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INTRODUCTION

Welcome to the Märchen Engine System Reference Document, which outlines the core rules used by this Open Gaming System. This Introduction provides you with an overview of what the Märchen Engine is and how it works, while the later chapters show you how to create characters and embark on your own exciting adventures.

What Is Roleplaying?

If you are new to roleplaying, you might be asking yourself, “What is a roleplaying game?”

A roleplaying game (sometimes abbreviated as RPG) is a game in which players assume the roles of characters in a fictional setting. Players take responsibility for acting out these roles within a narrative, either through literal acting or through a process of structured decision-making or character development. Actions taken within many games succeed or fail according to a formal system of rules and guidelines, such as the Märchen Engine rules.

A session of Märchen Engine play is conducted through discussion. One player, the Referee, usually arbitrates any decision based on the rules and presents the setting of the game, while each of the other players plays the role of a single character. Together, the Referee and players create a story, much like the way many of us used to create stories playing games of make believe as young children, except with more dice and more structure.

What Is the Märchen Engine?

The Märchen Engine is simply a set of rules for conducting a game based on classic fiction and adventure stories. Within its pages, you will find rules on creating characters, resolving tasks, fighting other creatures and engaging in huge battles, building worlds, enjoy the risks of speculative trading, exploring new worlds, and a host of other diverse activities. Although no rules set can be complete, the Märchen Engine attempts to provide enough rules to allow you to create almost any science fiction adventure.

The Märchen Engine is inspired by classic fiction games from the early days of roleplaying and shares a lot of similarities with these gaming systems. Material from these older rules sets and those created under the Märchen Engine are mutually compatible with only a minimum of adjustments required.

To play, you need a copy of the Märchen Engine rules; several dice, available at game and hobby stores (you’ll need two at a minimum, but more is better); and a pencil and some paper.

Iconography

⚅ - The Dice Symbol is used to indicate how the results of rolling the dice are modified. For example, ⚅-3 means you will add a negative three (3) to any dice roll associated with resolving that situation. Another example, ⚅+2 means you will add a positive three (#) to any dice roll associated with resolving that situation. While the symbol here is that of a six-sided die, that does not necessarily mean that the resolution calls for a six-sided die. The symbol is used to indicate dice rolling, not which type.

σ – This symbol (a lower-case Sigma) indicates that dice have been rolled and you are now determining the resulting category the result belongs in belongs in. These results will be a number from -4 to +4.

± % – This symbol (plus or minus a percentage) indicates that the dice have been rolled and you are now determining the resulting category the result belongs in. These results will be a percentage from 400% to 25%. This is used many times to modify the amount of time or the amount of profit from a resulting transaction based on the skills involved in making that resolution take place.

💪 – The Flexed Biceps emoji will be used for a characters Physical Aspect.

⏱ – The stopwatch symbol represents an Ounce or a Round or a Combat round. This is 7.5 seconds in length and is a historical term used to describe a twelfth (1/12) of a moment. A moment was 90 seconds or 1/40 of an hour. Onces could be broken down into what was called Atoms of time or 1/47th of a Once. This atom of time is the amount of time an eye takes to twinkle or as they say: In the twinkling of an eye.

The Core Task Resolution System

The Märchen Engine uses a core task resolution system to resolve actions. Whenever your character attempts any action with a chance of failure, do the following:

  1. Roll dice as determined by the characters and their circumstances.

  2. Add any relevant modifiers (for things like characteristics, skills, difficulty and circumstances).

  3. If the result equals or exceeds the threshold for success, the action succeeds. If the result is lower than the threshold for success, the action fails.

This simple system is used for nearly everything in the Märchen Engine, with variations based on the modifiers added to a roll and the effects of success and failure.

Referee

Within the Märchen Engine rules, one of the players is asked to assume the mantle of Referee. The Referee is the person who will act as an organizer, officiant for questions regarding rules, arbitrator, and moderator for a Märchen Engine gaming session, or an ongoing Märchen Engine campaign. The role of the Referee is to weave the other participants’ player-character stories together, control the non-player aspects of the game, create environments in which the players can interact, and solve any player disputes.

Characters

There are two types of heroes that participate in The Märchen engine player character or playable character (PC) is a fictional character in a Märchen Engine game whose actions are directly controlled by a player of the game rather than the rules of the game. The characters that are not controlled by a player are called non-player characters (NPCs). The actions of non-player characters are typically handled by the Referee.

Player Characters

Using the Märchen Engine rules as guidelines, a player will create a Hero reflecting the sort of role they’d like to have in the game. The Hero is usually of a certain race (depending on those available with the Referee’s universe) and possesses a unique combination of skills and levels of expertise.

Associates, PCs, Heroes

Associates, PC’s and Heroes are all names for Character’s other humans that are not Referee controled who are joining you on your adventure.

The Company

The group of characters that is formed by a group of like-minded heroes. They may share a common short-term goal appointed by elders or a council of peoples, or they might all be young members of the same folk, ready to leave home for the first time to see the world.

After the players have finished creating their characters, they should discuss with the Referee the circumstances that brought the group together and forged them into a company of adventurers. The more detailed the description of the events that led to the characters setting off adventuring the better, as this will give the Referee valuable story hooks to turn into adventures that directly link to the characters’ back-story.

The process of creating a company is the first seasonal activity played by the group. During company creation, the players are assisted by the Referee as they define the characteristics of their group of adventurers.

First Meeting

The first thing to do is decide where the company was formed. To do so, the players choose a suitable place. Locations that qualify as havens or sanctuaries are an ideal choice, as these known to welcome outsiders as they travel. As soon as everybody agrees on a location, its name is recorded by every player on their character sheet.

When this is settled, the players briefly introduce their heroes, making sure to mention how and why they arrived at the selected location in the first place; the heroes’ cultures and callings can prove useful as starting points. The referee could take this opportunity to provide information about the setting to less-knowledgeable players. Some places are particularly suited as locations for the first meeting of a company.

Relationships

All adventurers share a feeling of loyalty towards each other, but each of them can develop a particular level of companionship with another member of the group: it may be uncommon respect for someone wiser or nobler, a special friendship shared with an old acquaintance, the kinship felt for a fellow countryman, or deep affection for a dear family member.

Whatever the nature of the relationship, each player must elect another member of the company as his character’s focus, writing the name of this companion in the appropriate space on the character sheet. It can be any other Associate, Companion, or Patron who is in the Company, even one that has already been chosen by somebody else as their focus. The bond doesn’t have to be mutual: a hero who has been chosen by another hero as his focus is free to choose any other character as his own.

Rating

The group of player-heroes is more than a band of roving mercenaries brought together by mere necessity. At its foundation are communal goals and mutual respect. This is recreated in the game by a shared pool of Company points. During the game, players use these points to recover Spiritual and Social Damage.

The number of points available to a company of heroes at the beginning of the game is equal to the number of heroes in the group.

All players record the company’s rating total in the appropriate box on their character sheet. This score is updated every time that a companion uses a point to recover damage, and it is fully replenished at the beginning of every game session.

Patron

A patron is a usually renowned or powerful personality, who may from time to time offer a company a purpose to go adventuring, often providing support and counsel. Companions may choose to meet a patron during their seasonal activities if they are at the location where the Patron is to be found and if the Patron is available for a meeting.

A company may have several patrons at the same time, if its members are able to satisfy the requirements to ensure their allegiance (very often, Patrons will ask something in return for their friendship).

Other Characters

Over the course of their careers, Heroes will have made friends and foes, and established ties with various non-player characters who may play a part in future adventures. There are four categories of such associates.

Companion

Someone who is currently not played by another human who has joined you on an adventure. Companions are controlled by the Referee. A spouse or a family member is a good example of a companion that most Heros will have.

Allies

These are individuals that the Hero knows and who they have had friendly dealings with in the past. They may have useful skills, positions, or assets and they are willing to help the Traveller and will actively go out of their way to provide aid.

Contacts

These are individuals like Allies; however, they may be willing to aid the Hero.

Both Allies and Contacts can also be Patrons.

Rivals

These are people who hate or oppose the Hero and will attempt to interfere or harass them.

Enemies

These are even worse than Rivals – a Rival will normally work within the law, but an Enemy wants the Hero dead, imprisoned or otherwise doomed.

Hirelings

There are three sorts of hirelings. In a nutshell, mercenaries are ordinary hired soldiers who serve for conventional military tasks – from guarding a fortress to attacking enemy strongholds; they usually operate as part of a larger military force. Retainers are NPCs brave (or foolhardy) enough and are paid to accompany player characters into the kinds of hair-raising adventures players love to put their characters through. Specialists are, as the term implies, tradesmen or experts in various useful non-combat (or combat-adjacent) fields.

All hirelings come with ordinary equipment appropriate for their profession, subject to the Referee’s discretion. For example, a typical light infantryman will come equipped with leather armor, a shield, and a short sword or spear. An armorer or alchemist would have their tools. The employer (the PCs) would have to supply heavy equipment, such as a forge or laboratory.

To hire NPCs, the players must first negotiate with them. The Referee will usually do this by role-playing the prospective hireling, by rolling, or – most likely – using a combination of roleplay and dice rolls.

Mercenaries

Mercenaries are soldiers (or thugs) who perform military (or thuggery) operations. They may guard, patrol, assault enemy strongholds, engage enemy forces, or even waylay unwary travelers. However, they are not foolish enough to follow lunatics on harrowing adventures such as robbing haunted tombs or sneaking into an enemy’s castle to assassinate a noble. That’s way above their pay scale. They’re soldiers.

Retainers

Retainers are NPCs willing to serve adventurers as bodyguards, henchmen, or sidekicks. Unlike mercenaries, they are loyal enough to follow their master and will put themselves in grave danger. Retainers may operate individually rather than as part of a larger unit. However, they require a higher monthly fee, and they must receive a share of their master’s treasure gained through adventure. A character may have more than one retainer, but they must be able to pay for that retainer. The higher their 🤝 and Leadership the more they will be able to retain. Regardless of 🤝, a character will always be able to have at least one retainer.

The Referee must generate prospective retainers as regular characters using the character generation rules. Note that this is always subject to Referee discretion. Retainers come with appropriate basic gear, as received from character generation, or purchased from the money they eared in their career when they mustered out.

Specialists

Tradesmen and professionals, such as sailors to crew a ship, or an alchemist to produce potions. Specialists are usually non-combatants, though this is subject to Referee discretion and the specific task the specialist was hired to do. For example, siege engineers are generally considered to be combatants, though they would expect to never be in immediate danger. The payment due a Specialist will be determined by their skills and competencies.

Creating Characters

The attributes of a character are given as numerical values which can change as the game progresses, and characters grow and develop over the course of their adventures.

Aspects

All beings have four aspects of their existence. These define the highest categorical breakdown of a being. They are Physical, Mental, Social, and Spiritual. They each have a numeric score The higher the score, the more potential that being has in that aspect of their existence. These numbers also represent how much damage the character can take. These aspects can be broken down into your traditional Characteristics.

Example

Jeremiah has always been a physical presence around the community (Aspect is Physical = 3). The stats for Jeremiah so far are: Physical (3).

Characteristics

All characters have certain basic characteristics that define what they can do. Each of these characteristics fall into a given aspect. Higher characteristic scores grant bonuses on task resolution checks, while lower characteristic scores grant penalties. As part of creating your character, you decide how strong, smart, and tough your character is by choosing the appropriate characteristic scores. See Chapter 1: Character Creation for more information.

Example

Jeremiah has always been a physical presence around the community (Aspect is Physical = 3 and Characteristic is Stamina = 3). The stats for Jeremiah are: Physical (3) – Stamina (3).

Knowledge Areas -

Knowledge describes facts and information typically acquired through experience or informal study. It represents exposure and knowledge in a particular sort of task or knowledge.

Table: Skill and Specialization Level
Skill Level Traditional Title Academic Titles Years of Study Special Rules
Level 0 Commoner Self-Taught 2 years Commoners have skills that establish the background of the character and its setting. The GM may use them to ascertain what makes sense for the character to be doing. This skill gets no bonus other than the bonuses associated with their Aspects and Characteristics.
Level 1 Apprentice Associate Degree 2 years Once someone has apprenticed, they have skills at this level. This level allows
Level 2 Journeyman Bachelor’s Degree 2 years Someone at this level man try to help another person using the Aiding Another.
Level 3 Master Master’s Degree 2 years Someone who is at this level may start and direct a Task Chain
Level 4 Grand Master Doctorate Degree 2 years A Grand Master may establish a Task Pool
Level 5 Demigods, Principalities and Powers   NA Characters who have a skill at this level may burn Aspects and Characteristics and convert them into successes. This level is only mentioned here in the event this is common in the game.
Apotheosis Deities   NA Characters at this level of existence have the ability burn Aspects and Characteristics and either elevate or demote others skill levels for each Aspect or Characteristics burnt so that Grand Master would either be elevated to the level of a demigod or demoted to the level of a master for each aspect burnt.

A skill is either skilled or unskilled in that knowledge area.

Each competencies level represents roughly two years’ worth of education and training in that skill. For each level of competency the player must increase their knowledge by +1 as welldww. Once a competencies is taken to level 4, the skill its associated with receives a +1. Specialization are learned at a technology level. Specialization can not be learned past level 4. When recording Specialization and their associated levels, the Specialization name is written first, followed by a hyphen, and then the number of levels that the character possesses in that skill. For example, Gambling-2 means that the character has two levels of Gambling Specialization.

A skill can is a binSkills cannot be above level 4. Once you have a skill at level 1, you have all associated specializations at level 0. Once you have a specialization associated with a given skill, the only opportunity for more development in this area of study is to increase your overall skill. In other words, if you have a skill at level 2, this means you have at least one specialization at level 4.

Skilled

A knowledge area can be something you have a skill in. A skill is applying knowledge and developing a proficiency in a controlled environment with a focus on developing a competency. Generally, this represents some form of formal training. A skill, if a character has it, starts at Level 0. This represents the general knowledge of the average self-taught individual. If there is no exposure to that skill, the skill is not on the character sheet and it can not be used, nor any of the competencies. There are four different levels above that which map to formal training. There are two other levels that are presented in the table below which represent skill levels for NPCs and patrons.

Example

Jeremiah has always been a physical presence around the community (Aspect is Physical = 3 and Characteristic is Stamina = 3). There is a story of him growing up when as a child he entered a wrestling contest and defeated one of the drunk adults (Knowledge Area = Unarmed and Skilled = Self Taught = 0). The stats for Jeremiah are: Physical(3) - Stamina(3) – Unarmed (0).

Competency

Every Knowledge area has multiple competencies associated with it. A competency represents the character applying the necessary knowledge and skill in a real-world environment with full professional responsibility and accountability for one’s own actions.

Example

Jeremiah has always been a physical presence around the community (Aspect is Physical = 3 and Characteristic is Stamina = 3). There is a story of him growing up when as a child he entered a wrestling contest and defeated one of the drunk adults (Knowledge Area = Unarmed and Skilled = Self Taught = 0). The stats for Jeremiah are: Physical (3) - Stamina (3) – Unarmed (0). After winning the contest against Jacob, he decides to join the wrestling team in High School (Physical (3) - Stamina (3) – Unarmed (1)) where they teach Greco-Roman Wrestling (Physical(3) - Stamina(3) – Unarmed (1) – Greco Roman Wrestling (1)). After School his mom drops him off at the local dojo (Jeremiah cannot double his effort on formal skilled training to gain an additional point here.) where he learns Tae Kwon Do (Physical (3) - Stamina (3) – Unarmed (1) – Taw Kwon Do (1)).

Skill levels act as a bonus on task resolutions rolls when a character attempts an action related to a skill. As your character follows their career, they gain skills. See Chapter 2: Skills for more information on specific skills.

Careers

As a part of their development, characters follow certain life paths called careers. The setting you play in will provide a variety of career options for characters to pursue, which opens up opportunities for characters to gain skill levels, characteristic boosts and significant mustering out benefits before they enter into play. See Chapter 1: Character Creation for more information.

Game Play

Playing a session using the Märchen Engine rules resembles verbally acting out chapters from a story. Game sessions can last from short sessions of an hour or two, up to marathon games covering most of a weekend. The average game session tends to run three to five hours, however. Over the course of a session, the player-characters pursue their adventures. Some resolve quickly, within a single session, while others may take place in multiple acts spread out over several sessions.

Each adventure is like its very own story, consisting of a series of scenes that are explored during play. In general, most scenes are simply the players interacting with the non-player characters and the universe created by the Referee. The players describe their actions, and the Referee describes the results of those actions, in a back-and-forth exchange. Certain kinds of situations, such as personal or space combat, have more structure and more rules to help the players resolve their actions in ways reflecting the abilities of their characters.

Game Play Processes

The basic idea behind The Märchen Engine is to separate the Game Play Processes from the Game Mechanics. A Game Play Process is the steps the players go through to perform, and a given narrative sequence with their characters. While a Game Play Mechanic is how to resolve any action the players wish to perform.

The Basic Game Play Process

1. The Referee establishes a scene based on the characters skills, abilities, and circumstances.

2. The players state what their characters are trying to achieve and how they are doing it.

3. The Referee determines if the approach automatically succeeds or automatically fails to achieve the goal.

4. If success or failure is not automatic, then the people at the table determine success by rolling dice.

5. The Referee narrates the results and the consequences based on the characters skills, abilities, and circumstances (which generally includes marking off resources spent in the attempt).

6. Goto Step 2

Other Game Play Processes

Another Game Process players will commonly encounter is the process for creating a character.

Game Play Mechanics

Die Rolls

The Märchen Engine allows play players to pick between several different mechanics to resolve actions. They are as follows: D10, D20, D100, 2d6, 3d6, and 4d7.

Using the Märchen Engine, when you make a die roll to resolve an action by rolling the chosen set of dice and checking to see what the σ is for those results. Now add all the Dice Modifiers (⚅) for the given situation to the σ. This will give you a final number. This is called a check. You always want to roll high on a check. The symbol of ⥣ represents the number required for a success when you do not need to determine a σ.

σ 1d20 2d6 3d6 4d7 8D4(dreidels) D100
-4 1-3 NA 3 4 8 - 9 1
-3 4-5 2 4 – 5 5 – 7 10 – 11 2 – 3
-2 6-7 3 – 4 6 – 7 8 – 11 12 – 15 4 – 18
-1 8-10 5 – 7 8 – 11 12 – 16 16 – 20 19 – 51
11 8 12 17 21 52
1 11-13 8 – 9 12 – 13 17 – 20 21 – 24 52 – 81
2 14-15 10 – 11 14 – 15 21 – 24 25 – 28 82 – 96
3 16-17 12 16 – 17 25 – 27 29 – 30 97 – 99
4 18-20 NA 18 28 31 – 32 100
Difficulty and Effect

A check’s Difficulty is a number set by the Referee that modifies your check result. When no Difficulty is given, the assumed Difficulty is ⚅+0. So, for a task with a Difficulty of ⚅+2, you must add +2 to the check result. You succeed on a total of the Success Number (⥣) or better. The list of Difficulty ratings can be found in the Task Difficulty table.

Table: Task Difficulties
Difficulty   D10 D20 D100 2d6 3d6 4d7
Trivial Something that is automatically done         9 15
Simple Requires a minimum level of competence or a bit of luck to accomplish.   5   6 7 10
Easy Requires a minimum level of competence or a bit of luck to accomplish.   10   4 5 5
Routine Requires a bit more competence to accomplish. Can be completed more often than not by a character with natural aptitude.   15   2 3 4
Average Requires a bit more competence to accomplish. Can be completed more often than not by a character if they have received exposure to the skill and are not encumbered in any way. This is the work of an apprentice or someone with exceptional latent talent.       0 0 0
Difficult Generally anything that takes actual training. This is the skilled work of a professional doing what they are paid to do. Include anything beyond the capabilities of the average person without aid or exceptional talent. Even with a bit of training and skill you still need some luck to pull it off (or maybe some specialized training).   20   -2 -3 -4
Very Difficult Even with a bit of training and skill you still need some luck to pull it off (or maybe some specialized training). Include anything beyond the capabilities of the average person without specialized aid or exceptional talent.   25   -4 -5 -5
Formidable Achievable only by especially talented individuals. Nobody else should even bother trying. This is on the level of superstars.   30   -6 -7 -10
Heroic Achievable only by the most trained, experienced, and talented superstars, and they probably still need help to pull it off. This is a once or twice in a lifetime feet. You are the best at this in the world.         -9 -15
Nearly Impossible An epic feat on which legendary tales are based on. The named masters of a skill come from acts such as these. You will be in the history books.           -25
Godly Can’t be done without assistance unless you’re basically a demigod.           -30

In some cases, the consequences of a check vary based on how much the check result is above or below the target of 8. The difference between the check result and the target of 8 is called the Effect.

Table: Degrees of Effect
Degree of Effect Final σ ± % - + Final Result
Catastrophic -4 400% 8 1 4
Costly -3 200% 7 2 5 – 7
Fail -2 150% 6 3 8 – 11
Minor Fail -1 100% 5 4 12 – 14
Fail in Style -1 100% 5 4 15
Tie 0 100% 4 5 16
Succeed 1 100% 4 5 17 – 20
Succeed In Style 2 75% 3 6 21 – 24
Critical 3 50% 2 7 25 – 27
Serendipitous 4 25% 1 8 28
Degrees of Effect Defined

There are nine separate ways a predicament can be resolved:

####### Fail Catastrophically

This is a critical failure. The cost for this sort of failure means the outcome the actor was intending failed. Additionally, things have turned worse for that actor as well in unrelated areas or with a sense of finality.

For example, if a thief was attempting to pick the lock of a door, then it should be determined that they did not pick the lock. The trap in the door was triggered. Everyone in The Company must now determine if they are now poisoned, and no further attempts may be made (finality). In the event that overcoming this complication was required for The Company to accomplish their overall objectives, the GM must instead make the events turn to the worse in other areas. In the above example this would mean that in their attempts to pick the lock, the thief slipped, and knocked the torch out of the hands of the person carrying it, and the tapestry the door is behind is now on fire. Or the torch is now out and no one can see. The idea here is to heighten tension and make the attempt require larger efforts of heroics.

####### Costly

This is one step away from a critical failure. The cost should be related to the outcome the player or monster was attempting.

For example, if the thief was attempting to pick the lock of a door, then it should be determined that they did not pick the lock, but they did trigger the trap in the door, and everyone in The Company must now determine if they are poisoned.

####### Fail

This is a normal failure.

In the example of our thief would not have been able to pick the lock, but the lock would not be jammed, and he would still have his pick.

####### Fail in Style

This is one step above a failure. It is still a failure, but something else has happened that moves the story forward in a more difficult path, but without accomplishing the goals.

In the example of the thief, he wouldn’t have picked the lock, but he did spring the trap and the door was opened, but everyone in The Company must determine if they are poisoned. This is the classic fail forward approach.

####### Tie

A tie succeeds unless this was a contest between two parties, in which case the outcome is that neither party gets what they want, and it should be treated as a fail in style for both sides. This is useful for social interactions or for contests of strength or agility.

In the example of our thief the parties in question are the designer of the lock or door and The Company trying to get in. The thief would not get what they want, the lock to be picked, and the designer of the lock would not get what they want, to keep the lock secure. The resolution on this would be that the thief can’t open the lock with this action, but he has gained knowledge of the lock, which will make it easier for him next time. This wouldn’t be a problem for the thief unless he was doing this under a stress.

####### Succeed

The individual who attempted to do something accomplishes what they set out to do.

In the example of the thief, the door is unlocked, and is no longer being held shut by the locking mechanism.

####### Succeed in Style

The individual who attempted to do something accomplishes what they set out to do, and they got some hidden bonus or style out of it.

In the example of the thief, the door is unlocked, and is no longer being held shut by the locking mechanism, and the thief now understands how that lock is constructed and the next one that is just like it will be easier to open.

####### Critical Success

The individual who attempted to do something accomplishes what they set out todo, and they got a substantial hidden bonus or style out of it.

In the example of the thief, the door is unlocked, and is no longer being held shut by the locking mechanism, and the thief now understands how locks made by that locksmith are constructed so any lock within this facility will be easier to open.

####### Serendipitous Success

The individual who attempted to do something accomplishes what they set out to do, and they got a substantial hidden bonus or style out of it that is completely unrelated to the task being attempted.

In the example of the thief, the door is unlocked, and is no longer being held shut by the locking mechanism, and the thief now understands how locks made by that locksmith are constructed so any lock within this facility will be easier to open. In addition, the thief see’s the trap on the door as well and has a normal success to disarm it. The best way to see a serendipitous success is to see this as two completely independent successes on one die roll. In the event that a complication requires more than one success a serendipitous success will, in addition to everything above, add an additional success to the success pool.

Types of Checks

There are Two main types of checks: skill checks and characteristic checks.

Passive Checks

A passive check is a special kind of ability check that doesn’t involve any die rolls by the players. Such a check can represent the average result for a task done repeatedly, such as searching for secret doors repeatedly or can be used when the GM wants to secretly determine whether the characters succeed at something without rolling dice, such as noticing a hidden monster.

Here’s how to determine a character’s total for a passive check:

10 + all modifiers that normally apply to the check

Active Checks
Aspect Checks

An aspect check is the simplest check you can make.

Characteristics Checks

A characteristic check is like a skill check, but measures raw ability, like strength, endurance, or intelligence. These checks are used when the task is one not covered by an obvious skill, or where the character’s innate abilities are the most important influence on the result. To make a Characteristic check, you must roll 2D6 and add the appropriate characteristic score modifier. Characteristic checks tend to be all or nothing (you can either accomplish the task or you can’t), although there are sometimes gradations of success or failure.

Skill Checks

A skill check determines what you can accomplish with a particular skill (sometimes whether you’re trained in that skill or not). You will roll the dice. Then you will take that number and add any sort of modifiers based on your characters aspects, characteristics, skills and specializations. Finally, you will add any sort of difficulty modifier based on the circumstances of what your character is trying to do. Then you will compare the resulting number against the Degree of Effect to see the outcome in that circumstance. Most of the times, skill checks have gradations of success and failure based on the Effect of your check result. When making a skill check, if a character does not have any levels in the required skill, then they suffer a the untrained penalty.

Competency Checks

TODO

Untrained and Zero-Level Skills

Characters can perform some tasks without any training in a skill, using only raw talent (defined by their characteristic scores), but skilled characters tend to be better at such things. Unless the Referee says you cannot, you can always attempt tasks involving that skill even if you have no training in it.

If a character has no level in a skill, then he is untrained and will suffer a ⚅-3 when trying to use that skill.

If a character has zero level in a skill (Skill 0), then he is competent in using that skill, but has little experience. He does not get any bonus from his skill ranks when using that skill but at least he avoids the penalty for being untrained.

Multiple Actions

A character can try to do two or more things at once, like firing a spacecraft’s weapons while also flying, or disarming a bomb while hiding from guards. For every extra thing that the character is doing, he suffers a ⚅-2 to all skill checks.

Local Law Level

Some tasks are impacted by the local Law Level, as presented in the Universal Settlement Profile. For tasks that are impacted by the local laws, rules, and regulations, check the table below and use these as a part of the DM’s that are added to the die roll prior to determining the effect.

####### Table: Base Difficulty by Law Level

Law Level Difficulty
0 Routine
1-3 Average
4-6 Difficult
7-9 Very Difficult
10+ Formidable
Attack Rolls

There is no separate Attack roll in the Märchen Engine. You will use a standard skill check and the circumstances and skills of the participants will determine various numbers you add to the result you get on your dice.

Opposed Checks

If two characters are opposing each other directly in a task, then the character who obtains the highest Effect wins. For ties on opposed checks, the character with the highest relevant characteristic score wins. If the characters tie on characteristic scores, they reroll.

Other Rules about Checks

Trying Again

In general, you can try a check again if you fail, and keep trying indefinitely. Some tasks, however, have consequences for failure. For example, failing an Athletics check while climbing a cliff might mean you fall, which might make it difficult to try again. Some tasks can’t be attempted again once a check has failed. For most tasks, once you’ve succeeded, additional successes are meaningless. (Once you’ve discovered a computer account’s password using the Computer skill, for instance, there’s no further benefit from additional Computer checks to determine the account’s password.)

Circumstance Modifiers

Some circumstances make a check easier or harder, resulting in a bonus or penalty that is added to the check result. The Referee can alter the odds of success in two ways:

  • If a character has help, such as good tools, competent aids or other beneficial circumstances, he receives a ⚅+1 bonus to his skill check.

  • If a character is hampered, such as having defective tools, incompetent assistance or other negative circumstances, he receives a ⚅-1 penalty to his skill check.

Time and Checks

Outside of stressful situations such as combat, performing a particular task often takes a random amount of time, depending on circumstances. For most tasks, roll the aspect, attribute, or skill required to do the task (with all DMs) and reference the σ value for that roll. Then compare the chart below. For example, breaking a flimsy wooden door would only require a single Onces (7.5 Seconds) while performing delicate surgery might take two watches (2 x 4 hours). If an action takes multiple timeframes, then roll for each. These rolls can be the same rolls that the player makes to perform the task if the tasks outcome is uncertain.

You can choose, before you roll, to move up or down one or two rows on the Time Frames table. Moving up (reducing the time increment) gives you a ⚅-1 for every row you move; moving down and increasing the time taken gives you a ⚅+1 for every row you move. Your Referee will help adjudicate any issues that might arise from a change in the time frame.

Table: Time Frames
-4 -3 -2 -1 0 1 2 3 4 Base Increment
30 sec 15 sec 11.25 sec 7.5 sec 7.5 sec 7.5 sec 5.625 sec 3.75 sec 1.875 sec One Ounces is 7.5 Seconds. There are 8 Ounces in a Minute. There are 120 ounces in a Puncti. This is the time an action takes place in simulated play and in when players are reacting in Storytelling mode (7.5 Sec)
4 min 2 min 1 min 30 sec 1 min 1 min 1 min 45 sec 30 sec 15 sec One Minute. This is generally the time an action takes place in Storytelling mode (1 min)
60 min 30 min 22 min 30 sec 15 min 15 min 15 min 11 min 15 sec 7 min 30 sec 3 min 45 sec One Puncti is 15 minutes or half a Bell. This is generally the time an action takes place in Storytelling mode (15 min)
120 min 60 min 45 min 30 min 30 min 30 min 22 min 30 sec 15 min 7 min 30 sec One Bell is half an hour or half an hourglass and there are 8 bells per watch (30 min)
240 min 120 min 90 min 60 min 60 min 60 min 45 min 30 min 15 min One Hourglass is one quarter of a Watch (1 hour)
16 hours 8 hours 6 hours 4 hours 4 hours 4 hours 3 hours 2 hours 1 hour One Watch is one sixth of a day (4 hours).
96 hours (4 days) 48 Hours (2 days) 36 hours (3 days) 24 hours (1 day) 24 hours (1 day) 24 hours (1 day) 18 hours 12 hours 6 hours One Day is 24 hours. (24 hours)
28 days 14 days 10.5 days 7 days 7 days 7 days 5.25 days 3.5 days (84 Hours) 1.75 days (42 Hours) One Week (7 days)
120 days (4 months) 60 days (2 Months) 45 days (1.5 Months) 1 Month 1 Month 1 Month 3 weeks 2 weeks 1 week One Month (30-31 days)
1 year 2 seasons (6 Months) 1.5 seasons (4 Months 2 weeks) 1 season 1 season 1 season 9 weeks 6 weeks 3 weeks One Season (3 months)
Aiding Another

Sometimes characters work together and help each other out. In this case, one character (usually the one with the highest total of modifiers on the check) is considered the leader of the effort and makes the check normally, while each helper makes the same check. The Effect of a helper’s check result can provide either a bonus (⚅+1 with a successful result, ⚅+2 with an Exceptional Success) or a penalty (⚅-1 with a failed result, ⚅-2 with an Exceptional Failure) to the leader’s check result. In many cases, outside help isn’t beneficial, or only a limited number of helpers can aid someone at once. The Referee limits aid as appropriate for the task and conditions.

Task Chaining

Often, players will find themselves performing a series of interlinked tasks or working as a group.

Finding a buyer for a cargo of illegal goods, for example, calls for a Streetwise check to find a fence, then a Broker check to negotiate a price. The result of the Streetwise check could conceivably influence the quality and competence of the fence, which will affect the Broker check.

Alternatively, when coming up with a plan to attack a fortress, the players would begin with a Recon check to scope the place out, then a Tactics check to find weak spots in its defenses, then Stealth and Electronics rolls to get past the security system. The quality of information gleaned from the Recon check will certainly have an impact on the tactics the players choose to adopt, and this in turn will make their Stealth checks easier or harder, and so on.

When tasks are linked together like this they are called task chains and the result of one check can give a DM to the next – for better or worse. This DM is equal to the σ value on their results on the degree of effect table.

Group Checks

When a number of individuals are trying to accomplish something as a group, the GM might ask for a group ability check. In such a situation, the characters who are skilled at a particular task help cover those who aren’t.

To make a group ability check, everyone in the group makes the ability check. If at least half the group succeeds, the whole group succeeds. Otherwise, the group fails.

Group checks don’t come up very often, and they’re most useful when all the characters succeed or fail as a group. For example, when adventurers are navigating a swamp, the GM might call for a group Survival check to see if the characters can avoid the quicksand, sinkholes, and other natural hazards of the environment. If at least half the group succeeds, the successful characters are able to guide their companions out of danger. Otherwise, the group stumbles into one of these hazards.

Advantage and Disadvantage

Sometimes a special ability or spell tells you that you have advantage or disadvantage on an ability check, a saving throw, or an attack roll. When that happens, you roll a second set of dice when you make the roll. Use the higher of the two rolls if you have advantage and use the lower roll if you have disadvantage. For example, if you have disadvantage and roll a 17 and a 5, you use the 5. If you instead have advantage and roll those numbers, you use the 17.

If multiple situations affect a roll and each one grants advantage or imposes disadvantage on it, you don’t roll more than one additional set of dice. If three favorable situations grant advantage, for example, you still roll only one additional set of dice.

If circumstances cause a roll to have both advantage and disadvantage, you are considered to have neither of them, and you roll one set of dice. This is true even if multiple circumstances impose disadvantage and only one grants advantage or vice versa. In such a situation, you have neither advantage nor disadvantage.

When you have advantage or disadvantage and something in the game lets you reroll some of all of your dice, you can reroll a single instance of those dice; either the advantaged roll or the disadvantaged roll) one of the dice.

You usually gain advantage or disadvantage through the use of special abilities, actions, or other actions. The GM can also decide that circumstances influence a roll in one direction or the other and grant advantage or impose disadvantage as a result.

Exploding Dice

Exploding dice are fun! When rolling dice, if the maximum value on any dice is rolled, the dice “explodes.” Roll any such dice one additional time and add their value to the previous total. Any rerolled dice may also explode. For example, you roll 2d6 for damage and roll a 3 and a 6. You reroll one dice, getting another 6. You then reroll that dice, getting a 4. This brings your total damage to 3 + 6 + 6 + 4, or 19.

The humble d4 is very prone to explosions. Just try it! It’s not unthinkable to get an explosion sequence like 4 + 4 + 3 after about a dozen tries.

Theoretically, a die can keep exploding forever. In practice, that doesn’t really happen. Even if you keep rolling 4s on that d4, after several explosions you’ll likely won’t bother anymore, the result so far is good enough.

The Dice Chain

One of the most fun aspects of using funky dice in a rules set is getting to roll those dice! Many traditional RPGs utilize modifiers to dice rolls to express improved success or failure in an action. For example, an attack with an off-hand weapon may incur a -4 penalty, or an attack against a motionless opponent may grant a +4 bonus.

The Märchen Engine utilizes this traditional modifier system but can also employ a system of swapping out die types where the modifier is sufficiently large. If the team has decided to use the 3d6 as the core die mechanic, there are times when the player may be instructed to roll a 3d6 or 4d7 instead, depending on whether the action has an improved or reduced chance of success.

Sometimes there will be multiple “dice swaps” impacting a die. For example, a spellcaster may be particularly good at one kind of magic, granting him an improved die, and he may also be operating under the influence of a magic item that grants him a further improved die. The system for moving “up and down” different die types is known as the dice chain.

The dice chain is represented as follows:

d3 – d4 – d5 – d6 – d7 – d8 – d10 – d12 – d14 – d16 – d20 – d24 – d30

Technology Level

Technology Level, also known as Tech Level or TL, is a measure how advanced a given technology or Scientific idea is and is frequently a measure of the complexity and effectiveness of a piece of equipment. Most skills that deal with technology or scientific ideas also have a technology level they are learned at. When a player wishes to use a piece of technology that is built to be used by another technology level the player needs to add a negative DM for each difference.

For Example, a Player who was raised in the Bronze age comes across a iPhone and they attempt to use it. The Technology Level of the iPhone is TL8 and the TL of the Bronze Age High Priest is TL1. This means the player adds a ⚅-7 to their die roll do this activity. Another player whose character is from our day and age is shown a bronze age carved tablet where the laws of their society are written. The modern-day man learned at TL8 and is attempting to use a TL1 object. This is still a ⚅-7 to try to understand the laws written on the stone tablets on display in front of the tent of worship in the center of the nomadic encampment.

Table: Technology Level Overview
TL Descriptor Human Analogue Notable Characteristics
0 Primitive Neolithic – 6000BCE No technology.
1 Primitive Bronze- 3500 BCE Roughly on a par with Bronze or Iron age technology.
2 Primitive Age of Sail / Renaissance – 1500 CE Renaissance technology.
3 Primitive Industrial Revolution – 1730 Mass production allows for product standardization, bringing the germ of industrial revolution and steam power.
4 Industrial Mechanized – 1900 Transition to industrial revolution is complete, bringing plastics, radio and other such inventions.
5 Industrial Broadcast – 1930 Widespread electrification, tele-communications and internal combustion.
6 Industrial Atomic – 1940 Development of fission power and more advanced computing.
7 Pre-Stellar Space Age -1990 Can reach orbit reliably and has telecommunications satellites.
8 Pre-Stellar Information Age – 1990 Possible to reach other worlds in the same system, although terraforming or full colonization is not within the culture’s capacity.
9 Pre-Stellar   Development of gravity manipulation, which makes space travel vastly safer and faster; first steps into Jump Drive technology.
10 (A) Early Stellar   With the advent of Jump, nearby systems are opened up.
11 (B) Early Stellar   The first primitive (non-creative) artificial intelligences become possible in the form of “low autonomous” interfaces, as computers begin to model synaptic networks.
12 (C) Average Stellar   Weather control revolutionizes terraforming and agriculture.
13 (D) Average Stellar   The battle dress appears on the battlefield in response to the new weapons. “High autonomous” interfaces allow computers to become self-actuating and self-teaching.
14 (E) Average Stellar   Fusion weapons become man portable.
15 (F) High Stellar   Black globe generators suggest a new direction for defensive technologies, while the development of synthetic anagathics means that the human lifespan is now vastly increased.

Higher Technology Levels exist and may appear in some Märchen Engine universes.

Availability of Technology at higher or lower levels
Tech Level Basic Idea
Tech Level - 4 The Idea exists in art, but the mechanics are not understood. Basic Principals are left to Technobabble or Magic
Tech Level - 3 The Idea exists in art with a basic understanding of how the object works. Details are left to Technobabble or Magic.
Tech Level - 2 The life work of a group or individual. Prototypes only exist in secret.
Tech Level - 1 Prototypes exist in the public
Tech Level 0 General availability of the item
Tech Level + 1 Automated Production
Tech Level + 2 Optimized and Mass production
Tech Level + 3 Consolidated into another Technology

Annual Events

Annual events are not planned by the players. These are used to react against. The Referee may arbitrarily choose one of these events to drive. If there will be a random event, please use the following approach:

Calculate the average number of Spiritual and Social damage carried by The Company at the end of the year. The number (-8 thru +8 will be the DM to a role against the average of the parties Spiritual Aspect (-4 thru +4).

Degree of Effect Annual Event Type
Catastrophic A Grim Year
Costly A Grim Year
Fail The Burdens of the World
Minor Fail The Burdens of the World
Fail in Style The Burdens of the World
Tie Blessings / Well Guided and Well-Guarded
Succeed Blessings / Well Guided and Well-Guarded
Succeed In Style Blessings / Well Guided and Well-Guarded
Critical A Worthy Year
Serendipitous A Worthy Year

A Grim Year

Dwelling at Home: When you are at home something bad has happened.

Sojourning Abroad:

Travelling:

A Personal Tragedy

Who: The Character

is accused of a terrible crime and, though innocent, has no means of proving it.

has an old wound lingers on, never properly healing (and thus eventually causing a temporary reduction of Endurance).

has their supplies and food stores diminished prior to the winter, resulting in them going on without provisions.

comes down with a disease or a seemingly incurable affliction.

Is injured.

is poisoned.

Is removed from their job.

Is Banished

sworn enemy discovers the whereabouts of their home.

house or holding is ransacked.

holding is completely lost.

goods are stolen, causing the loss of Treasure points.

A Tragedy hits Close to Home

Who: a Loved One, a Relative, an Ally, or a Friend.

Event:

is accused of a terrible crime and, though innocent, has no means of proving it.

has an old wound lingers on, never properly healing (and thus eventually causing a temporary reduction of Endurance).

has their supplies and food stores diminished prior to the winter, resulting in them going on without provisions.

comes down with a disease or a seemingly incurable affliction.

Is injured.

is poisoned.

Dies.

is slain in battle.

breaks trust with the hero, abandoning them.

Is killed.

Is removed from their job.

Is Banished

house or holding is ransacked.

holding is completely lost.

goods are stolen, causing the loss of Treasure points.

Troubling feuds occurs between allies.

A Cultural Tragedy Occurs

Who: A Patron, A Cultural Leader (King, Mayor, chieftain, governor, prime minister, etc…), Lore Master, Religious Leader, Political Leader)

Event

is accused of a terrible crime and, though innocent, has no means of proving it.

has an old wound lingers on, never properly healing (and thus eventually causing a temporary reduction of Endurance).

has their supplies and food stores diminished prior to the winter, resulting in them going on without provisions.

comes down with a disease or a seemingly incurable affliction.

Is injured.

is poisoned.

Dies.

is slain in battle.

breaks trust with the hero, abandoning them.

Is killed.

Is removed from their job.

Is Banished

house or holding is ransacked.

holding is completely lost.

goods are stolen, causing the loss of Treasure points.

Troubling feuds occurs between allies.

A Rare Natural Disaster Occurs

A blight afflicts crops, resulting in a bad harvest.

A Powerful Earthquake – Extensive damage in a 50-mile radius. Before and after the earthquake there are smaller tremors that cause slight damage. Large Cities are heavily damaged, unless the buildings are specifically hardened against this form of damage. Lakes, Rivers, and the coastlines can shift. Because the ground has moved, landslides will destroy trails. Underground structures can be damaged. Mountains and rock formations will be affected.

There is a large chance (70%) chance fires will start in large cities.

There is an even chance (40%) chance a plague will occur in populated areas.

Famine – Drought or Poor Harvest result in a famine. Farmers and the people close to the land all know the signs of an impending famine. Crops wither without producing seed. Animals cannot find water and die. Poor people turn to crime or go hungry. Food prices will skyrocket up 100x normal. Those who can no longer make an honest living will band together and scavenge for food. If the military cannot pay soldiers, they will go outlaw. The population of the area will be reduced by 5% per month of the famine. There is a 20% chance of this famine continuing as the event for the following year, especially if source of the drought or poor harvest is not addressed.

Fire - An inferno sweeps across the land. If this occurs while the players are in a city, then over 50% of the city is consumed in the blaze (unless buildings are treated for fire disasters). The property of the players, the people they are staying with, or the place where they are taking shelter is also burnt (same percentage).

There is a small chance a plague will break out (20%)

There is a minimal chance a famine will follow (10%)

The price of building materials increases 10x for the next Season.

Flood – A Major Flood sweeps the region.

Plague – A terrible disease sweeps the land. The plague lasts up to a year. There is a 40% chance of catching the plague each month spent in those lands. There is a 60% chance of catching the plague if there is physical contact with others who are infected. The population is reduced by 5% every month. Strangers are treated with suspicion by everyone. People from the plague lands are treated with suspicion by people outside the plague lands. Traders and merchants will not enter the plagued lands. Costs for all imports double. Plagues do not hit everyone all at once, they move through the population based on the movements of the population. There will be pockets of people who have not yet been infected who will keep outsiders out in order to stay healthy

Under Attack!

The Burdens of the World

Dwelling at Home

Sojourning Abroad

Travelling

At Home: Little out of the ordinary occurs this year. A hero spends time with their family, meets up with old friends or undertakes small projects about their home, but nothing unusual comes to pass.

Burdens: Problems afflict the character’s friends or loved ones and the hero’s absence is keenly felt. Goods are stolen, debts are called in early or long forgotten obligations are suddenly brought to the fore. Friends who have been neglected or ignored may cease to regard the character favorably.

Without evidence that the hero values their friendship, some ‘friends’ may actively start speaking ill of the hero, or be willing to plot against them in the future.

Rumors of War
The Current Leader Goes to War
A Major Migration Occurs

Blessings/Well Guided and Well-Guarded

Dwelling at Home: The hero’s sacrifices are publicly acknowledged by their folk. Someone who the hero helped save in a previous adventure seeks out the hero to thank them and bestow some personal token of esteem or gratitude. This Token of esteem or gratitude is either a possession (a handmade clock) or a benefit (The Barkeep says the hero may eat for free at his establishment).

A small windfall comes to the character. Roll Degrees of Effect adding Spiritual DM and check the + Column for a number of treasures added to the character’s possession.

The character makes a new ally. Roll Social and check the + Column for a number, use this number as the Final σ and check the degree of effect to determine the quality of the ally.

An old ally becomes a good friend. Roll Social and check the + Column for a number, use this number as the Final σ and check the degree of effect to determine the quality of the good friend.

Sojourning Abroad: Little out of the ordinary occurs this year. The hero spends time in a safe haven, meeting old friends and making new ones, but nothing unusual comes to pass.

Travelling

At Home:

Not at Home: Little out of the ordinary occurs this year. The hero spends time in a safe haven, meeting old friends and making new ones, but nothing unusual comes to pass.

An ambassador arrives.
A New Political / Social Movement Occurs
A New Religious Movement Starts

A Worthy Year

Dwelling at Home

Sojourning Abroad

Travelling

A loved one recovers from a lingering malady. The hero is forewarned of treachery or deceit. The character’s efforts on behalf of their folk are taken up in song. Gifts or rewards totalling 6 Treasure points are given to the character. The character is ‘adopted’ by a particularly clever beast. One of the hero’s holdings is significantly improved in some way, increasing its value.

• The hero provides 1 additional point to the Fellowship pool for the length of the following Adventuring phase.

• Alternatively, if the hero has a holding, he may choose to roll the Feat die twice keeping the best result on the next Holding Upkeep roll.

Good Fortune

The hero either sires or bears a child. The character becomes the head of their family or is asked to take on a more prominent role in a family business. The character is invited to join a power ful organisation, famous, clandestine, or otherwise. A new romance finds the character (see Courting and the Fellowship Phase opposite).The hero receives a large inheritance, reward or bequest, such as a new holding or even a Precious Object (see the Rivendell supplement).

A Rare Natural Phenomenon Occurs
A Leader has a child

Activities

Interrupted Activities

Name of the Activity What you are doing or where you can do it Rules
Face Death When you encounter a situation where death is an immediate and unavoidable outcome, or when you are brought to the brink of death with a chance for recovery or redemption. When you are brought to the brink of death, and glimpse the world beyond. When Physical Damage Exceeds your threshold.
Face Desolation When you are brought to the brink of desolation and terror When Spiritual Damage Exceeds your threshold
Face Depression When you are brought to the brink of social degradation and destruction. When Social Damage Exceeds your threshold
Face Duress When you are brought to the brink of mental exhaustion and autonomous reactions. When Mental Damage Exceeds your threshold
Overcome Destruction When all your gear, equipment, steeds, vehicles, devices, modules, and other possessions are destroyed or irrevocably lost. Rules TBD

Seasonal Activities

Base Activities

Name of the Activity What you are doing or where you can do it Rules
Depart When you travel See list of Travel activities.
Sojourn When you spend time in a community temporarily as a guest, even if it’s your home culture See list of Sojourn activities.
Dwell Stay home and interact with the locals See list of Dwell activities.
Recover When you spend time recovering from the trails of life. See list of Recovery Activities
Write your Epilogue When you retire from your life as an adventurer. Become a Patron, Sage, or other character of renown. Requires that you have completed the Name an Heir activity. You may now play as your Heir with your retired character in their role.
Training Anywhere you have access to a trainer Advance one level (Child / Commoner -> Apprentice -> Journeyman -> Master -> Grand Master -> Apotheosis -> Deity)
Name an Heir Anywhere Select and heir, Gain 1 Spiritual permanently. May only ever be selected once in a character’s lifetime.
Court a Spouse Anywhere Gain a Spouse. This activity will monopolize much of the characters time as even the most common and the most elevated have cultural rituals that must be honored.

Depart Activities

Name of the Activity What you are doing or where you can do it Rules
     
Undertake a journey   When you travel across hazardous or unfamiliar lands.

Dwell Activities

Name of the Activity What you are doing or where you can do it Rules
Raise Standard of Living Anywhere Spend 1 Treasure per month to raise your social score by 1 for this and the next phase, 2 Treasure per month to raise your social score by 2 for this and the next phase.
Raise Standing Home Spend Treasure to increase social score in your home culture permanently.
Visit the Treasury of your Folk Home Trade an item in to raise Social Score by one and activate any of the qualities that item possess for cultures that possess such an item.
Tend to a Holding Home Roll Feat die twice and choose best result when resolving effects of a Holding. If you possess an appropriate specialty, complete the Training activity.
Write a Song, Book, or other Piece of Art Anywhere Compose a song to add to company’s list of songs.
Gain a Cultural Virtue Homeland Journey back to the homeland of your culture and spend the current phase gaining an additional cultural virtue from your own culture.

Sojourn Activities

Name of the Activity What you are doing or where you can do it Rules
Gain a new Trait/New Distinctive Feature/Specialty Anywhere Replace old Trait with a new one.
Meet Patron Anywhere Gain counsel/aid from a patron
Open New Sanctuary Anywhere All companions must select undertaking. Current location becomes a sanctuary.
Receive Title Anywhere you are a foreigner You Social Score now applies to to the culture you are in, and you are gifted with a house and / or holdings.
Research Lore / Search for Answers Anywhere Lore roll to gain insight or information about your location or about a location your currently location has information on.
Drumming up Support Anywhere Raise your social score for one issue for one sixth of normal Treasure cost, for this phase and the next.
Go See a Lore-master Anywhere Reveal a Wondrous Artefact’s Blessings; or a Famous Weapon or Armour’s Banes and the next hidden Quality.
Write a Song, Book, or other Piece of Art Anywhere Compose a song to add to company’s list of songs.
Gain a Virtue Anywhere Spend time among the people you are currently living among and gain a cultural virtue from their culture.
Gain a Cultural Virtue Homeland Journey back to the homeland of your culture and spend the current phase gaining an additional cultural virtue from your own culture.
Influence Patron Anywhere Convince your Patron to take actions in line with what they would like to see happen in the world but haven’t yet made a priority. For example, asking a local king to allow a local lord to repair the road from their town to the Capital.
Confer with a Sage Anywhere Gain next Lore, Travel, Explore level at half cost in Advancement points. Or acquire one of the Sage’s hobby traits.
Visit the Artificer Anywhere Custom Modify an item or weapon.
Guard Anywhere where guards are needed Roll on table see outcome.
Patrol the Wild Anywhere with wildland Gain benefits of wilderness-lore for next Adventuring phase. If you already have wilderness-lore, gain two benefits from invocation.

Social Activities

Name of the Activity What you are doing or where you can do it Rules
Make a Connection When you search out a new relationship or give focus to an existing relationship that you have no connection with. Create a connection by increasing the rank of that connection from unknown to connected.  
Forge a Bond When your relationship with a connection is ready to evolve. When you spend significant time with a person or community, stand together to face hardships, or make sacrifices for their cause Advance the state of a relationship with a connection by 1 rank.
Aid a Connection When you act in direct support of a connection. Advance the state of a relationship with a connection by 2 ranks.
Compel a Connection When you try to persuade someone to do something or make them an offer Success indicates that the connection does as you request, failure indicates that you reduce the state of your relationship with that connection by 2 ranks.
Test your Connection When your bond with a connection is tested through conflict, betrayal, or circumstance Success indicates that your relationship survives the turmoil of this phase. Failure indicates the number of ranks you will reduce this relationship by.
Hearten - When you socialize, share intimacy, or find a moment of peace See Recovery Activities  
Courting and the Seasonal Activities

Many adventurers consciously avoid having any close relationships, for they are all too aware of the dangers that they regularly face, especially when they stand against the Shadow. Still, friends, families and a cherished home give a hero something to fight for. Sometimes, a player may decide that their hero has taken a strong fancy to a Loremaster character who they’ve met during their adventures. At other times, perhaps it makes sense for their character to cement an alliance with a marriage. In either case, a player may decide that the time has come for their hero to marry.

A player who wishes to engage their character into a relationship, romantic or otherwise, should discuss it with their Loremaster and introduce it in the Seasonal phase. If marriage is their intention, they will have to court the Loremaster character they fancy. Courting is a formal practice that effectively declares a character’s interest in taking the courted person as a spouse. The various cultures each have their own customs about such things. Some require lavish gifts, others only that both parties wish to get married. Those from noble houses or who have a sworn lord generally have to ask their lord’s permission in order to wed.

It usually takes a bit of time and patience to successfully court someone, especially since the potential partner will doubtless need to take the hero’s dangerous ‘profession’ into consideration before deciding.

Recover Activities

Name of the Activity What you are doing or where you can do it Rules
Sojourn When you spend time recovering within a community. See Sojourn Activities.
Recovery Anywhere All physical and mental damage is healed. Remove one Physical or Mental Condition.
Hearten When you socialize, share intimacy, or find a moment of peace All Social Damage is healed. Remove One Social Condition.
Resupply When you attempt to bolster your readiness. Roll against your social. Add one to your Supply levels for each level of success. Failure means no supplies are available.
Repair When you make repairs to your vehicles, modules, mechanical companions, or other devices. Roll against your Intelligence. Remove one condition from your equipment for each level of success.  
Heal Corruption Anywhere Craft or Song roll. On a success, reduce Spiritual Damage by 2, by 4 on a great success, by 6 on an extraordinary success. May make two rolls in a sanctuary.
There and Back Again Home Recover all damage at the cost of permanently burning one spiritual point.

Monthly Activities – 4 Weeks

Name of the Activity What you are doing or where you can do it Rules
Collect Herbs Anywhere reasonable Roll on table to gather herbs.
Compete on the Field of Heroes Anywhere games are held Athletics, Hunting, Bows or Axe roll. Success reduces cost of increasing Standing by 3, great success by 6, extraordinary success by 12.
Gather Information   When you search for clues, investigate, analyze evidence, or do research
Gather Firewood Anywhere with large forests Gain benefits of Firemaking for next Adventuring phase. If you already have Firemaking, gain two benefits from invocation.
Go Hunting Anywhere with hunting grounds Hunting roll to roll on table.
Go to Market Anywhere with a standing market Spend Treasure to acquire a specific item.
Climb the Mountains Anywhere with mountains Athletics roll to climb mountain and roll on table.
Delve into the depths Anywhere with non-hostile natural caves. First time, gain 1 Spiritual or reduce Spirit damage by 2.
Go Riding Anywhere with Fields and Plains to ride Athletics roll to roll on table.
Sparring/Dueling Anywhere where guards are Athletics, Sword or Spear roll (TN 18). Success increases Social Standing among this society by by +1, +2 on great success, +3 on extraordinary success. Failure takes a of Physical and Mental Damage, but gains Experience point.

Weekly Activities – 7 Days

Secure an Advantage (Adventure) - When you assess a situation, make preparations, or attempt to gain leverage

Name of the Activity What you are doing or where you can do it Rules
Honoring the Fallen Anywhere When one someone close to the team has fallen, gain 1 Spiritual, even if it takes you above maximum.
Honor your people Among the tombs of the people Roll to compose and perform an adhoc song sung to your ancestors. On a success the song is performed, reduce Spiritual Damage by 3, by 6 on a great success, by 9 on an extraordinary success.
Feast with the Lord Sanctuary that has a Lord Gain benefits of Merry for next Adventuring phase. If you already have Merry, gain two benefits from invocation.

Daily Activities – 24 hours

Watch Activities – 4 hours

First Aid When you treat an injury or ailment in the wild
Resupply When you hunt, forage, or scavenge in the wild
Make Camp When you setup camp to spend some time resting and recovering in the wild
Prowl When you travel across hazardous or unfamiliar lands with special care. (1 Miles an hour)
Adventure When you travel across hazardous or unfamiliar lands. (2 Miles an hour)
Travel When you travel across safe or familiar lands. (4 Miles an Hour)
Reach your destination When your journey comes to an end.

Puncti Activities – 15 minutes

Story Telling Actions

Face Danger (Adventure) When you attempt something risky or react to an imminent threat
Check your Gear When you check to see if you have a specific helpful item or resource
Negotiate When you try to persuade someone to do something or make them an offer
Compel When surrendering, coercing your foe to stand down, or negotiating a truce.
Triage When you attempt to stabilize someone who is injured or sick in the moment.
Battle Start a fight and it happens in a blur
Enter the Fray When you initiate combat or are forced into a fight and time seems to stop
Face Danger When overcoming an obstacle, avoiding a hazard, fleeing, or evading an attack (without fighting back).
React Under Fire When you are in a bad spot and take action in a fight to avoid danger or overcome an obstacle
End the Fight When you make a move to take decisive action, and score a strong hit
Companion Takes a Hit When your companion faces physical hardship.
Aid Your Ally When making a move to give your ally an advantage.

Ounces (⏱) Activities – 7.5 Seconds

When things really start happening in a Märchen Engine game, time is broken down into seven and a half second segments called Ounces (⏱), rounds, or combat rounds, since they’re most often used in fights. A Ounce (⏱) isn’t very much time, just long enough for a character to do something. The types of actions your character can perform during a round are significant actions, minor actions, extended actions, free actions, and reactions. During a Ounces (⏱) you can do one of the following:

  • Initiate or continue an extended action.

  • Take a significant action and a minor action.

  • Take three minor actions and forego taking a significant action this turn.

You can perform as many free actions and reactions in a round as you wish, although the Referee may choose to limit them to a reasonable number to keep the game moving. See Chapter 5: Personal Combat for more information.

Strike When you have initiative and attack in close quarters. When you are in control and assault a foe at close quarters, or when you attack at a distance
Gain Ground When you are in control and take action in a fight to reinforce your position or move toward an objective
Secure an Advantage When acting to outwit or outmaneuver your foe, or setting up another move.
Take Defensive Action When you seize an objective in a fight
Clash When your foe has initiative and you fight with them in close quarters, roll +iron. When you exchange a volley at range, or shoot at an advancing foe, roll +edge. When you are in a bad spot and fight back against a foe at close quarters, or when you exchange fire at a distance
Turn the Tide when you risk it all, you may steal initiative from your foe to make a move (once per fight)
Face Defeat When you abandon or are deprived of an objective
Pay the Price When suffering the outcome of a move.
Lose Momentum When you are delayed or disadvantaged
Endure Harm When you face physical injury, fatigue, or illness
Endure Stress When you face mental strain, shock, or despair
Endure Embarrassment When you face social humiliation, awkwardness, or a lack of social graces
Endure Hopelessness When you face spiritual anguish, gloom, or misery
Sacrifice a Resource When you lose or consume resources
Withstand Damage When your gear, vehicle, or other physical possessions faces a damaging situation or environment

Bringing it all Together

Physical Aspects

Muscle Characteristics

Muscle represents the overall strength of the being.

Ranged Combat Skill

Your Ranged Combat ability check measures your character’s ability to attack and survive in a ranged combat. This skill also allows you to maintain the general quality of a ranged weapon and to perform general maintenance to ensure their continued use. It will, however, not allow you to build, repair, or Jury rig a solution.

Typical Specializations: Artillery, Beam Weapons, Blowpipe, Bolas, Bow, Crossbow, Dropping, Fast-Draw, Guns, Innate Attack, Lasso, Liquid Projector, Net, Sling, Spear Thrower, Throwing Art, Thrown Weapon, and Gunner

Typical Tasks and their Difficulty Modifiers

Skill Ranged Combat
Trivial Fire a shot at a person who is helpless
Simple Fire a shot at someone who is climbing a wall or tree
Easy Fire a shot at someone who is moving away
Routine Fire a shot at someone who is pinned against a wall or corner
Average Fire a shot at someone who is standing down range
Difficult Fire a warning shot at someone’s feet
Very Difficult Fire a shot at someone on riding on an animal or in a vehicle
Formidable Fire into a group of people where you have the chance for friendly fire
Heroic Fire at someone in the dark
Nearly Impossible Fire at someone who is behind full cover through a crack in that cover
Godly Fire at someone who is behind full cover through a crack, past a group of your allies all while it is dark.
Athletics Skill

Your Athletics check covers difficult situations you want to do something that requires physical exertion related to your characters active strength.

Typical Specializations: Bicycling, Body Sense, Breath Control, Climbing, Flying, Free Fall, Hiking, Jumping, Lifting, Mount, Parachuting, Running, Scuba, Sports, Swimming, Throwing, Climbing, Parachuting, Scuba, Climbing, Scuba, Skating, Skiing, Parachuting, Scuba, and Zero G

Typical Tasks and their Difficulty Modifiers

Skill Athletics
Trivial Lift up an object half your weight above your head
Simple Climb a tree with many limbs
Easy Swim while wearing clothing or cloth based armor
Routine Jump over a pit wearing non-metallic/encumbering armor
Average Row a boat and keeping it in the middle of the current. Climb a rope that is anchored on both sides. Swim in still water. Break through an normal door.
Difficult Row a boat through rapids. Climb a free hanging rope. Swim in Rough water. Swim upstream against a mild current. Break through an iron reinforced door. Hang onto the reins of a horse, while being drug.
Very Difficult Push an object 3 times your weight. Climb a wall that has few handholds. Leap from the roof of a building and grab a closeline. Swim against a strong current. Remain above water during a raging storm. Topple a statue. Break through a barred / locked door.
Formidable Pull a stuck carriage out of the river with the aid of others and draft animals. Climb a shear wall. Swim in stormy waters. Leap across a 30-foot chasm. Break through a reinforced door such as one found in a prison. Hold a door shut while the room behind the door fills with water.
Heroic Climb a shear surface or wall
Nearly Impossible Swim in rough waters while wearing full metal armor
Godly Swim upstream in rough waters while wearing full metal armor while pulling a rowboat without capsizing the passengers in the rowboat.
Melee Combat Skill

Melee combat measures your character’s ability to attack and survive in armed melee combat. This skill also allows you to maintain the general quality of a melee weapon and to perform general maintenance to ensure their continued use. It will however, not allow you to build, repair, or jury rig a solution. Melee weapons can be improvised. This skill allows you to use acquire an improvised weapon.

Typical Specializations: Axe/Mace, Broadsword, Cloak, Fast Draw, Flail, Force Sword, Force Whip, Garrote, Jitte/Sai, Knife, Kusari, Lance, Main-Gauche, Melee Weapon, Monowire Whip, Parry Missile Weapons, Polearm, Rapier, Saber, Shield, Shortsword, Smallsword, Spear, Staff, Tonfa, Two-Handed Axe/Mace, Two-Handed Flail, Two-Handed Sword, and Whip

Skill Melee Combat
Trivial Sharpen your knife at the beginning of the day. Oil and wrap a weapon to keep it from getting rusted. Strike a Foe who is Helpless
Simple Return a weapon to working order after a battle. Strike a foe that’s prone on the ground.
Easy Strike someone sitting in a chain with their back turned. Use an attack of opportunity when someone is moving away from you.
Routine Use a weapon as a tool. Flank foes that you outnumber.
Average Use a heavy hammer or axe to bash a door down. Fight with someone who they are evenly matched with
Difficult Purposefully break a melee weapon out of combat. Strike someone in the fog, mist, or smoke
Very Difficult Dig a hole through a clay wall or in the ground with a weapon. Parry a heavy and larger weapon with a smaller weapon (two handed axe vs. cudgel.)
Formidable Scavenge an abandoned weapon and return it to working order.
Heroic Hit someone in the dark
Nearly Impossible Break metal armor with a common one-handed weapon
Godly Break metal armor with a stick, twig, or reed.

Agility Characteristics

Agility represents the overall flexibility and grace of movement of the being.

Stealth Skill

Make a Stealth check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard. You must be out of sight of those you intend to deceive when this skill check is made.

Typical Specializations: Shadowing, and Forward Observer

Skill Stealth
Trivial Hide and seek games as kids. For example, hide under a bridge while the others are not watching.
Simple Move quietly enough not to awaken a sleeping human
Easy Follow someone through a busy market
Routine Lose a tail from the average beat cop.
Average Find and set up a good place to ambush the stagecoach
Difficult Shadow an animal through the woods
Very Difficult Find and set up a good place to ambush the stagecoach on an open road in the middle of the desert.
Formidable Shadow a predator through its preferred terrain.
Heroic Hide in plain sight
Nearly Impossible Blend in and disappear while the center of attention on stage
Godly Vanish while you are the center of attention of trained observers.
Acrobatics Skill

Your Acrobatics check covers your attempt to do something that will exert yourself physically related to your grace and dexterity. Examples of this might be trying to stay on your feet in when you’re trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship’s deck. You might also need a Acrobatics check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips.

Acrobatics, Aerobatics, Aquabatics, Escape, Gymnastics, Contortionist

Skill Acrobatics
Trivial Walk across a wide plank of wood
Simple Catch a small object in your and as it falls
Easy Walk across a moss-covered tree that crosses a river. Walk across an icy surface, stay oriented during turbulence. Land safely on rough terrian
Routine Juggle common objects
Average Avoid getting burnt from a raging campfire. Walk along a narrow ledge. Swing from one side of the road to another on a close line and land on your feet
Difficult Copy the movements of a religious ceremony or a social dance. Cross a rope bridge swinging wildly.
Very Difficult Contort your body into a small space. Walk across a tightrope in a circus. Leap over and slide under an enemy in combat.
Formidable Escape manacles by contorting your wrists
Heroic Dodge a melee attack without any combat training.
Nearly Impossible Walk across a thin rope
Godly Walk across a strand of silk in a the middle of a raging storm
Sleight of Hand Skill

Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Sleight of Hand check. You might also need a Sleight of Hand check to determine whether you can lift a coin purse off another person or slip something out of another person’s pocket.

Typical Specializations: Sleight of Hand, Filch, Holdout, Lockpicking, Panhandling, Pickpocket, Holdout

Skill Sleight of Hand
Trivial Get a key into a stuck lock
Simple Perform a simple card trick
Easy Palm a coin, Pick a simple lock, Jam a simple trap. Perform any task that requires finesse
Routine Disable a simple wire trap
Average Pick the pocket of someone on a busy street. Pick a regular lock. Disarm the average trap. Escape from tight ropes. Secure a prisoner
Difficult Pick the lock found on a strong box. Disarm a complex trap
Very Difficult Pick the pocket of someone on a near-empty street. Pick a lock made by a master locksmith. Disarm a trap made by a Master. Escape high quality manacles
Formidable Palm an object off a merchants table into your bag while being watched
Heroic Playing the Cup and Ball game with Glass cups and glowing balls and still fooling the victim.
Nearly Impossible Remove a money pouch from a money belt that is worn under the victims small-cloths.
Godly Remove a money pouch from a money belt that is worn under a watchful victims small-cloths who knows you are going to steal from them

Stamina Characteristics

Stamina represents the overall ability that being can push themselves physically.

Drive / Ride / Pilot Skill

Whenever you attempt to ride a horse for a long period of time or over rough terrain, pilot a boat down a raids or a busy river, or operate a method of transportation in any way that is taxing in any way you will need to make a Drive / Ride / Pilot roll to stay on the task and successfully arrive at your destination.

Typical Specializations: Mount, Riding, Freight Handling, Airshipman, Battlesuit, Bicycling, Boating, Crewman, Driving, Freight Handling, Piloting, Seamanship, Shiphandling, Spacer, Submarin, Submariner, Teamster

Skill Drive / Ride / Pilot
Trivial Get on your mount in a hurry. Sail a river boat down a placid river. Drive a cart down a quiet road.
Simple Ride your mount as it swims, flies, or otherwise travels through a medium that is not its primary medium of travel. Maintain your vehicle or mount. Drive overland in a vehicle with no adverse weather conditions.
Easy Ride your vehicle or mount for extended periods of time. Pilot a ship on calm seas. Drive a vehicle through bushes or a low hedge.
Routine Transition from moving quickly into chasing or charging. Pilot a boat through rapids. Travel overland during adverse weather conditions.
Average Perform simple tricks. Regain control of a vehicle after it has spun out of control and is no longer being affected by the thing causing you to lose control. Race a chariot.
Difficult Jump from a height onto or into your seat on your mount / vehicle. Pilot your vehicle in stormy conditions at sea. Drive a vehicle off road.
Very Difficult Perform tricks, jumps, and abrupt maneuvers while moving quickly. Secure cargo for rough transport. Control a vehicle to ensure that cargo remains secure during transport. Jump a motorcycle from the freeway to an offramp below.
Formidable Take control and ride another vehicle or animal that is not under control or that is untamed. Escape a whirlpool or rogue wave. Cross a deep river with a strong current in a cart or wagon.
Heroic Saddle an intelligent animal or vehicle that does not want to be saddled. Drive a coach across a deep body of water (by converting it to a boat)
Nearly Impossible Sail or pilot a vehicle on treacherous terrain it wasn’t made for (a rowboat in a storm or a 2 wheel drive passenger vehicle in a swamp).
Godly Sail or pilot a vehicle on terrain that doesn’t make sense. For example, Row a boat up a hill. Drive a 2 wheeled passenger vehicle under a lake.
Ruggedness Skill

Make a Ruggedness check when you attempt to Force open a stuck, locked, or barred door, break free of bonds, push through a tunnel that is too small. You might also need a Ruggedness check to see if you can hang on to a wagon while being dragged behind it, tip over a statue, or keep a boulder from rolling.

Typical Specializations:

Skill Ruggedness
Trivial Take one shot of alcohol and not be affected
Simple Resist the effects of dysentery after eating infected food.
Easy Tomb Rot
Routine Withstand the effects of one dose of poison.
Average Requires a bit more competence to accomplish. Can be completed more often than not by a character if they have received exposure to the skill and are not encumbered in any way. This is the work of an apprentice or someone with exceptional latent talent.
Difficult Resist the effects of a venereal disease, if exposed.
Very Difficult Withstand Snake Venom
Formidable Remain sober after drinking hard alcohol for an extended period or after drinking a portion of an exceptionally strong drink designed to inebriate people
Heroic Remain upright and stick your landing in a ready position to react after tumbling down the side of a steep incline.
Nearly Impossible Win a drinking contest and then find your way home safely without first resting
Godly Win a drinking contest against a known drunk and a dance contest against a professional dancer. At the same time.
Unarmed Combat Skill

Your Unarmed Combat ability check measures your character’s ability to attack and survive in an unarmed combat.

Typical Specializations: Boxing, Brawling, Judo, Karate, Sumo Wrestling, Wrestling

Skill Unarmed
Trivial Wrap your hands and arms to ensure they do not get damaged in a fight. Strike a Foe who is Helpless
Simple Apply basic first aid that ensure that bruising to muscles and bones do not take perment damage after a fight. Strike a foe that’s prone on the ground.
Easy Strike someone sitting in a chain with their back turned. Use an attack of opportunity when someone is moving away from you.
Routine Flank foes that you outnumber. Use your arms and legs to break branches or pieces of wood.
Average Requires a bit more competence to accomplish. Can be completed more often than not by a character if they have received exposure to the skill and are not encumbered in any way. This is the work of an apprentice or someone with exceptional latent talent.
Difficult Wrestle with someone who they are evenly matched with.
Very Difficult Purposefully break someone’s arm out of combat. Strike someone in the fog, mist, or smoke
Formidable Parry a bladed weapon with your hands while only taking minimal damage.
Heroic Hit someone in the dark
Nearly Impossible Break metallic armor with a punch or kick.
Godly Break metallic armor with a touch

Mental Aspects

Intellect Characteristic

Intellect represents the overall ability of the being to mentally understand the world around them.

Social Sciences Skill

Your Social Science check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations.

Typical Specializations: Accounting, Economics, Finance, Law, Market Analysis, Psychology, Military Science, Intelligence Analysis, Interrogation, Occultism, Criminology, Law, Literature, Public Speaking, Teaching, Writing, Politics, Teaching, Anthropology, Archaeology, Cartography, Criminology, Economics, Political Science, Geography, History, Law†, Linguistics, Literature, Paleontology, Philosophy, Psychology, Sociology, Theology, Smuggling, Writing

Skill Social Sciences
Trivial Understand common superstitions
Simple Interpret the practices a group of people uses to bury their dead
Easy Know proper etiquette of a people group as recorded in their histories. Recall widely known information; identify common people, places, objects, or symbols
Routine Identify a landmark and its importance
Average Requires a bit more competence to accomplish. Can be completed more often than not by a character if they have received exposure to the skill and are not encumbered in any way. This is the work of an apprentice or someone with exceptional latent talent.
Difficult Recall the legends from history. Recall more obscure or specific information; identify uncommon people, places, objects, or symbols
Very Difficult Recall truly esoteric or precise information; identify rare people, places, objects, or symbols
Formidable Identify a famous person using by their burial marker, tombstone, or other obscure information about them. Recall information that is known only by a privileged few; identify exceedingly rare people, places, objects, or symbols
Heroic Forecast the weather based on historical patterns
Nearly Impossible Understand the lineage and ethnicity of someone based on observation only
Godly Identify a common person using by their burial marker, tombstone, or other obscure information about them. Discover an ancient secret, no longer known to any mortals.
Life Sciences Skill

A life sciences check lets you try to stabilize a dying companion or diagnose an illness as well as allow you to recall other important information about living organisms.

Typical Specializations: Poisons, Bioengineering, Pharmacy, Diagnosis, Medical, Esoteric Medicine, Epidemiology, First Aid, Hypnotism, Pharmacy, Physician, Surgery, Veterinary, Brain Hacking, Biology, Physiology, Herb Lore, Biology, Farming, Gardening, Herb Lore, Naturalist, Paleontology, Herbal Pharmacy, and Forensics

Skill Life Sciences
Trivial Bind the wounds of someone who is bleeding
Simple Treat someone with Dysentery
Easy Perform First Aid and understand what is wrong with them. Recall widely known information; identify common fauna or flora
Routine Stabilize and treat an injury so normal healing may begin
Average Requires a bit more competence to accomplish. Can be completed more often than not by a character if they have received exposure to the skill and are not encumbered in any way. This is the work of an apprentice or someone with exceptional latent talent.
Difficult Recall more obscure or specific information; identify uncommon fauna or flora
Very Difficult Treat an average virtual, bacteria or other germ agent disease. Know about rare local plants and animals and how to identify them. Recall truly esoteric or precise information; identify rare fauna, or flora
Formidable Treat someone with the Bubonic Plague or another difficult germ agent. Recall information that is known only by a privileged few; identify exceedingly rare fauna, or flora
Heroic Perform CPR on someone who has been unconscious for seven minutes. Treat someone with an extremely hazardous germ agent such as Ebola.
Nearly Impossible Attend to someone in critical condition who has died of physical body trauma
Godly Reattach limbs, set broken bones, and grow them with herbal remedies and simple tools
Physical Sciences / Survival Skill

Your Physical Sciences check measures your ability to recall lore about terrain, the weather, and natural cycles as well as perform mathematical operations. You might be asked to make a Survival check to navigate and find a path within a given environment, follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards. This skill is also used in urban environments to survive on the streets and to live within that environment.

Typical Specializations: Astronomy, Chemistry, Geology, Mathematics, Metallurgy, Meteorology, Naturalist, Paleontology, Camouflage, Fishing, Hiking, Mimic Animal & Bird Sounds, Naturalist, Navigation, Prospecting, Survival, Tracking, Weather Sense, Forensics, Streetwise, Urban Survival

Skill Survival
Trivial Hunt pigeons, Rats, and Mice within a city
Simple Go Fishing with supplies
Easy Dorage for roots, and berries in the wilderness
Routine Build a shelter out of tree limbs, grass, and leaves
Average Requires a bit more competence to accomplish. Can be completed more often than not by a character if they have received exposure to the skill and are not encumbered in any way. This is the work of an apprentice or someone with exceptional latent talent.
Difficult Construct an improvised weapon
Very Difficult Track a small animal
Formidable Track the passing of a single person through wild
Heroic Find a source of water in the deep desert
Nearly Impossible Construct a fire in a blizzard
Godly Construct a fire under water

Reasoning Characteristics

Reasoning represents the overall ability of the being to adapt and manipulate the information they get from the world around them.

Engineering Skill

Your Engineering check measures your character’s ability to apply technology to build, modify, and repair devices. You might also need an Engineering check to see if you can reverse engineer a Dwarven chest, repair a broken crossbow, or disarm a trap. Almost every trade, craft, or occupation that requires someone to build something will be making a Engineering roll to determine their level of success.

Typical Engineering Skills: Architecture, Armorer, Battlesuit, Bone Carving, Carpentry, Computer Operation, Cooking, Diving Suit, Electrician, Electronic Warfare, Media Operations, Electronics, Electronics Repair, Engineer, Explosives, Flint Knapping, Hazardous Materials, Hobby Skill, Housekeeping, Jeweler, Knot-Tying, Leatherworking, Lockpicking, Machinist, Masonry, Mechanic, NBC Suit, Pottery, Professional Skill, Sculpting, Security Electronics, Sewing, Smith, Traps, Typing, Vacc Suit, and Woodworking

Skill Engineering
Trivial Something that is automatically done
Simple Requires a minimum level of competence or a bit of luck to accomplish.
Easy Requires a minimum level of competence or a bit of luck to accomplish.
Routine Requires a bit more competence to accomplish. Can be completed more often than not by a character with natural aptitude.
Average Requires a bit more competence to accomplish. Can be completed more often than not by a character if they have received exposure to the skill and are not encumbered in any way. This is the work of an apprentice or someone with exceptional latent talent.
Difficult Generally anything that takes actual training. This is the skilled work of a professional doing what they are paid to do. Include anything beyond the capabilities of the average person without aid or exceptional talent. Even with a bit of training and skill you still need some luck to pull it off (or maybe some specialized training).
Very Difficult Even with a bit of training and skill you still need some luck to pull it off (or maybe some specialized training). Include anything beyond the capabilities of the average person without specialized aid or exceptional talent.
Formidable Achievable only by especially talented individuals. Nobody else should even bother trying. This is on the level of superstars.
Heroic Achievable only by the most trained, experienced, and talented superstars, and they probably still need help to pull it off. This is a once or twice in a lifetime feet. You are the best at this in the world.
Nearly Impossible An epic feat on which legendary tales are based on. The named masters of a skill come from acts such as these. You will be in the history books.
Godly Can’t be done without assistance unless you’re basically a demigod.
Insight Skill

Your Insight check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone’s next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms.

Typical Specializations:

Skill Insight
Trivial Something that is automatically done
Simple Requires a minimum level of competence or a bit of luck to accomplish.
Easy Requires a minimum level of competence or a bit of luck to accomplish.
Routine Requires a bit more competence to accomplish. Can be completed more often than not by a character with natural aptitude.
Average Requires a bit more competence to accomplish. Can be completed more often than not by a character if they have received exposure to the skill and are not encumbered in any way. This is the work of an apprentice or someone with exceptional latent talent.
Difficult Generally anything that takes actual training. This is the skilled work of a professional doing what they are paid to do. Include anything beyond the capabilities of the average person without aid or exceptional talent. Even with a bit of training and skill you still need some luck to pull it off (or maybe some specialized training).
Very Difficult Even with a bit of training and skill you still need some luck to pull it off (or maybe some specialized training). Include anything beyond the capabilities of the average person without specialized aid or exceptional talent.
Formidable Achievable only by especially talented individuals. Nobody else should even bother trying. This is on the level of superstars.
Heroic Achievable only by the most trained, experienced, and talented superstars, and they probably still need help to pull it off. This is a once or twice in a lifetime feat. You are the best at this in the world.
Nearly Impossible An epic feat on which legendary tales are based on. The named masters of a skill come from acts such as these. You will be in the history books.
Godly Can’t be done without assistance unless you’re basically a demigod.
Investigation Skill

When you look around for clues and make deductions based on those clues, you make an Investigation check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse.

Skill Investigation
Trivial Something that is automatically done
Simple Requires a minimum level of competence or a bit of luck to accomplish.
Easy Identify a particularly obvious secret/coded message left by someone you know. Communicate a simple idea with an intelligent creature you don’t share a language with, discover the true nature of a low-level illusion or farce.
Routine Requires a bit more competence to accomplish. Can be completed more often than not by a character with natural aptitude.
Average Requires a bit more competence to accomplish. Can be completed more often than not by a character if they have received exposure to the skill and are not encumbered in any way. This is the work of an apprentice or someone with exceptional latent talent.
Difficult Identify a typical trap, determine time, or cause of death of a recently deceased creature, estimate the material worth of an item, discover the true nature of a standard farce or illusion.
Very Difficult Identify a well-hidden trap, object, or area. Forge a document or identify a forged document. Discover the true nature of a well planned and skilled misdirection or illusion
Formidable Identify a magically-hidden trap, object, or area. Discern the purpose and process of a complicated device or system. Determine the integrity of a structure, construct, or formation and identify any exploitable weak points
Heroic Achievable only by the most trained, experienced, and talented superstars, and they probably still need help to pull it off. This is a once or twice in a lifetime feet. You are the best at this in the world.
Nearly Impossible An epic feat on which legendary tales are based on. The named masters of a skill come from acts such as these. You will be in the history books.
Godly Can’t be done without assistance unless you’re basically a demigod.

Acuity Characteristics

Acuity represents the overall ability of the being to harmonize conflicts in their understanding by pushing themselves mentally.

Traditions Skill
Skill  
Trivial Something that is automatically done
Simple Requires a minimum level of competence or a bit of luck to accomplish.
Easy Requires a minimum level of competence or a bit of luck to accomplish.
Routine Requires a bit more competence to accomplish. Can be completed more often than not by a character with natural aptitude.
Average Requires a bit more competence to accomplish. Can be completed more often than not by a character if they have received exposure to the skill and are not encumbered in any way. This is the work of an apprentice or someone with exceptional latent talent.
Difficult Generally anything that takes actual training. This is the skilled work of a professional doing what they are paid to do. Include anything beyond the capabilities of the average person without aid or exceptional talent. Even with a bit of training and skill you still need some luck to pull it off (or maybe some specialized training).
Very Difficult Even with a bit of training and skill you still need some luck to pull it off (or maybe some specialized training). Include anything beyond the capabilities of the average person without specialized aid or exceptional talent.
Formidable Achievable only by especially talented individuals. Nobody else should even bother trying. This is on the level of superstars.
Heroic Achievable only by the most trained, experienced, and talented superstars, and they probably still need help to pull it off. This is a once or twice in a lifetime feet. You are the best at this in the world.
Nearly Impossible An epic feat on which legendary tales are based on. The named masters of a skill come from acts such as these. You will be in the history books.
Godly Can’t be done without assistance unless you’re basically a demigod.
Perception Skill

Your character’s Perception check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.

Formal Sciences Skill

Your Formal Science skill is used when you are attempting to understand any formal system such as logic, mathematics, statistics, information theory, game theory, or decision theory. This skill is also used in conjunction with another skill when someone wishes to advance the craft of that other skill formally.

Skill Formal Sciences
Trivial Play a common board game and enjoy yourself
Simple Play and win a card or board game against someone who is unfamiliar with the game
Easy Fix the outcome of an animal fight
Routine Play and win chess, go, or other game against someone of the same mental acuity and skill level as you.
Average Requires a bit more competence to accomplish. Can be completed more often than not by a character if they have received exposure to the skill and are not encumbered in any way. This is the work of an apprentice or someone with exceptional latent talent.
Difficult Guess the number of marbles in a jar
Very Difficult Fix the outcome of a boxing match
Formidable Play and fix a game of chance against someone who has considerably more mental acuity and skill then you.
Heroic Guess the next card to be drawn in a deck
Nearly Impossible An epic feat on which legendary tales are based on. The named masters of a skill come from acts such as these. You will be in the history books.
Godly Can’t be done without assistance unless you’re basically a demigod.

Social Aspects

Manners Characteristics

Manners represents the overall ability of the being to socially understand the world around them

Style Skill

Your style determines how well you can understand the mind of the public or a given audience to delight them with a dress, a painting, a sculpture, a poem, or any other form or artistic pursuit that produces some sort of cultural artifact.

Skill  
Trivial Something that is automatically done
Simple Requires a minimum level of competence or a bit of luck to accomplish.
Easy Requires a minimum level of competence or a bit of luck to accomplish.
Routine Requires a bit more competence to accomplish. Can be completed more often than not by a character with natural aptitude.
Average Requires a bit more competence to accomplish. Can be completed more often than not by a character if they have received exposure to the skill and are not encumbered in any way. This is the work of an apprentice or someone with exceptional latent talent.
Difficult Generally anything that takes actual training. This is the skilled work of a professional doing what they are paid to do. Include anything beyond the capabilities of the average person without aid or exceptional talent. Even with a bit of training and skill you still need some luck to pull it off (or maybe some specialized training).
Very Difficult Even with a bit of training and skill you still need some luck to pull it off (or maybe some specialized training). Include anything beyond the capabilities of the average person without specialized aid or exceptional talent.
Formidable Achievable only by especially talented individuals. Nobody else should even bother trying. This is on the level of superstars.
Heroic Achievable only by the most trained, experienced, and talented superstars, and they probably still need help to pull it off. This is a once or twice in a lifetime feet. You are the best at this in the world.
Nearly Impossible An epic feat on which legendary tales are based on. The named masters of a skill come from acts such as these. You will be in the history books.
Godly Can’t be done without assistance unless you’re basically a demigod.
Performance Skill

Your performance check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment.

Skill Performance
Trivial Convince yourself you are a good person, and you are worth it
Simple Whistle or sing a popular song in tune
Easy Tell a funny story or joke and have it be entertaining
Routine Retell a famous story in front of an audience
Average Requires a bit more competence to accomplish. Can be completed more often than not by a character if they have received exposure to the skill and are not encumbered in any way. This is the work of an apprentice or someone with exceptional latent talent.
Difficult Generally anything that takes actual training. This is the skilled work of a professional doing what they are paid to do. Include anything beyond the capabilities of the average person without aid or exceptional talent. Even with a bit of training and skill you still need some luck to pull it off (or maybe some specialized training).
Very Difficult Even with a bit of training and skill you still need some luck to pull it off (or maybe some specialized training). Include anything beyond the capabilities of the average person without specialized aid or exceptional talent.
Formidable Achievable only by especially talented individuals. Nobody else should even bother trying. This is on the level of superstars.
Heroic Achievable only by the most trained, experienced, and talented superstars, and they probably still need help to pull it off. This is a once or twice in a lifetime feet. You are the best at this in the world.
Nearly Impossible An epic feat on which legendary tales are based on. The named masters of a skill come from acts such as these. You will be in the history books.
Godly Can’t be done without assistance unless you’re basically a demigod.
Etiquette Skill

Your character’s ability to say the right thing at the right time to any person.

Skill Etiquette
Trivial Act with common graces among a group of your peers.
Simple Act in such a way as to not stick out in a crowd of your peers
Easy Act with common graces among a group of people who are not of your class so as not to attract attention
Routine Socially interact with people and leave a pleasant impression without backgrounds / social standing getting in the way.
Average Requires a bit more competence to accomplish. Can be completed more often than not by a character if they have received exposure to the skill and are not encumbered in any way. This is the work of an apprentice or someone with exceptional latent talent.
Difficult Socially interact with people and leave a pleasant impression even though they know your background / social standing demands other reactions.
Very Difficult Entice and convince someone of a given proposition outside your Social Class even though they know your baackground / social standing demands other reacitons.
Formidable Achievable only by especially talented individuals. Nobody else should even bother trying. This is on the level of superstars.
Heroic Achievable only by the most trained, experienced, and talented superstars, and they probably still need help to pull it off. This is a once or twice in a lifetime feet. You are the best at this in the world.
Nearly Impossible Seduce someone who knows you don’t share compatible sexual values.
Godly Can’t be done without assistance unless you’re basically a demigod.

Personality Characteristics

Personality represents the overall ability of the being to conform their own actions to create the outcomes they want.

Deception Skill

A Deception check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fast-talk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone’s suspicions with false assurances, or maintain a straight face while telling a blatant lie.

Skill Deception
Trivial Lie to your spouse and make them believe it
Simple Bluster and blather your way out of responsibility
Easy Use innuendo to say one thing and mean another thing
Routine Engage in Wordplay to appear smarter
Average Requires a bit more competence to accomplish. Can be completed more often than not by a character if they have received exposure to the skill and are not encumbered in any way. This is the work of an apprentice or someone with exceptional latent talent.
Difficult Blend into a crowd
Very Difficult Bluff your way into a dinner party
Formidable Understand secret languages without training in the skill
Heroic Appear innocent in front of a professional interrogator
Nearly Impossible Lie to your parents and make them believe it
Godly Lie to someone about an observable fact or something about themselves and have them believe it.
Persuasion Skill

When you attempt to influence someone or a group of people with tact, social graces, or good nature, the GM might ask you to make a Persuasion check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk.

Skill Persuasion
Trivial Convince a hungry person to eat food you bought for them.
Simple Convince a child to take candy from you
Easy Calm a troubled person. Persuade a city guard to do their job well. Convince a governmental official you want to help them.
Routine Requires a bit more competence to accomplish. Can be completed more often than not by a character with natural aptitude.
Average Requires a bit more competence to accomplish. Can be completed more often than not by a character if they have received exposure to the skill and are not encumbered in any way. This is the work of an apprentice or someone with exceptional latent talent.
Difficult Convince someone that you are of another caste / social class then the one you actually are. convince a group of thugs to leave you in peace. Convince a friend your idea is better than their idea.
Very Difficult Convince a group of people to use a limited resource the way you want them to. Talk your way past a steward to talk to the property owner. Inspire a group of townsfolk who are milling about. Negotiate peace between warring parties that want peace, but don’t know how to proceed.
Formidable Stir up slaves or plebs to revolt against their task masters (not all will listen). Convince a mob boss you are worth more alive than dead. Convince someone to share a secret they are not to share with you.
Heroic Stir up the villagers or slaves to revolt against their task masters and have all of them form an angry mob that marches on the plantation owner’s home. Convince guards that even though you don’t have an invitation and you are not on their list, you are suspose to be at The Company.
Nearly Impossible Convince the Greek kings to make war on Troy now that Paris has stolen Helen of Sparta. Convince King Priam and Queen Hecuba of Troy that Alexander / Paris’s idea of stealing Helena was a good idea and support him.
Godly Convince a spirit to share their true name with you. Convince a dragon to tell you the secret location of its horde
Intimidation Skill

When you attempt to influence someone through overt threats, hostile actions, and physical violence, you might be asked to make a Intimidation check. Examples include trying to pry information out of a prisoner, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision.

Skill Intimidation
Trivial Convince a child to run
Simple Bully your way to the front of a line
Easy Insinuate violence through force of presence and words. Scare a coward into handing over something of small value
Routine Cause innocent people to cow before you in a public place
Average Requires a bit more competence to accomplish. Can be completed more often than not by a character if they have received exposure to the skill and are not encumbered in any way. This is the work of an apprentice or someone with exceptional latent talent.
Difficult Shove or push someone out of your way. Get information out of an uncooperative captive. Convince thugs to back down.
Very Difficult Convince the police to look the other way this time. Make a government functionary sign an arbitrary document.
Formidable Make a threatening gesture to force a guard to abandon their post. Stop a mob in their tracks. Cause a creature who is larger and stronger to flee.
Heroic Force an undefeated rival to kneel before you to kiss your boots
Nearly Impossible Force a king or high priest to abandon their post for their crimes
Godly Force a king or high priest to abandon their post for your crimes.

Identity Characteristics

Identity represents the overall ability of the being to harmonize conflicts in the society they exist in by pushing themselves socially.

Bureaucracy Skill

Bureaucracy is used when you need to understand the bureaucratic structures of group and how they can be used to create the outcomes you need. This can bet how the local politican work, or law enforcement can be incentivized or the rules of churches or other formalized social structures of a corporation or social group.

Skill Management
Trivial Write a strongly-worded letter to a your villages chief magistrate about poor living conditions in your village
Simple Understand local laws and how they may impact your own criminal wrongdoing
Easy Requires a minimum level of competence or a bit of luck to accomplish.
Routine Requires a bit more competence to accomplish. Can be completed more often than not by a character with natural aptitude.
Average Requires a bit more competence to accomplish. Can be completed more often than not by a character if they have received exposure to the skill and are not encumbered in any way. This is the work of an apprentice or someone with exceptional latent talent.
Difficult Identify the standard or banner of a house, region or faction
Very Difficult Translate ancient writings into the common tongue
Formidable Write a strongly-worded letter to the chief-magistrate of your region about poor living conditions in your village.
Heroic Achievable only by the most trained, experienced, and talented superstars, and they probably still need help to pull it off. This is a once or twice in a lifetime feet. You are the best at this in the world.
Nearly Impossible An epic feat on which legendary tales are based on. The named masters of a skill come from acts such as these. You will be in the history books.
Godly Can’t be done without assistance unless you’re basically a demigod.
Animal Handling Skill

When there is any question whether you can calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal’s intentions, you might need an Animal Handling check. You also make an Animal Handling check to control your mount when you attempt a risky maneuver.

Skill Animal Handling
Trivial Groom an undomesticated creature classified as an Animal
Simple Shoe a horse or groom a domestic animal
Easy Teach a simple trick to an animal, like fetch, sit or lay down. Calm a domesticated animal, stabilize a dying creature outside of combat, diagnose a common ailment
Routine Rustle up a flock of sheep without a sheepdog
Average Requires a bit more competence to accomplish. Can be completed more often than not by a character if they have received exposure to the skill and are not encumbered in any way. This is the work of an apprentice or someone with exceptional latent talent.
Difficult Calm a frightened horse. Calm a wild but otherwise peaceful animal, intuit an animal’s emotional state, set a broken bone, perform a complex maneuver while mounted, stabilize a dying creature in the middle of combat, diagnose an uncommon ailment
Very Difficult Break a young domesticated horse. Intuit a hostile animal’s next action, control an untrained mount, diagnose a rare ailment
Formidable Calm a frightened stampede of kine. Calm a dangerous wild animal, diagnose magical and divine ailments
Heroic Break a wild horse for riding
Nearly Impossible Groom an undomesticated wild beast
Godly Harness and ride a unwilling monster
Leadership Skill

Your character’s ability to inspire others to become the best versions of themselves.

Skill Leadership
Trivial Incite peasants to violence in the wake of a doom, curse, or other form of spiritual influence
Simple Convince a close friend to lift their spirits in the wake of harm
Easy Spread rumors and news among crowds of people
Routine Use Inspiring others in combat while you are obviously Wounded
Average Requires a bit more competence to accomplish. Can be completed more often than not by a character if they have received exposure to the skill and are not encumbered in any way. This is the work of an apprentice or someone with exceptional latent talent.
Difficult Convince your flock to change their principles in the name of their god
Very Difficult Command a military campaign to besiege a stronghold
Formidable Uplift a congregation who’ve lost their faith in their god
Heroic Convince Humanoids who were once your enemies to fight alongside you
Nearly Impossible Incite peasants to violence in the wake of a miracle
Godly Lead a group of unbelievers into hell to rescue a lost soul

Spirituality Aspects

Skepticism Characteristics

Skepticism represents the overall ability of the being to manipulate the spiritual powers as laws of nature

Arcana Skill

Arcana takes the scientific method and applies it to the spiritual realm. A Gnostic would focus on understanding the knowledge and theory of how something worked, while an arcanist would focus on making a workable system that predicts outcomes. It is skeptical of magic being personal or aligned to ideals, creatures, or others. It’s Math and Formula. This is the magic of the traditional RPG Mage.”

Gnosis Skill

Gnosis is a focus on the spiritual realm that insists that understanding and knowledge and the abandonment of the physical are the keys to enlightenment, power, and individual and personal monergism. This is about the person themselves and achieving enlightenment and escape from the physical realms. Advanced practitioners may not be fully self focused. This is the magic of the Guru and the Hermit.”

Chaos Skill

Chaos magic understands that the universe is unique and every circumstance needs to be addressed uniquely. Chaosism attempts to harness the random aspects of a circumstance to the advantage of the caster. This is the magic of trickster, the bard, and the storm.

Faith Characteristics

Faith represents the overall ability of the being to trust in the promises of other beings

Theurgy Skill

This collection of skills is associated with interactions with other spiritual beings. These are generally rituals and practices that form the interactions and bargains that are made between those intelligent creatures that live within the spirit realm and who are capable of various bargains or contracts. This is traditional Clerical Magic and warlock magic.”

Adept Skill

This collection of skills is associated with having an understanding one’s own personal spiritual power and skills. An Adept is someone who has perfected their understanding of their spiritual strengths and weaknesses and uses them to enhance their body, mind, and social interactions. This is the magic of martial arts. It’s chief focus is the caster itself, and not some other ideal or other creature, while a martial art form may be inspired by some living creature or force of nature, the goal of the Adept is self improvement and mastery not to become that creature. “

Order Skill

Order is the study of how the spiritual realms are ordered, predictable, and outcomes are controlled. This is the magic of the Paladin who is aligned to dieties or other cosmic powers.”

Mystery Characteristics

Mystery represents the overall ability of the being to harmonize conflicts in their understanding of the spiritual realms by pushing themselves.

Metaphysics Skill

Someone who uses Metaphysics is trying to understand the pathways through time and space with a focus on knowing the substance, cause, and identity of the spiritual aspects of reality. This is the magic of the Oracle, ESP, and Psionics.

Animism Skill

Animism is the understanding that the whole universe itself is imbued with spiritual power. Someone who uses Animism understands these powers and uses them to shape the world around them. Some Animists focus on philosophical ideals such as peace, change, love, honor, etc. and try to order everything toward increasing that ideal everywhere. Others will focus on a cosmostological ideals that about the spiritual composition of matter and attempt to shape and control that. This is the magic of the Jedi and other non-religiously affiliated paladins. This is the magic of the artificer and the elementalist.

Shamanism Skill

Shamanism is the understanding of and confirming one’s own spiritual strengths and weaknesses to mirror the Physical, Mental, Social, and Spiritual aspects of other living creatures. This is the magic of the Druid or the Shaman. This is also the magic of the shapeshifters and doppelgangers.

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However, you can use the “Cepheus Engine” trademark, under certain circumstances, to indicate compatibility with this rules system. You have to follow the requirements of the Cepheus Engine Compatibility-Statement License (CSL), but if you do, you can state that your published material “is compatible with the rules of Cepheus Engine” or, “with the Cepheus Engine rules” or, “with the Cepheus Engine game.” Here are those requirements:

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