In game challenges are resolved using a system based on tarot.
For a solo challenge, you are comparing your skill level to the difficulty of the task. As part of this, you draw a card. If the card suit matches the skill, you perform one higher than your skill level. If the card suit opposes your skill, you perform one lower than your skill level. For the other two suits, you perform at your skill level. If you draw a Major Arcana, success depends on thematic questions. If you can answer yes to the question, you succeed regardless of difficulty. Otherwise, you perform at skill level.
Skills
Coins- Skills related to materials, opposed by swords
Cups- Skills related to people, opposed by wands
Swords- Skills related to violence, opposed by coins
Wands- Skills related to knowledge, opposed by cups
Major Arcana Thematic Questions
Fool- Is what you are doing foolish?
Magician- Is this part of a larger plan?
High Priestess- Are you acting based on deeply held belief?
Empress- Will success bring you greater prosperity?
Emperor- Are you acting in service to authority?
Hierophant- Are you enforcing a rule?
Lovers- Are you acting in service to love?
Chariot- Will success change your location?
Strength- Is this a test of strength?
Justice- Are you acting in service to justice?
Wheel of Fortune- Is this a challenge of chance?
Hanged Man- Does this challenge require sacrifice?
Hermit- Are you acting alone?
Death- Will this success change you?
Devil- Are you seeking something you desire?
Tower- Is this a bad idea?
Temperance- Does this bring together disparate elements?
Star-Are you following a prediction?
Moon- Are you acting on instinct?
Sun- Will success bring you joy?
Judgment- Is there a time limit?
World- Are you acting in service to the big picture?
Challenges between two characters compare their respective skill levels.
A competitive challenge usually has 3 separate card draws and victory is the best of three.
Card draws are similar to solo challenges, but Major Arcana work a little differently. Most of the time they function as a neutral card, but if both parties draw major arcana, then the player who draws the LOWER number major arcana wins the round regardless of numbers. (Fairy tales favor underdogs)
Characters may be damaged in the course of game, losing a combat challenge, experiencing significant dangers, etc. Damage is fairly standard and is symbolized by stars on the front of the nametag.
one star crossed off- bloodied, merely cosmetic
two star crossed off- injured, minus one to challenges
three star crossed off- zeroed, all skills considered 0
four stars crossed off- incapacitated, unable to act, eligible for a deathblow
A character that is incapacitated can be targeted with a deathblow. A character targeted with a deathblow can do the following things.
They have the chance to speak their peace and give a short monologue
As part of this, they can offer an archetype shift representing a change of heart or circumstance. Anyone present in the scene can join the person in an archetype shift and prevent the deathblow.
If nobody joins in the archetype shift, then a death can occur.
The action of game is meant to occur at the party. But very occasionally, people might want to leave briefly. In those cases, they need to find one of the embassy drivers(NPCs played by the Storytelling staff) to escort the group. Offsite excursions are rare and time limited in terms of using faerie magic in the world. Stay out too long and the car turns back into a pumpkin!
Each character has Blessings and Curses(though they may be named differently for non-fairy tales). Blessings are used either passively or actively.
Passive use of Blessings is always available. A sword works as a sword, a shapeshifter can casually change forms, a legendarily beautiful person is always attractive.
Each Blessing can be actively used once per game session. Active use of powers can interrupt skill challenges or do special things. To use your power actively in a challenge, state that you are actively doing so. When you do, you win the challenge. If more than one character actively uses their power, negotiate how the combination disrupts the challenge.
Curses can be invoked if known and appropriate. If someone knows your curse and arranges a challenge that triggers it. You lose the challenge.
Downtime actions are done at the conclusion of game. They are primarily sponsored actions, so it you want something to happen, fill out a form. One per
You fill out a downtime google form. Downtime Google Form
STs will draw three tarot cards as a guide to the results of the action. These results and some basic interpretation will be sent to all people involved.
It's up to players to fill in the gaps, with those guidelines.