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Group Challenges

Group Challenges When a task is Difficulty 6+, or is too important to fail, it becomes a Group Challenge. Multiple players may contribute.
Each player rolls their own dice pool.
All Successes are pooled toward the total.
Players may use Archetype abilities on themselves or allies as usual.
If the combined total meets or exceeds the Difficulty, the challenge succeeds.
Criticals still apply per player—great for layered results.
An Antagonist-tagged character may choose to "assist" but can hide their roll until the end—and may choose to withhold it. Risk/reward.

⚠️ Optional Failure Rule (to raise stakes)

If the challenge fails, all involved players must:
Take a Conflict (Tier based on margin of failure or Host discretion)
Or suffer a shared narrative consequence (e.g. embarrassment, group blame, elimination risk)

🧪 Example Group Challenge Ideas

Table 8
Challenge
Difficulty
Notes
Stop a dangerous machine mid-meltdown
7
Physical + Mental combo, multiple roles needed
Win over the audience after sabotage
6+
Emotional or Social focus, great for team speeches
Coordinate an escape from Host trap
8
Leader and Intelligent synergy, Antagonist wildcard
Build a vote alliance before deadline
6
Social rolls + emotional manipulation
There are no rows in this table

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