Destroy challenges typically involve subjecting some other creatures to unrelenting damage as you try and kill them.


  • Your party must defeat an opposing army with their own troops.
  • Your party is waging an assault on a castle.
  • Your party needs to subdue the raging world-destroying monster in order to climb aboard it.
  • Your party is fighting a combat, or several combats in a row, that can be abstracted.
  • Your party is controlling a fortress that surrounds itself in a whirlwind to obliterate the evil Necropolis.

Challenge Flow

At the start of the challenge, the party determines what they want to destroy, and the GM declares destroying it requires a Destroy Challenge. At that point, the entire party attempts to obliterate the targets, using their Destroy skills to achieve victory.

Victory and Failure

Each individual success in a Destroy Challenge obliterates part of the target, or breeches a defense. It may break through a wall, breech a magical shield, or eliminate a wave of soldiers.

Victory in a Destroy challenge obliterates the target beyond effective repair. Different things with similar agendas may still be created, but the particular target you sought to destroy is destroyed, for good.

Each loss in a Destroy Challenge means that some barrier holds, preserving part of whatever you are trying to obliterate.

Total failure in a Destroy challenge means that the party cannot destroy the target. The monster continues its rampage, and the evil castle continues to operate. The party may be subject to retaliation at this point, and at the very least will have wasted time trying to obliterate something that they could not.

The Destroy Check

Roll your skill, and compare it to the Difficulty of the Destroy Challenge. If you beat the Difficulty, you gain one success. If you don't, you gain one loss, and suffer the Hazard. When the number of your successes meets the Requirements for the challenge, you achieve victory. If the number of your losses ever rises above the Threshold for the challenge, you fail.

Skill Abilities

Instead of making a Destroy Check, you could also use one of your Skill Abilities to have a certain outcome result. Skill Abilities may add successes or reduce Requirements, subtract failures or increase the Threshold, add to future Destroy checks, or lower the Difficulty, depending on the ability used. Skill Abilities do not require Destroy Checks: their effects are automatic, when you decide to use them.


The party must attack a rampaging robot with the forces of the armies of several nations at their command. The GM decides that this is a fairly high-level threat, though not an unbeatable one.

Stopping the Robot
Difficulty: 27 Requirement: 6 Threshold: 3
Hazard: Each failure causes the robot to engage one of the armies, obliterating that army. Total failure means the armies have been wiped out in their struggle against the robot.
Progress: Each success veers the robot away from one army, toward the next one.
Victory: The robot is destroyed, and rendered inoperable. The party can go explore its innards at this point, to find out where it came from.
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