and modifiers). Each success removes one (1) Stress.
    • Removed Stress is distributed as the Cohort by consensus. If consensus cannot be reached, the Leader decides.
  • Extended downtime (such as a good night’s rest) will lower Stress by an additional three (3) for each PC.
  • A variety of traits may lower Stress under different circumstances.

Removing Agony

  • Recovering Agony requires a narrative quest and a Growth Test.