In T13, Hitches are a Knot that places restrictions on Characters and Descendants and limits how the Character or Descendant will behave under certain conditions. Hitches are a Knot combining a Thread, a Boon (usually called a Bane), and a Hitch Type.
Hitches are created in a number of ways, they may be background aspects of the Character, Quirks and Flaws that the Character begins with, or may gain as part of their personal Arc. Other Hitches are created by Mortal+ Wounds during play, where they represent traumas and usually form Natural Scar Hitches (although not always).
Hitches can also be created during in play in another way. Situations and emotional traumas (such as actual Traumas) can blend Threads (usually in the form of Proficiencies) to create a new Hitch (or at least new to that Character).
For example, if a Character falls down the stairs into a cellar, and come around in a dark and silent basement, wrapped in spider webs, with spiders running over them, they could be justified in freaking out a bit. This could allow their Player to combine the any of the Threads of “Spiders”Nature, “Fear”Awe, “Darkness”Enigma, “Silk”
Anatomy of a Hitch
Each Hitch in T13 is described as follows:
- Name â All Hitches need a name, like “Arachnophobia”.
- Description â Along with a Name a Description will help people understand the Hitch.
- Bane â The Bane is the Boon of the Hitch (Boon and Bane can be used interchangeably for Hitches). The Bane of the Hitch tells us how powerful the Hitch is. Hitch Banes Reduce to Marks (instead of Scores) and Ruins instead of Draws.
- Proficiencies â just like the Annex is made more powerful by knotting in more Proficiency Threads, so too are Hitches made more troublesome by tying on more Proficiencies. Typically a Hitch must have as many Proficiencies as it has Marks (Banes Reduced), but these Proficiencies come in types.
- Hitch Type Proficiency â Every Hitch has to have a Proficiency that determines the type of the Hitch. Arachnophobia can use “Fear”Awe to create a Awe-based Irrational Hitch (with Irrational Fear being the result), or they might use “Spiders”Nature to create a Scars Hitch (in this case perhaps Mental Scars would be appropriate or a permanent deformity to their skull from the fall). The “Webs”Dominion could create a Social Hitch, “Cobwebs”Inertia could add a Lament, or “More-Than-4-Legs”Jeer could create an Odd Hitch. “Silence”Quiet could create a Mild Hitch, or “Silk”Gossamer might create a Binding Hitch, paralysing the Character when spiders are around them, perhaps.
- Trigger Proficiencies â Trigger Proficiencies are what causes the Hitch to Trigger when they are present. Every Hitch must have at least 1 Trigger Proficiency. Arachnophobia for instance is usually Triggered when the Character senses spiders. “Spiders”Nature will usually act as the Trigger Proficiency, but other Trigger Proficiencies could be added, such as “Cobwebs”Inertia or “More-than-4-Legs”Jeer. The Facet of a Trigger Proficiency is usually unimportant unless that Trigger also acts as a Gnarl Modifier.
- Gnarl Proficiencies â Gnarl Proficiencies control what happens when the Hitch is Triggered. Does it Cost the Character something, complicate things with extra Difficulties, burn the Character, Block them? In this case the Player might elect to use “Webs” a Dominion-based Proficiency as a Gnarl, creating a limit to all Full-Actions, or they may use the Gossamer-based “Silk” to add a Tangling Gnarl (which would use an additional Trigger Proficiency as an Gnarl Modifier, using the Craft-based “Weaving” would add Difficulty to any Actions, or “Cobwebs”Inertia would cost Time, slowing them down. Other options include “Silence” adding a Suppression Gnarl, or “More-Than-4-Legs” could add a Feelings Gnarl, or using “Fear” again to create an Emotions Gnarl that adds a Psych Attack, or “Spider” could add an Instinct Gnarl.
Hitch Type
The Hitch Type Proficiency is usually considered the most important aspect of the Hitch, although this is largely because the Hitch has only one. The Hitch Facet defines how the Hitch works, what its thing is, and someof how it does it.
Facet | Hitch | Hitch Rules |
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Awe ⚊ ♦ Suit: Diamonds ♦ Ordeal Trump: Preparation (Research / Work / Patience) / Movement (Sneaking / Sprinting) / Listening Description: Diamonds represent the finer things of life, they are bright and sparkling. Representing the creative even spiritual aspects of materialism such as beauty and art, that transcend base materialism like wealth. Despite this the Diamonds are recognised as being the Coins suit of the Tarot, with a strong tie to Elemental Earth. Tarot Meaning: Travel, Money, Business, Contracts, Deals, Voyages. Ordeal Text: Ordeal Types: Travel (e.g. Chase, Race) / Creativity (e.g. Smithing, Painting). Diamonds act as Trump for the following Action Types: Art, Building, Charming, Crafting, Driving, Emoting, Forgiving, Keeping Your Cool, Listening, Meditation, Motion, Prayer, Preparation, Research, Sprinting and Working in general. Any type of action can be prepared with a Diamond. Parry:Seize the initiativeThe cards of the original attack (less the matched card) are immediately added to the Defenderâs Ordeal Pool. They may then play as many cards as their Descendant/Annex normally plays including the Parry card (1-4) usually into one of their Style Reserve, and then immediately discard any cards over Pool Limit. Soak: ReadyThe matched Attack card is immediately Prepared by the Defender (as they wish). The Soak card is discarded. | Irrational â The Hitch is irrational in nature, this is common to irrational behaviours like manias, philias and phobias, where a Character may find themselves reacting irrationally to an external stimulation. Although some irrational Hitches will also be caused by “irrational” sources, such as spirits, ghosts etc. These irrational forces are often referred to as “Spiritual” or “Emotional” as well. Death and Dying Irrational Hitches include “Scared-to-Death”, “Heart-broken” and “Too crazy to live”. |
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Burden ♣ Suit: Clubs ♣ Ordeal Trump: Defence / Trade / Control / Magic (Negative) Description: Clubs represent the power of politics and a stoic, blind materialism. Clubs can be seen as a dark corrupting force on the world, crass materialism, sin, magic and anger, but the club is also symbolic of protection, law and justice. In the Tarot the Clubs are called Staves or Wands, in some traditions they represent Intellectual Air, but in most they are Fire. Tarot Meaning: Power, Fame, Politics, Ability, Money. Ordeal Text: Ordeal Types: Wealth, Politics, Power. Clubs act as Trump for following Actions: Bartering, Controlling, Corrupting, Emotional-intensity, Guarding, Magic, Displaying might, Politics, Self-Defence, Socializing, and Trade Negotiations. Clubs can be used to defend any type of attack. Parry:DisarmAll the cards of the attack are immediately discarded, along with the Parry Card. The remaining cards of the Defender’s Parry can now each be used to cause the Attacker to drop a Descendant (starting with the attacking weapon usually), can also cut armour straps, belts etc, or steal hats. This basically adds RT equal to the card Pips to the Annex that was used to attack. Every 5 Pips also creates a point of GRT for the Character (representing how much time the Character must spend picking up, or readying the weapon again. Court cards additionally may damage the Descendant that was disarmed, as standard for the Stakes. Soak: WardThe matched Attack card, and one other randomly selected Attack card are discarded. | Lacking â The Lacking Hitch indicates a Hitch caused by a lack of something, this impoverishes the Character somehow, or shows a deficit of some sort. This Lacking is usually of a specific characteristic or resource, a Character might lack honesty, lack money, or lack a purpose, but a Descendant can also lack specific resources such as batteries, or the nuclear fuel to power the time circuits. Death and Dying Lacking Hitches include “Lacking a Pulse”, “Lacking Life” and “Suffocating”. |
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Craft ⚊ ♦ Suit: Diamonds ♦ Ordeal Trump: Preparation (Research / Work / Patience) / Movement (Sneaking / Sprinting) / Listening Description: Diamonds represent the finer things of life, they are bright and sparkling. Representing the creative even spiritual aspects of materialism such as beauty and art, that transcend base materialism like wealth. Despite this the Diamonds are recognised as being the Coins suit of the Tarot, with a strong tie to Elemental Earth. Tarot Meaning: Travel, Money, Business, Contracts, Deals, Voyages. Ordeal Text: Ordeal Types: Travel (e.g. Chase, Race) / Creativity (e.g. Smithing, Painting). Diamonds act as Trump for the following Action Types: Art, Building, Charming, Crafting, Driving, Emoting, Forgiving, Keeping Your Cool, Listening, Meditation, Motion, Prayer, Preparation, Research, Sprinting and Working in general. Any type of action can be prepared with a Diamond. Parry:Seize the initiativeThe cards of the original attack (less the matched card) are immediately added to the Defenderâs Ordeal Pool. They may then play as many cards as their Descendant/Annex normally plays including the Parry card (1-4) usually into one of their Style Reserve, and then immediately discard any cards over Pool Limit. Soak: ReadyThe matched Attack card is immediately Prepared by the Defender (as they wish). The Soak card is discarded. | Inept â The Inept Hitch indicates an inability, cost or difficulty in achieving something. Usually it is an action described by a Trigger Proficiency that the Character finds themselves inept in. Dead and Dying Inept Hitches include “Rigor Mortis”, “Petrified” and “Slipping away” |
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Dominion ⚊ ♣ Suit: Clubs ♣ Ordeal Trump: Defence / Trade / Control / Magic (Negative) Description: Clubs represent the power of politics and a stoic, blind materialism. Clubs can be seen as a dark corrupting force on the world, crass materialism, sin, magic and anger, but the club is also symbolic of protection, law and justice. In the Tarot the Clubs are called Staves or Wands, in some traditions they represent Intellectual Air, but in most they are Fire. Tarot Meaning: Power, Fame, Politics, Ability, Money. Ordeal Text: Ordeal Types: Wealth, Politics, Power. Clubs act as Trump for following Actions: Bartering, Controlling, Corrupting, Emotional-intensity, Guarding, Magic, Displaying might, Politics, Self-Defence, Socializing, and Trade Negotiations. Clubs can be used to defend any type of attack. Parry:DisarmAll the cards of the attack are immediately discarded, along with the Parry Card. The remaining cards of the Defender’s Parry can now each be used to cause the Attacker to drop a Descendant (starting with the attacking weapon usually), can also cut armour straps, belts etc, or steal hats. This basically adds RT equal to the card Pips to the Annex that was used to attack. Every 5 Pips also creates a point of GRT for the Character (representing how much time the Character must spend picking up, or readying the weapon again. Court cards additionally may damage the Descendant that was disarmed, as standard for the Stakes. Soak: WardThe matched Attack card, and one other randomly selected Attack card are discarded. | Social â The Hitch of Dominion is a Social Hitch. For some Characters and Descendants all their troubles stem from other people. Social Hitches can range from being as simple as having bad-luck making (or keeping) friends, to being victimised and even attacked. Dead and Dying Social Hitches can include “Exiled”, “Persecuted”, “Abandonned” and “Cold” |
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Enigma ♥ Suit: Hearts ♥ Ordeal Trump: Healing (Survival / Magic) / Deception (Hide / Feint) / Magic (Positive) Description: Hearts represent Love, Family and the comforts of home. Hearts are the warmth of a cosy fireplace, and social wealth rather than material. In the Tarot the suit is called Cups, and represents the feminine and elemental Water. Tarot Meaning: Love, Relationships, Affections, Family, Sympathy, Peace. Ordeal Text: Ordeal Types: Nurturing, Farming, Relationships, Medical. Hearts act as Trumps for the following Actions: Blending in, Cooking, Escaping, Healing, Hiding, Hunting, Insulting, Joke-telling, Lying, Magic, Mimicry, Riddling, Spinning a tale, Surgery, and Survival. Any type of Wound can be healed with a Heart. Parry:Locked RespiteAll unmatched Cards from the original attack are Discarded by the Defender, however with each card they Discard they may either use the card to Heal/Stabilise one of their own wounds (or damage to the Parrying Descendant), or they may use the card to slow their attacker with additional RT (Pips) or GRT (Pips/5). Soak: DisengageThe Soak Card acts as a Heal card, and is discarded along with the Attack card. This immediately Heals all Wounds in play that have less Pips, including the remaining Wounds in the Attack, by one Wound Level (discards Distracts). | Vague â The Vague Hitch indicates that a Character or Descendant has some difficulty in being perceived, communicating or being understood. They may have a thick accent, an incomprehensible language, a stammer that returns them to the beginning of words (or even sentences), complex jargonistic vocabulary â full of redundant verbiage, to say nothing of hidden (reclusive or nested) clauses and other grammatical horseplay â or they may actually be transparent, blurry, or at least translucent, as is often the case with ghosts and other spirits. Dead and Dying Vague Hitches include “Disintegrated”, “Vanished” and “Fading-out” |
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Fury ⚊ ♣ Suit: Clubs ♣ Ordeal Trump: Defence / Trade / Control / Magic (Negative) Description: Clubs represent the power of politics and a stoic, blind materialism. Clubs can be seen as a dark corrupting force on the world, crass materialism, sin, magic and anger, but the club is also symbolic of protection, law and justice. In the Tarot the Clubs are called Staves or Wands, in some traditions they represent Intellectual Air, but in most they are Fire. Tarot Meaning: Power, Fame, Politics, Ability, Money. Ordeal Text: Ordeal Types: Wealth, Politics, Power. Clubs act as Trump for following Actions: Bartering, Controlling, Corrupting, Emotional-intensity, Guarding, Magic, Displaying might, Politics, Self-Defence, Socializing, and Trade Negotiations. Clubs can be used to defend any type of attack. Parry:DisarmAll the cards of the attack are immediately discarded, along with the Parry Card. The remaining cards of the Defender’s Parry can now each be used to cause the Attacker to drop a Descendant (starting with the attacking weapon usually), can also cut armour straps, belts etc, or steal hats. This basically adds RT equal to the card Pips to the Annex that was used to attack. Every 5 Pips also creates a point of GRT for the Character (representing how much time the Character must spend picking up, or readying the weapon again. Court cards additionally may damage the Descendant that was disarmed, as standard for the Stakes. Soak: WardThe matched Attack card, and one other randomly selected Attack card are discarded. | Unstable â The Unstable Hitch indicates something is not stable and is liable to change, this can mean volatility, explosive natures, disquiet, confusion and mental illnesses. Dead and Dying Unstable Hitches include “Exploded”, “Fallen” and “On the Edge”. |
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Gossamer ⚊ ♠ Suit: Spades ♠ Ordeal Trump: Attack / Perception / Penetration (Opening / Navigation / Logic) Description: The Spades Suit is the suit of suffering, said to be good for the soul, but miserable for a Monday. Competition, perception, endurance and curiosity are positive aspects associated with the suit, but spades also represent destruction, betrayal, distance, might and death. In the tarot, the Suit is replaced with Swords, which (depending on the tradition) may represent either damaging Fire, or more commonly the cutting intellect of Air. Tarot Meaning: Misfortune, Suffering, Loss, Mourning, Treachery, Betrayal, War, Lawsuit, Conflict. Ordeal Text: Ordeal Types: Confrontation (e.g. Warfare, Lawsuit), Competition (Sports, Quizzes etc), Perception (Spot Hidden). Spades act as Trumps for the Following Action Types: Attacking, Balance, Climbing, Contagion, Desecration, Destruction, Feats of Strength, Lock-picking, Navigation, Perception (Search/Spot), Staying power, and Stoicism. Spades can be used for any type of attack. Parry:Redirect-AttackThe damage from the original attack (less the Parried Card) is redirected by the Defender to the Attacker, their Descendants or their Allies. Soak: Counter-AttackThe matched Attack card is reflected back at the Attacker, or their Descendant, as Narratively appropriate. | Binding â The Binding Hitch can indicate a Character or Descendant being physically bound in ropes, or chains, but more often Bindings are curses, emotions, or even vows. Bindings can tie two things together, tie something in place, tie things up, or tie things down. Binding Hitches are among the easiest Hitches to get, but are also often easily resolved. Dead and Dying Binding Hitches include “Hanged”, “Died Trying” and “Dragged away”. |
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Heresy ⚊ ♥ Suit: Hearts ♥ Ordeal Trump: Healing (Survival / Magic) / Deception (Hide / Feint) / Magic (Positive) Description: Hearts represent Love, Family and the comforts of home. Hearts are the warmth of a cosy fireplace, and social wealth rather than material. In the Tarot the suit is called Cups, and represents the feminine and elemental Water. Tarot Meaning: Love, Relationships, Affections, Family, Sympathy, Peace. Ordeal Text: Ordeal Types: Nurturing, Farming, Relationships, Medical. Hearts act as Trumps for the following Actions: Blending in, Cooking, Escaping, Healing, Hiding, Hunting, Insulting, Joke-telling, Lying, Magic, Mimicry, Riddling, Spinning a tale, Surgery, and Survival. Any type of Wound can be healed with a Heart. Parry:Locked RespiteAll unmatched Cards from the original attack are Discarded by the Defender, however with each card they Discard they may either use the card to Heal/Stabilise one of their own wounds (or damage to the Parrying Descendant), or they may use the card to slow their attacker with additional RT (Pips) or GRT (Pips/5). Soak: DisengageThe Soak Card acts as a Heal card, and is discarded along with the Attack card. This immediately Heals all Wounds in play that have less Pips, including the remaining Wounds in the Attack, by one Wound Level (discards Distracts). | Doubt â Doubt Hitches indicate people or things that are dubious, uncertain, suspicious, sceptical or dissenting. Doubt Hitches make people question and even ignore authorities, diverge from dogma, or even disbelieve everything that happens. Dead and Dying Doubt Hitches include “Executed”, “Suicide Vested” and “Medicine? Poison more like” |
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Inertia ♠ Suit: Spades ♠ Ordeal Trump: Attack / Perception / Penetration (Opening / Navigation / Logic) Description: The Spades Suit is the suit of suffering, said to be good for the soul, but miserable for a Monday. Competition, perception, endurance and curiosity are positive aspects associated with the suit, but spades also represent destruction, betrayal, distance, might and death. In the tarot, the Suit is replaced with Swords, which (depending on the tradition) may represent either damaging Fire, or more commonly the cutting intellect of Air. Tarot Meaning: Misfortune, Suffering, Loss, Mourning, Treachery, Betrayal, War, Lawsuit, Conflict. Ordeal Text: Ordeal Types: Confrontation (e.g. Warfare, Lawsuit), Competition (Sports, Quizzes etc), Perception (Spot Hidden). Spades act as Trumps for the Following Action Types: Attacking, Balance, Climbing, Contagion, Desecration, Destruction, Feats of Strength, Lock-picking, Navigation, Perception (Search/Spot), Staying power, and Stoicism. Spades can be used for any type of attack. Parry:Redirect-AttackThe damage from the original attack (less the Parried Card) is redirected by the Defender to the Attacker, their Descendants or their Allies. Soak: Counter-AttackThe matched Attack card is reflected back at the Attacker, or their Descendant, as Narratively appropriate. | Laments â The Hitch of Laments can make a Character dwell in the past, always returning to some tragic event, some great emotional loss or problem that happened when they were younger. Laments Hitches are usually tied to specific tragic events that are often Chronoliths, Cruxes, or even Causal Nexuses, more rarely Cascade events, and most rarely of all Keep events, in a Characterâs backstory. At their worst, Laments can seem like “Ground-hog Day” temporal loop events where a Character (or multiple Characters) experience this same event over and over again. Dead and Dying Lament Hitches include “Death Loop”, “Never recovered” and “Never the same”. |
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Jeer ♥ Suit: Hearts ♥ Ordeal Trump: Healing (Survival / Magic) / Deception (Hide / Feint) / Magic (Positive) Description: Hearts represent Love, Family and the comforts of home. Hearts are the warmth of a cosy fireplace, and social wealth rather than material. In the Tarot the suit is called Cups, and represents the feminine and elemental Water. Tarot Meaning: Love, Relationships, Affections, Family, Sympathy, Peace. Ordeal Text: Ordeal Types: Nurturing, Farming, Relationships, Medical. Hearts act as Trumps for the following Actions: Blending in, Cooking, Escaping, Healing, Hiding, Hunting, Insulting, Joke-telling, Lying, Magic, Mimicry, Riddling, Spinning a tale, Surgery, and Survival. Any type of Wound can be healed with a Heart. Parry:Locked RespiteAll unmatched Cards from the original attack are Discarded by the Defender, however with each card they Discard they may either use the card to Heal/Stabilise one of their own wounds (or damage to the Parrying Descendant), or they may use the card to slow their attacker with additional RT (Pips) or GRT (Pips/5). Soak: DisengageThe Soak Card acts as a Heal card, and is discarded along with the Attack card. This immediately Heals all Wounds in play that have less Pips, including the remaining Wounds in the Attack, by one Wound Level (discards Distracts). | Odd â The Odd Hitch indicates people or things who are for some reason considered strange, unusual, uncommon, abnormal, eccentric, or queer (in most senses). Odd Hitches can range from curious, and offbeat through outlandish and kooky to creepy and freakish. Odd Hitches can indicate a person looks, or dresses oddly, acts oddly, holds some odd beliefs, or is actually something weird. Dead and Dying Odd Hitches include “Missing Pieces”, “Mummified” and “Diseased” |
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Key ⚊ ♠ Suit: Spades ♠ Ordeal Trump: Attack / Perception / Penetration (Opening / Navigation / Logic) Description: The Spades Suit is the suit of suffering, said to be good for the soul, but miserable for a Monday. Competition, perception, endurance and curiosity are positive aspects associated with the suit, but spades also represent destruction, betrayal, distance, might and death. In the tarot, the Suit is replaced with Swords, which (depending on the tradition) may represent either damaging Fire, or more commonly the cutting intellect of Air. Tarot Meaning: Misfortune, Suffering, Loss, Mourning, Treachery, Betrayal, War, Lawsuit, Conflict. Ordeal Text: Ordeal Types: Confrontation (e.g. Warfare, Lawsuit), Competition (Sports, Quizzes etc), Perception (Spot Hidden). Spades act as Trumps for the Following Action Types: Attacking, Balance, Climbing, Contagion, Desecration, Destruction, Feats of Strength, Lock-picking, Navigation, Perception (Search/Spot), Staying power, and Stoicism. Spades can be used for any type of attack. Parry:Redirect-AttackThe damage from the original attack (less the Parried Card) is redirected by the Defender to the Attacker, their Descendants or their Allies. Soak: Counter-AttackThe matched Attack card is reflected back at the Attacker, or their Descendant, as Narratively appropriate. | Confined â The Confined Hitch can mean a Character is closed-minded, unable to think outside of their box, which may be a box created by their own beliefs, social pressures, or they can literally be imprisoned, physically trapped, socially proscribed or supernaturally limited from crossing running water (or whatever). Dead and Dying Confined Hitches include “Buried”, “Buried Alive” and “Death row”. |
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Liberty ⚊ ♥ Suit: Hearts ♥ Ordeal Trump: Healing (Survival / Magic) / Deception (Hide / Feint) / Magic (Positive) Description: Hearts represent Love, Family and the comforts of home. Hearts are the warmth of a cosy fireplace, and social wealth rather than material. In the Tarot the suit is called Cups, and represents the feminine and elemental Water. Tarot Meaning: Love, Relationships, Affections, Family, Sympathy, Peace. Ordeal Text: Ordeal Types: Nurturing, Farming, Relationships, Medical. Hearts act as Trumps for the following Actions: Blending in, Cooking, Escaping, Healing, Hiding, Hunting, Insulting, Joke-telling, Lying, Magic, Mimicry, Riddling, Spinning a tale, Surgery, and Survival. Any type of Wound can be healed with a Heart. Parry:Locked RespiteAll unmatched Cards from the original attack are Discarded by the Defender, however with each card they Discard they may either use the card to Heal/Stabilise one of their own wounds (or damage to the Parrying Descendant), or they may use the card to slow their attacker with additional RT (Pips) or GRT (Pips/5). Soak: DisengageThe Soak Card acts as a Heal card, and is discarded along with the Attack card. This immediately Heals all Wounds in play that have less Pips, including the remaining Wounds in the Attack, by one Wound Level (discards Distracts). | Taboo â The Hitch of Taboo indicates something that the Character believes should not be done. All Taboos begin as restrictions that we impose upon ourselves, such as not eating meat as a personal preference, but Taboos spread as Characters impose their beliefs on others, telling others they shouldnât eat meat as well, or raise their children to not eat meat. Dead and Dying Taboo Hitches include “Inanimate”, “Breathless” and “Brain Dead” |
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Miasma ♠ Suit: Spades ♠ Ordeal Trump: Attack / Perception / Penetration (Opening / Navigation / Logic) Description: The Spades Suit is the suit of suffering, said to be good for the soul, but miserable for a Monday. Competition, perception, endurance and curiosity are positive aspects associated with the suit, but spades also represent destruction, betrayal, distance, might and death. In the tarot, the Suit is replaced with Swords, which (depending on the tradition) may represent either damaging Fire, or more commonly the cutting intellect of Air. Tarot Meaning: Misfortune, Suffering, Loss, Mourning, Treachery, Betrayal, War, Lawsuit, Conflict. Ordeal Text: Ordeal Types: Confrontation (e.g. Warfare, Lawsuit), Competition (Sports, Quizzes etc), Perception (Spot Hidden). Spades act as Trumps for the Following Action Types: Attacking, Balance, Climbing, Contagion, Desecration, Destruction, Feats of Strength, Lock-picking, Navigation, Perception (Search/Spot), Staying power, and Stoicism. Spades can be used for any type of attack. Parry:Redirect-AttackThe damage from the original attack (less the Parried Card) is redirected by the Defender to the Attacker, their Descendants or their Allies. Soak: Counter-AttackThe matched Attack card is reflected back at the Attacker, or their Descendant, as Narratively appropriate. | Corrupted â The Corrupted Hitch indicates there is something corrupt, faulty, crooked, debased, diseased, infected, or even perverted about a Character or Descendant. Corrupted Hitches are somewhat social in nature, relying on interaction and proximity with others to trigger and spread, much like real infections and miasmatic theories of disease. Dead and Dying Corrupted Hitches include “Decomposing”, “Putrefied” and “Terminal Disease”. |
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Nature ♥ Suit: Hearts ♥ Ordeal Trump: Healing (Survival / Magic) / Deception (Hide / Feint) / Magic (Positive) Description: Hearts represent Love, Family and the comforts of home. Hearts are the warmth of a cosy fireplace, and social wealth rather than material. In the Tarot the suit is called Cups, and represents the feminine and elemental Water. Tarot Meaning: Love, Relationships, Affections, Family, Sympathy, Peace. Ordeal Text: Ordeal Types: Nurturing, Farming, Relationships, Medical. Hearts act as Trumps for the following Actions: Blending in, Cooking, Escaping, Healing, Hiding, Hunting, Insulting, Joke-telling, Lying, Magic, Mimicry, Riddling, Spinning a tale, Surgery, and Survival. Any type of Wound can be healed with a Heart. Parry:Locked RespiteAll unmatched Cards from the original attack are Discarded by the Defender, however with each card they Discard they may either use the card to Heal/Stabilise one of their own wounds (or damage to the Parrying Descendant), or they may use the card to slow their attacker with additional RT (Pips) or GRT (Pips/5). Soak: DisengageThe Soak Card acts as a Heal card, and is discarded along with the Attack card. This immediately Heals all Wounds in play that have less Pips, including the remaining Wounds in the Attack, by one Wound Level (discards Distracts). | Scars â Time heals all wounds it is said, but anyone who carries a prominent facial scar knows that while the pain may fade, the scars are always present. Scars always limit or restrict a Character or Descendant somehow, a scar may limit their ability at some skill, talent or power they acquired before they were Wounded, or it can limit how they can move, or bend a limb, but the things all Scars always limit is a Characterâs ability to pass unrecognised. Scars are always recognisable features if they are seen. Death and Dying Scars include “Decapitated”, “Hole through the chest”, and “Bleeding out”. |
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Orthodox ♦ Suit: Diamonds ♦ Ordeal Trump: Preparation (Research / Work / Patience) / Movement (Sneaking / Sprinting) / Listening Description: Diamonds represent the finer things of life, they are bright and sparkling. Representing the creative even spiritual aspects of materialism such as beauty and art, that transcend base materialism like wealth. Despite this the Diamonds are recognised as being the Coins suit of the Tarot, with a strong tie to Elemental Earth. Tarot Meaning: Travel, Money, Business, Contracts, Deals, Voyages. Ordeal Text: Ordeal Types: Travel (e.g. Chase, Race) / Creativity (e.g. Smithing, Painting). Diamonds act as Trump for the following Action Types: Art, Building, Charming, Crafting, Driving, Emoting, Forgiving, Keeping Your Cool, Listening, Meditation, Motion, Prayer, Preparation, Research, Sprinting and Working in general. Any type of action can be prepared with a Diamond. Parry:Seize the initiativeThe cards of the original attack (less the matched card) are immediately added to the Defenderâs Ordeal Pool. They may then play as many cards as their Descendant/Annex normally plays including the Parry card (1-4) usually into one of their Style Reserve, and then immediately discard any cards over Pool Limit. Soak: ReadyThe matched Attack card is immediately Prepared by the Defender (as they wish). The Soak card is discarded. | Bias â Too much knowledge can be a bad thing, the human mind discarda information that does not support things we already “know” and accept; it also remembers facts that support an argument more than facts that donât. Bias can express as prejudices, favouritism, skewed thinking, selective interpretation, irrational behaviour, believing stereotypes, phobias, ignoring unfavourable data, even as delusional thinking, schizophrenia and paranoia. Bias can cause individuals and organizations to ignore discoveries, because it is incompatible with learnt knowledge, explaining how religious people may ignore the warnings of scientists, or scientists ignore the warnings of priests. Dead and Dying Bias Hitches include “Death by misadventure”, “Overdose” and “I know better” |
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Phoenix ⚊ ♥ Suit: Hearts ♥ Ordeal Trump: Healing (Survival / Magic) / Deception (Hide / Feint) / Magic (Positive) Description: Hearts represent Love, Family and the comforts of home. Hearts are the warmth of a cosy fireplace, and social wealth rather than material. In the Tarot the suit is called Cups, and represents the feminine and elemental Water. Tarot Meaning: Love, Relationships, Affections, Family, Sympathy, Peace. Ordeal Text: Ordeal Types: Nurturing, Farming, Relationships, Medical. Hearts act as Trumps for the following Actions: Blending in, Cooking, Escaping, Healing, Hiding, Hunting, Insulting, Joke-telling, Lying, Magic, Mimicry, Riddling, Spinning a tale, Surgery, and Survival. Any type of Wound can be healed with a Heart. Parry:Locked RespiteAll unmatched Cards from the original attack are Discarded by the Defender, however with each card they Discard they may either use the card to Heal/Stabilise one of their own wounds (or damage to the Parrying Descendant), or they may use the card to slow their attacker with additional RT (Pips) or GRT (Pips/5). Soak: DisengageThe Soak Card acts as a Heal card, and is discarded along with the Attack card. This immediately Heals all Wounds in play that have less Pips, including the remaining Wounds in the Attack, by one Wound Level (discards Distracts). | Consuming â The Consuming Hitch indicates something that the Character or Descendant must consume something, or has a need to consume something. Consuming Hitches are similar to Desires, but where Desires are about wants, Consuming Hitches are about needs. A Character or Descendant without access to what they consume will be triggered. Dead and Dying Consuming Hitches include “Asphyxiated”, “Dehydrated”, and “Starving”. |
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Quiet ♦ Suit: Diamonds ♦ Ordeal Trump: Preparation (Research / Work / Patience) / Movement (Sneaking / Sprinting) / Listening Description: Diamonds represent the finer things of life, they are bright and sparkling. Representing the creative even spiritual aspects of materialism such as beauty and art, that transcend base materialism like wealth. Despite this the Diamonds are recognised as being the Coins suit of the Tarot, with a strong tie to Elemental Earth. Tarot Meaning: Travel, Money, Business, Contracts, Deals, Voyages. Ordeal Text: Ordeal Types: Travel (e.g. Chase, Race) / Creativity (e.g. Smithing, Painting). Diamonds act as Trump for the following Action Types: Art, Building, Charming, Crafting, Driving, Emoting, Forgiving, Keeping Your Cool, Listening, Meditation, Motion, Prayer, Preparation, Research, Sprinting and Working in general. Any type of action can be prepared with a Diamond. Parry:Seize the initiativeThe cards of the original attack (less the matched card) are immediately added to the Defenderâs Ordeal Pool. They may then play as many cards as their Descendant/Annex normally plays including the Parry card (1-4) usually into one of their Style Reserve, and then immediately discard any cards over Pool Limit. Soak: ReadyThe matched Attack card is immediately Prepared by the Defender (as they wish). The Soak card is discarded. | Mild â The Mild Hitch indicates that a person or thing is gentle, placid, and often humble, and so does not try too hard to succeed. Mild Hitches can also indicate weaknesses or limits, things the Character or Descendant will not attempt although they may be capable. Indeed mild Characters are triggered by too much success or being too good at something. Dead and Dying Mild Hitches include “Expired”, “Lifeless”, and “Comatose”. |
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Rook ♣ Suit: Clubs ♣ Ordeal Trump: Defence / Trade / Control / Magic (Negative) Description: Clubs represent the power of politics and a stoic, blind materialism. Clubs can be seen as a dark corrupting force on the world, crass materialism, sin, magic and anger, but the club is also symbolic of protection, law and justice. In the Tarot the Clubs are called Staves or Wands, in some traditions they represent Intellectual Air, but in most they are Fire. Tarot Meaning: Power, Fame, Politics, Ability, Money. Ordeal Text: Ordeal Types: Wealth, Politics, Power. Clubs act as Trump for following Actions: Bartering, Controlling, Corrupting, Emotional-intensity, Guarding, Magic, Displaying might, Politics, Self-Defence, Socializing, and Trade Negotiations. Clubs can be used to defend any type of attack. Parry:DisarmAll the cards of the attack are immediately discarded, along with the Parry Card. The remaining cards of the Defender’s Parry can now each be used to cause the Attacker to drop a Descendant (starting with the attacking weapon usually), can also cut armour straps, belts etc, or steal hats. This basically adds RT equal to the card Pips to the Annex that was used to attack. Every 5 Pips also creates a point of GRT for the Character (representing how much time the Character must spend picking up, or readying the weapon again. Court cards additionally may damage the Descendant that was disarmed, as standard for the Stakes. Soak: WardThe matched Attack card, and one other randomly selected Attack card are discarded. | Defensive â Some people are quick to feel threatened, it does not take much to get them on edge, and they are easily upset. It can become a big issue for them, as their mind fixates upon the issue, excessive defensiveness can manifest as anxiety, paranoia, delusions of persecution, hyper-vigilance, obsessions, monomania, compulsions, narcissism, and other “defensive” behaviours. Some will lash out at those that threaten them, or plot elaborate revenges, others will retreat and flee. Dead and Dying Defensive Hitches include “You’ll never take me alive!”,”Keep Back, Iâll do it” and “I said I wasnât feeling well”. |
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Sin ⚊ ♣ Suit: Clubs ♣ Ordeal Trump: Defence / Trade / Control / Magic (Negative) Description: Clubs represent the power of politics and a stoic, blind materialism. Clubs can be seen as a dark corrupting force on the world, crass materialism, sin, magic and anger, but the club is also symbolic of protection, law and justice. In the Tarot the Clubs are called Staves or Wands, in some traditions they represent Intellectual Air, but in most they are Fire. Tarot Meaning: Power, Fame, Politics, Ability, Money. Ordeal Text: Ordeal Types: Wealth, Politics, Power. Clubs act as Trump for following Actions: Bartering, Controlling, Corrupting, Emotional-intensity, Guarding, Magic, Displaying might, Politics, Self-Defence, Socializing, and Trade Negotiations. Clubs can be used to defend any type of attack. Parry:DisarmAll the cards of the attack are immediately discarded, along with the Parry Card. The remaining cards of the Defender’s Parry can now each be used to cause the Attacker to drop a Descendant (starting with the attacking weapon usually), can also cut armour straps, belts etc, or steal hats. This basically adds RT equal to the card Pips to the Annex that was used to attack. Every 5 Pips also creates a point of GRT for the Character (representing how much time the Character must spend picking up, or readying the weapon again. Court cards additionally may damage the Descendant that was disarmed, as standard for the Stakes. Soak: WardThe matched Attack card, and one other randomly selected Attack card are discarded. | Desires â The Hitch of Sin is Desires. Desires can make a person do things they never thought they would, sometimes this is a passion, thirst or a craze that they have to be a part of, an ambition that they wish to fulfil, or a longing for something specific to happen, perhaps as the result of an addiction, dependence, love or lust. Dead and Dying Desire Hitches include “Overdone it”,”Overdosed” and “Death by misadventure”. |
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Trial ⚊ ♠ Suit: Spades ♠ Ordeal Trump: Attack / Perception / Penetration (Opening / Navigation / Logic) Description: The Spades Suit is the suit of suffering, said to be good for the soul, but miserable for a Monday. Competition, perception, endurance and curiosity are positive aspects associated with the suit, but spades also represent destruction, betrayal, distance, might and death. In the tarot, the Suit is replaced with Swords, which (depending on the tradition) may represent either damaging Fire, or more commonly the cutting intellect of Air. Tarot Meaning: Misfortune, Suffering, Loss, Mourning, Treachery, Betrayal, War, Lawsuit, Conflict. Ordeal Text: Ordeal Types: Confrontation (e.g. Warfare, Lawsuit), Competition (Sports, Quizzes etc), Perception (Spot Hidden). Spades act as Trumps for the Following Action Types: Attacking, Balance, Climbing, Contagion, Desecration, Destruction, Feats of Strength, Lock-picking, Navigation, Perception (Search/Spot), Staying power, and Stoicism. Spades can be used for any type of attack. Parry:Redirect-AttackThe damage from the original attack (less the Parried Card) is redirected by the Defender to the Attacker, their Descendants or their Allies. Soak: Counter-AttackThe matched Attack card is reflected back at the Attacker, or their Descendant, as Narratively appropriate. | Offensive â Some people are just rude, throwing insults, curses and punches at anyone who they see. Some people are overly competitive, picking arguments and even fights just for the hell of it. Some others are actually bigoted, or prejudiced, picking deliberate targets (often those with a suitable Hitch). Sometimes the offence can be how people behave, and act, but other times the offence can be to the senses, with a Character or Descendant creating miasmic smells, awful noises (sometimes confused with “popular music”), garish or gory sights that have emotional (or visceral) impact on those who encounter them. Dead and Dying Offensive Hitches include “Rotting”,”Gangrenous” and “Picked the wrong fight”. |
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Virtue ♦ Suit: Diamonds ♦ Ordeal Trump: Preparation (Research / Work / Patience) / Movement (Sneaking / Sprinting) / Listening Description: Diamonds represent the finer things of life, they are bright and sparkling. Representing the creative even spiritual aspects of materialism such as beauty and art, that transcend base materialism like wealth. Despite this the Diamonds are recognised as being the Coins suit of the Tarot, with a strong tie to Elemental Earth. Tarot Meaning: Travel, Money, Business, Contracts, Deals, Voyages. Ordeal Text: Ordeal Types: Travel (e.g. Chase, Race) / Creativity (e.g. Smithing, Painting). Diamonds act as Trump for the following Action Types: Art, Building, Charming, Crafting, Driving, Emoting, Forgiving, Keeping Your Cool, Listening, Meditation, Motion, Prayer, Preparation, Research, Sprinting and Working in general. Any type of action can be prepared with a Diamond. Parry:Seize the initiativeThe cards of the original attack (less the matched card) are immediately added to the Defenderâs Ordeal Pool. They may then play as many cards as their Descendant/Annex normally plays including the Parry card (1-4) usually into one of their Style Reserve, and then immediately discard any cards over Pool Limit. Soak: ReadyThe matched Attack card is immediately Prepared by the Defender (as they wish). The Soak card is discarded. | Duty â The Duty Hitch is a commitment, and an expectation to perform some task, obligation or responsibility that comes with that commitment. Duty can make a Character do things they might not want to do. Whether its a duty to family, the law, a leader, or a Country, some people are just driven by something greater than themselves, and this will restrict what they can do as part of upholding that Duty. Dead and Dying Duty Hitches include “Went Down With The Ship”,”Ritual Suicide” and “Last Stand”. |
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Wyrd ♣ Suit: Clubs ♣ Ordeal Trump: Defence / Trade / Control / Magic (Negative) Description: Clubs represent the power of politics and a stoic, blind materialism. Clubs can be seen as a dark corrupting force on the world, crass materialism, sin, magic and anger, but the club is also symbolic of protection, law and justice. In the Tarot the Clubs are called Staves or Wands, in some traditions they represent Intellectual Air, but in most they are Fire. Tarot Meaning: Power, Fame, Politics, Ability, Money. Ordeal Text: Ordeal Types: Wealth, Politics, Power. Clubs act as Trump for following Actions: Bartering, Controlling, Corrupting, Emotional-intensity, Guarding, Magic, Displaying might, Politics, Self-Defence, Socializing, and Trade Negotiations. Clubs can be used to defend any type of attack. Parry:DisarmAll the cards of the attack are immediately discarded, along with the Parry Card. The remaining cards of the Defender’s Parry can now each be used to cause the Attacker to drop a Descendant (starting with the attacking weapon usually), can also cut armour straps, belts etc, or steal hats. This basically adds RT equal to the card Pips to the Annex that was used to attack. Every 5 Pips also creates a point of GRT for the Character (representing how much time the Character must spend picking up, or readying the weapon again. Court cards additionally may damage the Descendant that was disarmed, as standard for the Stakes. Soak: WardThe matched Attack card, and one other randomly selected Attack card are discarded. | Doomed â The Doomed Hitch restricts what a Character or Descendant may do in the future. A Character may be Doomed to die in prison, so being in a prison will trigger them, or if they were cursed to be a frog, then an non-aquatic life is not on the cards. A Descendant may be Doomed to being one use, so even trying to use it again will Trigger it. Dooms are very versatile hitches that can model a lot of different spells and curses, as well has most legal convictions. Dead and Dying Doomed Hitches include “Damned”,”Fatality” and “Dying”. |
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Yonder ♠ Suit: Spades ♠ Ordeal Trump: Attack / Perception / Penetration (Opening / Navigation / Logic) Description: The Spades Suit is the suit of suffering, said to be good for the soul, but miserable for a Monday. Competition, perception, endurance and curiosity are positive aspects associated with the suit, but spades also represent destruction, betrayal, distance, might and death. In the tarot, the Suit is replaced with Swords, which (depending on the tradition) may represent either damaging Fire, or more commonly the cutting intellect of Air. Tarot Meaning: Misfortune, Suffering, Loss, Mourning, Treachery, Betrayal, War, Lawsuit, Conflict. Ordeal Text: Ordeal Types: Confrontation (e.g. Warfare, Lawsuit), Competition (Sports, Quizzes etc), Perception (Spot Hidden). Spades act as Trumps for the Following Action Types: Attacking, Balance, Climbing, Contagion, Desecration, Destruction, Feats of Strength, Lock-picking, Navigation, Perception (Search/Spot), Staying power, and Stoicism. Spades can be used for any type of attack. Parry:Redirect-AttackThe damage from the original attack (less the Parried Card) is redirected by the Defender to the Attacker, their Descendants or their Allies. Soak: Counter-AttackThe matched Attack card is reflected back at the Attacker, or their Descendant, as Narratively appropriate. | Loss-of-Sense â The Hitch of Loss-of-Sense does exactly what it says on the tin. When a Character is blinded or deafened they are obviously handicapped by this Hitch, but what about those who suffer from a lack of balance, or donât know when they are hungry, or simply have no common sense? This Hitch will cover them too. Dead and Dying Loss-of-Sense Hitches include “Loss of life”,”Moribund” and “Numb”. |
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Zeal ⚊ ♦ Suit: Diamonds ♦ Ordeal Trump: Preparation (Research / Work / Patience) / Movement (Sneaking / Sprinting) / Listening Description: Diamonds represent the finer things of life, they are bright and sparkling. Representing the creative even spiritual aspects of materialism such as beauty and art, that transcend base materialism like wealth. Despite this the Diamonds are recognised as being the Coins suit of the Tarot, with a strong tie to Elemental Earth. Tarot Meaning: Travel, Money, Business, Contracts, Deals, Voyages. Ordeal Text: Ordeal Types: Travel (e.g. Chase, Race) / Creativity (e.g. Smithing, Painting). Diamonds act as Trump for the following Action Types: Art, Building, Charming, Crafting, Driving, Emoting, Forgiving, Keeping Your Cool, Listening, Meditation, Motion, Prayer, Preparation, Research, Sprinting and Working in general. Any type of action can be prepared with a Diamond. Parry:Seize the initiativeThe cards of the original attack (less the matched card) are immediately added to the Defenderâs Ordeal Pool. They may then play as many cards as their Descendant/Annex normally plays including the Parry card (1-4) usually into one of their Style Reserve, and then immediately discard any cards over Pool Limit. Soak: ReadyThe matched Attack card is immediately Prepared by the Defender (as they wish). The Soak card is discarded. | Devotion â What some people do from duty others do from Devotion. The power of True Love can bend people to its needs again and again, whether it be Romantic, Familial or Religious in nature, this is the Hitch for those who love, who are devoted to a person, cause or faith. Dead and Dying Devotion Hitches include “Martyred”,”Loyal to the end” and “Devoted to the wrong cause”. |
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Facet | Hitch | Hitch Rules |
Gnarl Proficiencies
Then the Gnarls of the Hitch are important, the Hitch Gnarls usually affect the Character or Descendant that has the Hitch, but they can also affect the User of a Descendant, Allies, or random passers-by, depending upon the Gnarl. Each Gnarl is different and larger Hitches have more than one Gnarl.
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Awe ⚊ ♦ Suit: Diamonds ♦ Ordeal Trump: Preparation (Research / Work / Patience) / Movement (Sneaking / Sprinting) / Listening Description: Diamonds represent the finer things of life, they are bright and sparkling. Representing the creative even spiritual aspects of materialism such as beauty and art, that transcend base materialism like wealth. Despite this the Diamonds are recognised as being the Coins suit of the Tarot, with a strong tie to Elemental Earth. Tarot Meaning: Travel, Money, Business, Contracts, Deals, Voyages. Ordeal Text: Ordeal Types: Travel (e.g. Chase, Race) / Creativity (e.g. Smithing, Painting). Diamonds act as Trump for the following Action Types: Art, Building, Charming, Crafting, Driving, Emoting, Forgiving, Keeping Your Cool, Listening, Meditation, Motion, Prayer, Preparation, Research, Sprinting and Working in general. Any type of action can be prepared with a Diamond. Parry:Seize the initiativeThe cards of the original attack (less the matched card) are immediately added to the Defenderâs Ordeal Pool. They may then play as many cards as their Descendant/Annex normally plays including the Parry card (1-4) usually into one of their Style Reserve, and then immediately discard any cards over Pool Limit. Soak: ReadyThe matched Attack card is immediately Prepared by the Defender (as they wish). The Soak card is discarded. | Emotions â The Gnarl of Awe is Emotions. A Hitch with an Emotions Gnarl will generate Emotional Effects when Triggered. Typically the emotion generated is specified by at least one Trigger Proficiency. Typically Negative Emotions are created, but Positive Emotions are possible. This emotional effect usually consists of a Psych attack with a single card per Emotions Gnarl that has Pips equal to half the Banes. The Attack is made at the current Stakes and usually targets the Character with the Hitch, the Descendantâs current User, or a Character allied with them.
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Burden ♣ Suit: Clubs ♣ Ordeal Trump: Defence / Trade / Control / Magic (Negative) Description: Clubs represent the power of politics and a stoic, blind materialism. Clubs can be seen as a dark corrupting force on the world, crass materialism, sin, magic and anger, but the club is also symbolic of protection, law and justice. In the Tarot the Clubs are called Staves or Wands, in some traditions they represent Intellectual Air, but in most they are Fire. Tarot Meaning: Power, Fame, Politics, Ability, Money. Ordeal Text: Ordeal Types: Wealth, Politics, Power. Clubs act as Trump for following Actions: Bartering, Controlling, Corrupting, Emotional-intensity, Guarding, Magic, Displaying might, Politics, Self-Defence, Socializing, and Trade Negotiations. Clubs can be used to defend any type of attack. Parry:DisarmAll the cards of the attack are immediately discarded, along with the Parry Card. The remaining cards of the Defender’s Parry can now each be used to cause the Attacker to drop a Descendant (starting with the attacking weapon usually), can also cut armour straps, belts etc, or steal hats. This basically adds RT equal to the card Pips to the Annex that was used to attack. Every 5 Pips also creates a point of GRT for the Character (representing how much time the Character must spend picking up, or readying the weapon again. Court cards additionally may damage the Descendant that was disarmed, as standard for the Stakes. Soak: WardThe matched Attack card, and one other randomly selected Attack card are discarded. | Expense â A Burden Gnarl is called an Expense and represents a payment of Sway that must be made when the Hitch Triggers. This expense is equal to the Hitch Banes and is calculated as Tao Sway for each Expense Gnarl. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Craft ⚊ ♦ Suit: Diamonds ♦ Ordeal Trump: Preparation (Research / Work / Patience) / Movement (Sneaking / Sprinting) / Listening Description: Diamonds represent the finer things of life, they are bright and sparkling. Representing the creative even spiritual aspects of materialism such as beauty and art, that transcend base materialism like wealth. Despite this the Diamonds are recognised as being the Coins suit of the Tarot, with a strong tie to Elemental Earth. Tarot Meaning: Travel, Money, Business, Contracts, Deals, Voyages. Ordeal Text: Ordeal Types: Travel (e.g. Chase, Race) / Creativity (e.g. Smithing, Painting). Diamonds act as Trump for the following Action Types: Art, Building, Charming, Crafting, Driving, Emoting, Forgiving, Keeping Your Cool, Listening, Meditation, Motion, Prayer, Preparation, Research, Sprinting and Working in general. Any type of action can be prepared with a Diamond. Parry:Seize the initiativeThe cards of the original attack (less the matched card) are immediately added to the Defenderâs Ordeal Pool. They may then play as many cards as their Descendant/Annex normally plays including the Parry card (1-4) usually into one of their Style Reserve, and then immediately discard any cards over Pool Limit. Soak: ReadyThe matched Attack card is immediately Prepared by the Defender (as they wish). The Soak card is discarded. | Difficulties â The Gnarl of Craft is Difficulties. Difficulties Gnarls simply raise the Difficulty of any Action attempted when the Hitch is Triggered by the Hitch Banes for Score Difficulties and Hitch Marks for Pip Difficulties. This will raise the minimum Score required to Draw cards or increase the Pips required to generate a Wound in the current Stakes in addition to any other effects. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Dominion ⚊ ♣ Suit: Clubs ♣ Ordeal Trump: Defence / Trade / Control / Magic (Negative) Description: Clubs represent the power of politics and a stoic, blind materialism. Clubs can be seen as a dark corrupting force on the world, crass materialism, sin, magic and anger, but the club is also symbolic of protection, law and justice. In the Tarot the Clubs are called Staves or Wands, in some traditions they represent Intellectual Air, but in most they are Fire. Tarot Meaning: Power, Fame, Politics, Ability, Money. Ordeal Text: Ordeal Types: Wealth, Politics, Power. Clubs act as Trump for following Actions: Bartering, Controlling, Corrupting, Emotional-intensity, Guarding, Magic, Displaying might, Politics, Self-Defence, Socializing, and Trade Negotiations. Clubs can be used to defend any type of attack. Parry:DisarmAll the cards of the attack are immediately discarded, along with the Parry Card. The remaining cards of the Defender’s Parry can now each be used to cause the Attacker to drop a Descendant (starting with the attacking weapon usually), can also cut armour straps, belts etc, or steal hats. This basically adds RT equal to the card Pips to the Annex that was used to attack. Every 5 Pips also creates a point of GRT for the Character (representing how much time the Character must spend picking up, or readying the weapon again. Court cards additionally may damage the Descendant that was disarmed, as standard for the Stakes. Soak: WardThe matched Attack card, and one other randomly selected Attack card are discarded. | Limit â The Gnarl of Dominion is a Limit. Limits effect how effective a Character can be, restricting their ability to act at a distance, effect multiple targets, or even limit their effectiveness in combat. Broadly each Limit defines the maximum Score, Maximum Pips or Maximum number of cards that the Character or Descendant may generate for a specific purpose. Range Limits are usually based on 52 minus the Banes as a Score, or cards may be limited to only those with Pips lower than 16 minus the Hitch Marks, or they may be Limited to playing at most 4 minus Ruins cards on a Limited Action. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Enigma ♥ Suit: Hearts ♥ Ordeal Trump: Healing (Survival / Magic) / Deception (Hide / Feint) / Magic (Positive) Description: Hearts represent Love, Family and the comforts of home. Hearts are the warmth of a cosy fireplace, and social wealth rather than material. In the Tarot the suit is called Cups, and represents the feminine and elemental Water. Tarot Meaning: Love, Relationships, Affections, Family, Sympathy, Peace. Ordeal Text: Ordeal Types: Nurturing, Farming, Relationships, Medical. Hearts act as Trumps for the following Actions: Blending in, Cooking, Escaping, Healing, Hiding, Hunting, Insulting, Joke-telling, Lying, Magic, Mimicry, Riddling, Spinning a tale, Surgery, and Survival. Any type of Wound can be healed with a Heart. Parry:Locked RespiteAll unmatched Cards from the original attack are Discarded by the Defender, however with each card they Discard they may either use the card to Heal/Stabilise one of their own wounds (or damage to the Parrying Descendant), or they may use the card to slow their attacker with additional RT (Pips) or GRT (Pips/5). Soak: DisengageThe Soak Card acts as a Heal card, and is discarded along with the Attack card. This immediately Heals all Wounds in play that have less Pips, including the remaining Wounds in the Attack, by one Wound Level (discards Distracts). | Shadows â The Gnarl of Enigma is Shadows. A Hitch with an Shadows Gnarl will affect the Target Character with a shadow Umbral effect. Usually this Umbral is specified by one of the Trigger Proficiencies. The Hitch Banes will act as the Umbral Boon for that Facet for each Shadows Gnarl the Hitch has. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Fury ⚊ ♣ Suit: Clubs ♣ Ordeal Trump: Defence / Trade / Control / Magic (Negative) Description: Clubs represent the power of politics and a stoic, blind materialism. Clubs can be seen as a dark corrupting force on the world, crass materialism, sin, magic and anger, but the club is also symbolic of protection, law and justice. In the Tarot the Clubs are called Staves or Wands, in some traditions they represent Intellectual Air, but in most they are Fire. Tarot Meaning: Power, Fame, Politics, Ability, Money. Ordeal Text: Ordeal Types: Wealth, Politics, Power. Clubs act as Trump for following Actions: Bartering, Controlling, Corrupting, Emotional-intensity, Guarding, Magic, Displaying might, Politics, Self-Defence, Socializing, and Trade Negotiations. Clubs can be used to defend any type of attack. Parry:DisarmAll the cards of the attack are immediately discarded, along with the Parry Card. The remaining cards of the Defender’s Parry can now each be used to cause the Attacker to drop a Descendant (starting with the attacking weapon usually), can also cut armour straps, belts etc, or steal hats. This basically adds RT equal to the card Pips to the Annex that was used to attack. Every 5 Pips also creates a point of GRT for the Character (representing how much time the Character must spend picking up, or readying the weapon again. Court cards additionally may damage the Descendant that was disarmed, as standard for the Stakes. Soak: WardThe matched Attack card, and one other randomly selected Attack card are discarded. | Berserk â The Gnarl of Fury is Berserk, when a Hitch with a Berserk Gnarl is Triggered it will automatically activate the most powerful Annex the Character or Descendant has available, which has no RT currently, and attempt to attack or injure a random target in the Location with that Annex, berserk Actions will usually move closer to their target before attacking. Berserk Actions do not generate RT as normal, but instead generate Hitch Ruins RT on the Annex used. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Gossamer ⚊ ♠ Suit: Spades ♠ Ordeal Trump: Attack / Perception / Penetration (Opening / Navigation / Logic) Description: The Spades Suit is the suit of suffering, said to be good for the soul, but miserable for a Monday. Competition, perception, endurance and curiosity are positive aspects associated with the suit, but spades also represent destruction, betrayal, distance, might and death. In the tarot, the Suit is replaced with Swords, which (depending on the tradition) may represent either damaging Fire, or more commonly the cutting intellect of Air. Tarot Meaning: Misfortune, Suffering, Loss, Mourning, Treachery, Betrayal, War, Lawsuit, Conflict. Ordeal Text: Ordeal Types: Confrontation (e.g. Warfare, Lawsuit), Competition (Sports, Quizzes etc), Perception (Spot Hidden). Spades act as Trumps for the Following Action Types: Attacking, Balance, Climbing, Contagion, Desecration, Destruction, Feats of Strength, Lock-picking, Navigation, Perception (Search/Spot), Staying power, and Stoicism. Spades can be used for any type of attack. Parry:Redirect-AttackThe damage from the original attack (less the Parried Card) is redirected by the Defender to the Attacker, their Descendants or their Allies. Soak: Counter-AttackThe matched Attack card is reflected back at the Attacker, or their Descendant, as Narratively appropriate. | Tangling â The Gnarl of Gossamer is Tangling. Tangling replaces the cost of a Gnarl with a cost of a Tangle instead (usually Tangles are the costs of Annexes). Tangles it should be noted create their cost by the interactions with Nimbed and Umbral Proficiencies in the Annex. Hitches do not have Umbral or Nimbed Proficiencies generally, so Ruins Proficiencies from the Hitch (often Trigger Proficiencies) will count as Umbral Proficiencies for the calculations of the Tangle. The Tangle will apply to all actions that the Character may attempt to make. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Heresy ⚊ ♥ Suit: Hearts ♥ Ordeal Trump: Healing (Survival / Magic) / Deception (Hide / Feint) / Magic (Positive) Description: Hearts represent Love, Family and the comforts of home. Hearts are the warmth of a cosy fireplace, and social wealth rather than material. In the Tarot the suit is called Cups, and represents the feminine and elemental Water. Tarot Meaning: Love, Relationships, Affections, Family, Sympathy, Peace. Ordeal Text: Ordeal Types: Nurturing, Farming, Relationships, Medical. Hearts act as Trumps for the following Actions: Blending in, Cooking, Escaping, Healing, Hiding, Hunting, Insulting, Joke-telling, Lying, Magic, Mimicry, Riddling, Spinning a tale, Surgery, and Survival. Any type of Wound can be healed with a Heart. Parry:Locked RespiteAll unmatched Cards from the original attack are Discarded by the Defender, however with each card they Discard they may either use the card to Heal/Stabilise one of their own wounds (or damage to the Parrying Descendant), or they may use the card to slow their attacker with additional RT (Pips) or GRT (Pips/5). Soak: DisengageThe Soak Card acts as a Heal card, and is discarded along with the Attack card. This immediately Heals all Wounds in play that have less Pips, including the remaining Wounds in the Attack, by one Wound Level (discards Distracts). | Distorted â The Gnarl of Heresy is Distorted, a Hitch with a Distorted Gnarl affects all information that a Character or Descendant with the Hitch perceives or attempts to communicate. The Yarn-Teller may alter any message or description the Character or User will receive, or send to another when the Hitch is Triggered, it is suggested that all communications are conducted in text unless the Referee is very comfortable with winging such things, and players agree to ignore overheard messages. Generally the Yarn-Teller may remove one letter from any message or description for each of the Hitch Banes. They may also or instead alter the spelling or pronunciation of one the remaining words for each of the Hitch Marks. Finally, they may add one word for each of the Hitch Ruins. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Inertia ♠ Suit: Spades ♠ Ordeal Trump: Attack / Perception / Penetration (Opening / Navigation / Logic) Description: The Spades Suit is the suit of suffering, said to be good for the soul, but miserable for a Monday. Competition, perception, endurance and curiosity are positive aspects associated with the suit, but spades also represent destruction, betrayal, distance, might and death. In the tarot, the Suit is replaced with Swords, which (depending on the tradition) may represent either damaging Fire, or more commonly the cutting intellect of Air. Tarot Meaning: Misfortune, Suffering, Loss, Mourning, Treachery, Betrayal, War, Lawsuit, Conflict. Ordeal Text: Ordeal Types: Confrontation (e.g. Warfare, Lawsuit), Competition (Sports, Quizzes etc), Perception (Spot Hidden). Spades act as Trumps for the Following Action Types: Attacking, Balance, Climbing, Contagion, Desecration, Destruction, Feats of Strength, Lock-picking, Navigation, Perception (Search/Spot), Staying power, and Stoicism. Spades can be used for any type of attack. Parry:Redirect-AttackThe damage from the original attack (less the Parried Card) is redirected by the Defender to the Attacker, their Descendants or their Allies. Soak: Counter-AttackThe matched Attack card is reflected back at the Attacker, or their Descendant, as Narratively appropriate. | Time â The Gnarl of Inertia is Time, a Hitch with a Time Gnarl steals time from a Character or Descendant, slowing them down, making them forget what they are doing momentarily, or even making them black-out when the Hitch is Triggered. The Time Gnarl immediately affects the Character or Descendant with an RT equal to the Hitch Marks, this affects any Action currently underway which will not Resolve until that RT has been paid off. A second Time Gnarl creates a GRT equal to the Hitch Ruins as a Character or Descendant pauses, jams, forgets and remembers, etc. Three Time Gnarls create Black-Outs with an Extend Duration equal to the Hitch Banes as Banal, Intrepid, or Bold Sway as the Author, Referee and Yarn-Teller agree is appropriate for the setting, genre, etc. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Jeer ♥ Suit: Hearts ♥ Ordeal Trump: Healing (Survival / Magic) / Deception (Hide / Feint) / Magic (Positive) Description: Hearts represent Love, Family and the comforts of home. Hearts are the warmth of a cosy fireplace, and social wealth rather than material. In the Tarot the suit is called Cups, and represents the feminine and elemental Water. Tarot Meaning: Love, Relationships, Affections, Family, Sympathy, Peace. Ordeal Text: Ordeal Types: Nurturing, Farming, Relationships, Medical. Hearts act as Trumps for the following Actions: Blending in, Cooking, Escaping, Healing, Hiding, Hunting, Insulting, Joke-telling, Lying, Magic, Mimicry, Riddling, Spinning a tale, Surgery, and Survival. Any type of Wound can be healed with a Heart. Parry:Locked RespiteAll unmatched Cards from the original attack are Discarded by the Defender, however with each card they Discard they may either use the card to Heal/Stabilise one of their own wounds (or damage to the Parrying Descendant), or they may use the card to slow their attacker with additional RT (Pips) or GRT (Pips/5). Soak: DisengageThe Soak Card acts as a Heal card, and is discarded along with the Attack card. This immediately Heals all Wounds in play that have less Pips, including the remaining Wounds in the Attack, by one Wound Level (discards Distracts). | Feelings â The Gnarl of Jeer is Feelings. When Triggered a Hitch with a Feelings Gnarl creates emotional responses in those observing the Character or Descendant, typically positive emotions target enemies first, negative emotions target allies first. The Feelings Gnarl generates a (usually Positive) Emotional Effect Psych Attack (basing the emotion on the Facet of one of the other Proficiencyâs – often the Root or a Trigger) that has 1 card per Feelings Gnarl, but adds Hitch Marks Pips to the Card. Feelings based Psych attacks are made at the current Stakes.
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Key ⚊ ♠ Suit: Spades ♠ Ordeal Trump: Attack / Perception / Penetration (Opening / Navigation / Logic) Description: The Spades Suit is the suit of suffering, said to be good for the soul, but miserable for a Monday. Competition, perception, endurance and curiosity are positive aspects associated with the suit, but spades also represent destruction, betrayal, distance, might and death. In the tarot, the Suit is replaced with Swords, which (depending on the tradition) may represent either damaging Fire, or more commonly the cutting intellect of Air. Tarot Meaning: Misfortune, Suffering, Loss, Mourning, Treachery, Betrayal, War, Lawsuit, Conflict. Ordeal Text: Ordeal Types: Confrontation (e.g. Warfare, Lawsuit), Competition (Sports, Quizzes etc), Perception (Spot Hidden). Spades act as Trumps for the Following Action Types: Attacking, Balance, Climbing, Contagion, Desecration, Destruction, Feats of Strength, Lock-picking, Navigation, Perception (Search/Spot), Staying power, and Stoicism. Spades can be used for any type of attack. Parry:Redirect-AttackThe damage from the original attack (less the Parried Card) is redirected by the Defender to the Attacker, their Descendants or their Allies. Soak: Counter-AttackThe matched Attack card is reflected back at the Attacker, or their Descendant, as Narratively appropriate. | Exposed â The Gnarl of Key is Exposed, a Hitch with an Exposed Gnarl draws attention to the Character or Descendant, making them more obvious and increasing the Difficulty of not being noticed or seen considerably. The Exposed Gnarl Banes as Banal, Intrepid or Bold Sway (as defined by the Type of the Hitch and setting and genre) define the Size of the Group or Location necessary to hide the Character or Descendant in plain sight. E.g. a Bane 10 Hitch with an Intrepid Gnarl requires a Character to hide in a crowd of at least 10 people, or at least a Room or Truck of Space. In any smaller group or space the Character or Descendant will add the Hitch Banes to the Difficulty of any Hiding or concealment based Test, and add the Hitch Marks to any Pip Difficulty to hide. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Liberty ⚊ ♥ Suit: Hearts ♥ Ordeal Trump: Healing (Survival / Magic) / Deception (Hide / Feint) / Magic (Positive) Description: Hearts represent Love, Family and the comforts of home. Hearts are the warmth of a cosy fireplace, and social wealth rather than material. In the Tarot the suit is called Cups, and represents the feminine and elemental Water. Tarot Meaning: Love, Relationships, Affections, Family, Sympathy, Peace. Ordeal Text: Ordeal Types: Nurturing, Farming, Relationships, Medical. Hearts act as Trumps for the following Actions: Blending in, Cooking, Escaping, Healing, Hiding, Hunting, Insulting, Joke-telling, Lying, Magic, Mimicry, Riddling, Spinning a tale, Surgery, and Survival. Any type of Wound can be healed with a Heart. Parry:Locked RespiteAll unmatched Cards from the original attack are Discarded by the Defender, however with each card they Discard they may either use the card to Heal/Stabilise one of their own wounds (or damage to the Parrying Descendant), or they may use the card to slow their attacker with additional RT (Pips) or GRT (Pips/5). Soak: DisengageThe Soak Card acts as a Heal card, and is discarded along with the Attack card. This immediately Heals all Wounds in play that have less Pips, including the remaining Wounds in the Attack, by one Wound Level (discards Distracts). | Chance â The Gnarl of Liberty is Chance. A Hitch with a Chance Hitch adds a negative Bane Die to the Dice Pool of any Action taken while the Hitch is Triggered, which subtracts from the Combined Roll or creates Failure Levels of its own when Lady Luck decides. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Miasma ♠ Suit: Spades ♠ Ordeal Trump: Attack / Perception / Penetration (Opening / Navigation / Logic) Description: The Spades Suit is the suit of suffering, said to be good for the soul, but miserable for a Monday. Competition, perception, endurance and curiosity are positive aspects associated with the suit, but spades also represent destruction, betrayal, distance, might and death. In the tarot, the Suit is replaced with Swords, which (depending on the tradition) may represent either damaging Fire, or more commonly the cutting intellect of Air. Tarot Meaning: Misfortune, Suffering, Loss, Mourning, Treachery, Betrayal, War, Lawsuit, Conflict. Ordeal Text: Ordeal Types: Confrontation (e.g. Warfare, Lawsuit), Competition (Sports, Quizzes etc), Perception (Spot Hidden). Spades act as Trumps for the Following Action Types: Attacking, Balance, Climbing, Contagion, Desecration, Destruction, Feats of Strength, Lock-picking, Navigation, Perception (Search/Spot), Staying power, and Stoicism. Spades can be used for any type of attack. Parry:Redirect-AttackThe damage from the original attack (less the Parried Card) is redirected by the Defender to the Attacker, their Descendants or their Allies. Soak: Counter-AttackThe matched Attack card is reflected back at the Attacker, or their Descendant, as Narratively appropriate. | Noxious â The Gnarl of Miasma is Noxious. A Hitch with a Noxious Gnarl harms the Descendant or Character when the Hitch Triggers. The normal way this is handled is by treating half the Hitch Banes as the Base Pips of an Unsoakable Toxin Attack. A Bane 10 Noxious Gnarl would create an Unsoakable Toxin Flesh Wound. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Nature ♥ Suit: Hearts ♥ Ordeal Trump: Healing (Survival / Magic) / Deception (Hide / Feint) / Magic (Positive) Description: Hearts represent Love, Family and the comforts of home. Hearts are the warmth of a cosy fireplace, and social wealth rather than material. In the Tarot the suit is called Cups, and represents the feminine and elemental Water. Tarot Meaning: Love, Relationships, Affections, Family, Sympathy, Peace. Ordeal Text: Ordeal Types: Nurturing, Farming, Relationships, Medical. Hearts act as Trumps for the following Actions: Blending in, Cooking, Escaping, Healing, Hiding, Hunting, Insulting, Joke-telling, Lying, Magic, Mimicry, Riddling, Spinning a tale, Surgery, and Survival. Any type of Wound can be healed with a Heart. Parry:Locked RespiteAll unmatched Cards from the original attack are Discarded by the Defender, however with each card they Discard they may either use the card to Heal/Stabilise one of their own wounds (or damage to the Parrying Descendant), or they may use the card to slow their attacker with additional RT (Pips) or GRT (Pips/5). Soak: DisengageThe Soak Card acts as a Heal card, and is discarded along with the Attack card. This immediately Heals all Wounds in play that have less Pips, including the remaining Wounds in the Attack, by one Wound Level (discards Distracts). | Instinct â The Gnarl of Nature is Instinct. When a Hitch with an Instinct Gnarl is Triggered the Hitch will take a predefined Action with a Score equal to the Hitch Banes, or Pips equal to the Hitch Marks. Instinct responses can be to flee (Flight moving away), flinch (prepare defences), flirt (or similar charm offence defence mechanisms or sexual activity), hide/vanish, or fight (attack whatever Triggered the Hitch). This Instinct cannot be broken or ammended once set, exposure to the trigger will always result in the same response, no matter the circumstances until the Hitch is Resolved or this Gnarl is removed. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Orthodox ♦ Suit: Diamonds ♦ Ordeal Trump: Preparation (Research / Work / Patience) / Movement (Sneaking / Sprinting) / Listening Description: Diamonds represent the finer things of life, they are bright and sparkling. Representing the creative even spiritual aspects of materialism such as beauty and art, that transcend base materialism like wealth. Despite this the Diamonds are recognised as being the Coins suit of the Tarot, with a strong tie to Elemental Earth. Tarot Meaning: Travel, Money, Business, Contracts, Deals, Voyages. Ordeal Text: Ordeal Types: Travel (e.g. Chase, Race) / Creativity (e.g. Smithing, Painting). Diamonds act as Trump for the following Action Types: Art, Building, Charming, Crafting, Driving, Emoting, Forgiving, Keeping Your Cool, Listening, Meditation, Motion, Prayer, Preparation, Research, Sprinting and Working in general. Any type of action can be prepared with a Diamond. Parry:Seize the initiativeThe cards of the original attack (less the matched card) are immediately added to the Defenderâs Ordeal Pool. They may then play as many cards as their Descendant/Annex normally plays including the Parry card (1-4) usually into one of their Style Reserve, and then immediately discard any cards over Pool Limit. Soak: ReadyThe matched Attack card is immediately Prepared by the Defender (as they wish). The Soak card is discarded. | Stress â The Gnarl of Orthodox is Stress. Stress is nervous energy that can be positively used, but in excess creates nothing but harm, but Stress is a normal response to any kind of adversity. Hitches that are triggered simply add Stress to the Character or Descendant. The Stress Gnarl will create Hitch Marks Stress for the Character or Descendant each time the Hitch is Triggered. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Phoenix ⚊ ♥ Suit: Hearts ♥ Ordeal Trump: Healing (Survival / Magic) / Deception (Hide / Feint) / Magic (Positive) Description: Hearts represent Love, Family and the comforts of home. Hearts are the warmth of a cosy fireplace, and social wealth rather than material. In the Tarot the suit is called Cups, and represents the feminine and elemental Water. Tarot Meaning: Love, Relationships, Affections, Family, Sympathy, Peace. Ordeal Text: Ordeal Types: Nurturing, Farming, Relationships, Medical. Hearts act as Trumps for the following Actions: Blending in, Cooking, Escaping, Healing, Hiding, Hunting, Insulting, Joke-telling, Lying, Magic, Mimicry, Riddling, Spinning a tale, Surgery, and Survival. Any type of Wound can be healed with a Heart. Parry:Locked RespiteAll unmatched Cards from the original attack are Discarded by the Defender, however with each card they Discard they may either use the card to Heal/Stabilise one of their own wounds (or damage to the Parrying Descendant), or they may use the card to slow their attacker with additional RT (Pips) or GRT (Pips/5). Soak: DisengageThe Soak Card acts as a Heal card, and is discarded along with the Attack card. This immediately Heals all Wounds in play that have less Pips, including the remaining Wounds in the Attack, by one Wound Level (discards Distracts). | Burning â The Gnarl of Phoenix is Burning. A Hitch that has a Burning Gnarl burns away Hitch Marks Boons every time the Hitch Triggers. A Descendant will lose a number of Boons equal to the Hitch Marks from their Annexes in total. Each Annex can lose no more than Hitch Ruins Boons in one go, though. Master Annexes are Targeted by Quirks only when there are no other options left. Characters affected by the Burning Gnarl will similarly loose a number of Boons equal to the Hitch Marks, however a number of these Boons equal to the Hitch Ruins will be lost from the Characterâs Facet Boons and not Annexes. The Facets affected should be chosen by the Hitch Author, Referee, Yarn-Teller or Player as appropriate. Facets that lose Boons are automatically Unlinked from their Anti-Facet. Personality and Size Annexes cannot be Targeted by Quirk Hitches while there are other options remaining. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Quiet ♦ Suit: Diamonds ♦ Ordeal Trump: Preparation (Research / Work / Patience) / Movement (Sneaking / Sprinting) / Listening Description: Diamonds represent the finer things of life, they are bright and sparkling. Representing the creative even spiritual aspects of materialism such as beauty and art, that transcend base materialism like wealth. Despite this the Diamonds are recognised as being the Coins suit of the Tarot, with a strong tie to Elemental Earth. Tarot Meaning: Travel, Money, Business, Contracts, Deals, Voyages. Ordeal Text: Ordeal Types: Travel (e.g. Chase, Race) / Creativity (e.g. Smithing, Painting). Diamonds act as Trump for the following Action Types: Art, Building, Charming, Crafting, Driving, Emoting, Forgiving, Keeping Your Cool, Listening, Meditation, Motion, Prayer, Preparation, Research, Sprinting and Working in general. Any type of action can be prepared with a Diamond. Parry:Seize the initiativeThe cards of the original attack (less the matched card) are immediately added to the Defenderâs Ordeal Pool. They may then play as many cards as their Descendant/Annex normally plays including the Parry card (1-4) usually into one of their Style Reserve, and then immediately discard any cards over Pool Limit. Soak: ReadyThe matched Attack card is immediately Prepared by the Defender (as they wish). The Soak card is discarded. | Suppression â The Gnarl of Quiet is Suppression. A Hitch with a Suppression Gnarl when Triggered immediately restricts and limits the Character or Descendant, negating a number of Success Levels equal to the Hitch Marks on all attempted Actions while Triggered. Suppression Gnarls do not negate all Success Levels, instead only every second Success Level is negated, which often means the Suppression has “negations” left over, these “negations” are converted into Unheard Successes and distributed randomly to nearby Characters. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Rook ♣ Suit: Clubs ♣ Ordeal Trump: Defence / Trade / Control / Magic (Negative) Description: Clubs represent the power of politics and a stoic, blind materialism. Clubs can be seen as a dark corrupting force on the world, crass materialism, sin, magic and anger, but the club is also symbolic of protection, law and justice. In the Tarot the Clubs are called Staves or Wands, in some traditions they represent Intellectual Air, but in most they are Fire. Tarot Meaning: Power, Fame, Politics, Ability, Money. Ordeal Text: Ordeal Types: Wealth, Politics, Power. Clubs act as Trump for following Actions: Bartering, Controlling, Corrupting, Emotional-intensity, Guarding, Magic, Displaying might, Politics, Self-Defence, Socializing, and Trade Negotiations. Clubs can be used to defend any type of attack. Parry:DisarmAll the cards of the attack are immediately discarded, along with the Parry Card. The remaining cards of the Defender’s Parry can now each be used to cause the Attacker to drop a Descendant (starting with the attacking weapon usually), can also cut armour straps, belts etc, or steal hats. This basically adds RT equal to the card Pips to the Annex that was used to attack. Every 5 Pips also creates a point of GRT for the Character (representing how much time the Character must spend picking up, or readying the weapon again. Court cards additionally may damage the Descendant that was disarmed, as standard for the Stakes. Soak: WardThe matched Attack card, and one other randomly selected Attack card are discarded. | Blockage â The Gnarl of Rook is Blockage. A Hitch with a Blockage Gnarl when Triggered blocks a Character or Descendant from accessing Marks Proficiencies. A Character or Descendant is blocked from accessing a number of Proficiencies equal to the Hitch Marks. So a Bane 10 Blockage Gnarl will block 3 Proficiencies. Author, Referee and Player should agree upon the Proficiencies that are blocked by the specific Hitch a Character has, canonically the Author of the Character (often the Player) has final say, but of course the Referee may override this via a Ref Fiat in any gaming scenario. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Sin ⚊ ♣ Suit: Clubs ♣ Ordeal Trump: Defence / Trade / Control / Magic (Negative) Description: Clubs represent the power of politics and a stoic, blind materialism. Clubs can be seen as a dark corrupting force on the world, crass materialism, sin, magic and anger, but the club is also symbolic of protection, law and justice. In the Tarot the Clubs are called Staves or Wands, in some traditions they represent Intellectual Air, but in most they are Fire. Tarot Meaning: Power, Fame, Politics, Ability, Money. Ordeal Text: Ordeal Types: Wealth, Politics, Power. Clubs act as Trump for following Actions: Bartering, Controlling, Corrupting, Emotional-intensity, Guarding, Magic, Displaying might, Politics, Self-Defence, Socializing, and Trade Negotiations. Clubs can be used to defend any type of attack. Parry:DisarmAll the cards of the attack are immediately discarded, along with the Parry Card. The remaining cards of the Defender’s Parry can now each be used to cause the Attacker to drop a Descendant (starting with the attacking weapon usually), can also cut armour straps, belts etc, or steal hats. This basically adds RT equal to the card Pips to the Annex that was used to attack. Every 5 Pips also creates a point of GRT for the Character (representing how much time the Character must spend picking up, or readying the weapon again. Court cards additionally may damage the Descendant that was disarmed, as standard for the Stakes. Soak: WardThe matched Attack card, and one other randomly selected Attack card are discarded. | Harm â The Gnarl of Sin is Harm. A Hitch with a Harm Gnarl injures the Character or Descendant everytime the Hitch is Triggered. The Harm Gnarl allows the Yarn-Teller to Draw and Play Ruins cards as an attack, at the current Stakes, on the Character or Descendant whenever their Hitch is Triggered. These attacks are soaked as normal by the Character or Descendant. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Trial ⚊ ♠ Suit: Spades ♠ Ordeal Trump: Attack / Perception / Penetration (Opening / Navigation / Logic) Description: The Spades Suit is the suit of suffering, said to be good for the soul, but miserable for a Monday. Competition, perception, endurance and curiosity are positive aspects associated with the suit, but spades also represent destruction, betrayal, distance, might and death. In the tarot, the Suit is replaced with Swords, which (depending on the tradition) may represent either damaging Fire, or more commonly the cutting intellect of Air. Tarot Meaning: Misfortune, Suffering, Loss, Mourning, Treachery, Betrayal, War, Lawsuit, Conflict. Ordeal Text: Ordeal Types: Confrontation (e.g. Warfare, Lawsuit), Competition (Sports, Quizzes etc), Perception (Spot Hidden). Spades act as Trumps for the Following Action Types: Attacking, Balance, Climbing, Contagion, Desecration, Destruction, Feats of Strength, Lock-picking, Navigation, Perception (Search/Spot), Staying power, and Stoicism. Spades can be used for any type of attack. Parry:Redirect-AttackThe damage from the original attack (less the Parried Card) is redirected by the Defender to the Attacker, their Descendants or their Allies. Soak: Counter-AttackThe matched Attack card is reflected back at the Attacker, or their Descendant, as Narratively appropriate. | Testing â The Gnarl of Trial is Testing. A Hitch with a Testing Gnarl adds an additional Test with a Score Difficulty calculated from the Hitch Marks (as Banal/Intrepid/Bold as appropriate). The nature of this Test is usually based on the Hitch Facet, although other Facets are possible. For example a Bane 10 Testing Gnarl can create a Difficulty 10 / 16 / 45 (depending if the Facet is Banal / Intrepid /Bold) Test, so making the Character perform a Mundane Activity, such as logging in or getting dressed, before they can proceed, would probably be Diff 10. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Virtue ♦ Suit: Diamonds ♦ Ordeal Trump: Preparation (Research / Work / Patience) / Movement (Sneaking / Sprinting) / Listening Description: Diamonds represent the finer things of life, they are bright and sparkling. Representing the creative even spiritual aspects of materialism such as beauty and art, that transcend base materialism like wealth. Despite this the Diamonds are recognised as being the Coins suit of the Tarot, with a strong tie to Elemental Earth. Tarot Meaning: Travel, Money, Business, Contracts, Deals, Voyages. Ordeal Text: Ordeal Types: Travel (e.g. Chase, Race) / Creativity (e.g. Smithing, Painting). Diamonds act as Trump for the following Action Types: Art, Building, Charming, Crafting, Driving, Emoting, Forgiving, Keeping Your Cool, Listening, Meditation, Motion, Prayer, Preparation, Research, Sprinting and Working in general. Any type of action can be prepared with a Diamond. Parry:Seize the initiativeThe cards of the original attack (less the matched card) are immediately added to the Defenderâs Ordeal Pool. They may then play as many cards as their Descendant/Annex normally plays including the Parry card (1-4) usually into one of their Style Reserve, and then immediately discard any cards over Pool Limit. Soak: ReadyThe matched Attack card is immediately Prepared by the Defender (as they wish). The Soak card is discarded. | Prudence â The Gnarl of Virtue is Prudence. A Hitch with a Prudence Gnarl will force a Character towards Preparing Hitch Marks cards on a specific Action while Triggered, each Action attempted must have exactly Hitch Ruins cards prepared to the specified Action. For example, if a Character or Descendant has a Banes 10 Prudence Gnarl that forces them to Prepare a counter-attack when it is Triggered then if the Hitch is triggered they will have to Prepare 1 card from every Action they take into a counter-attack Action that should reach 3 Cards when they are done. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Wyrd ♣ Suit: Clubs ♣ Ordeal Trump: Defence / Trade / Control / Magic (Negative) Description: Clubs represent the power of politics and a stoic, blind materialism. Clubs can be seen as a dark corrupting force on the world, crass materialism, sin, magic and anger, but the club is also symbolic of protection, law and justice. In the Tarot the Clubs are called Staves or Wands, in some traditions they represent Intellectual Air, but in most they are Fire. Tarot Meaning: Power, Fame, Politics, Ability, Money. Ordeal Text: Ordeal Types: Wealth, Politics, Power. Clubs act as Trump for following Actions: Bartering, Controlling, Corrupting, Emotional-intensity, Guarding, Magic, Displaying might, Politics, Self-Defence, Socializing, and Trade Negotiations. Clubs can be used to defend any type of attack. Parry:DisarmAll the cards of the attack are immediately discarded, along with the Parry Card. The remaining cards of the Defender’s Parry can now each be used to cause the Attacker to drop a Descendant (starting with the attacking weapon usually), can also cut armour straps, belts etc, or steal hats. This basically adds RT equal to the card Pips to the Annex that was used to attack. Every 5 Pips also creates a point of GRT for the Character (representing how much time the Character must spend picking up, or readying the weapon again. Court cards additionally may damage the Descendant that was disarmed, as standard for the Stakes. Soak: WardThe matched Attack card, and one other randomly selected Attack card are discarded. | Ruling â The Gnarl of Wyrd is Ruling. A Hitch with a Ruling Gnarl when Triggered imposes a Rule upon the Character or Descendant. The Rule imposed is usually based on the Hitch Banes (as Sway), but can be Banal, Intrepid or Bold depending upon the Hitch Facet and the setting, era and genre. Rulings can be used to penalise Characters in a variety of ways, adding Obstacles in the Characterâs way, Narrative events (such as Gains, Revelations, Frays, Snags, Sweepings, etc), force Wyrd Tarot Dooms (or entire Yarn-Spreads) upon a Character, or even create new Characters, Descendants, Hitches, Events and Plots, with suitably large Hitches. For example at Banes 10 a Hitch could if Banal add or subtract a Level of Success from a Card, if Intrepid it may add a Character (Chorus) Extra to work against the Character, or grant them a point of GRT, and if Bold the Ruling could allow any opposed Character nearby to play 2 Ordeal Cards from their Pool whenever the Hitch Triggers. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Yonder ♠ Suit: Spades ♠ Ordeal Trump: Attack / Perception / Penetration (Opening / Navigation / Logic) Description: The Spades Suit is the suit of suffering, said to be good for the soul, but miserable for a Monday. Competition, perception, endurance and curiosity are positive aspects associated with the suit, but spades also represent destruction, betrayal, distance, might and death. In the tarot, the Suit is replaced with Swords, which (depending on the tradition) may represent either damaging Fire, or more commonly the cutting intellect of Air. Tarot Meaning: Misfortune, Suffering, Loss, Mourning, Treachery, Betrayal, War, Lawsuit, Conflict. Ordeal Text: Ordeal Types: Confrontation (e.g. Warfare, Lawsuit), Competition (Sports, Quizzes etc), Perception (Spot Hidden). Spades act as Trumps for the Following Action Types: Attacking, Balance, Climbing, Contagion, Desecration, Destruction, Feats of Strength, Lock-picking, Navigation, Perception (Search/Spot), Staying power, and Stoicism. Spades can be used for any type of attack. Parry:Redirect-AttackThe damage from the original attack (less the Parried Card) is redirected by the Defender to the Attacker, their Descendants or their Allies. Soak: Counter-AttackThe matched Attack card is reflected back at the Attacker, or their Descendant, as Narratively appropriate. | Displacement â The Gnarl of Yonder is Displacement. A Hitch with a Displacement Gnarl when Triggered changes how the Character or Descendant is positioned, either physically, emotionally, or metaphorically. Displacement could make a Character teleport across a room, feel alienated from their closest friends, or think the room has shrunk or expanded. A Displacement Gnarl can move a Character as though affected by a Score equal to the Hitch Banes (as though Flying in the current Terrain type although Banal/Intrepid/Bold Sway to Chi conversions apply), this movement can be in any Action Space, including Psychosocial ones, or it can adjust the Characterâs or Descendantâs sense of Space by altering their perceived or actual Size (making things bigger or smaller). For example, a Banes 10 Displacement Gnarl, could Banally move a Character 8 metres across open Terrain (Intrepid would be 16 metres and Bold 45 metres), or allow them to completely cross a Psychosocial Space, but not leave it, or enter another, or the Character could grow to the Size of a Car (making everyone else feel toddler-sized) assuming Banal, or if hallucinatory that size change could easily be Bold, then the Character might imagine they had shrunk to the size of a louse, only a few millimetres tall, or that they were now half the size of the buildings around them. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Zeal ⚊ ♦ Suit: Diamonds ♦ Ordeal Trump: Preparation (Research / Work / Patience) / Movement (Sneaking / Sprinting) / Listening Description: Diamonds represent the finer things of life, they are bright and sparkling. Representing the creative even spiritual aspects of materialism such as beauty and art, that transcend base materialism like wealth. Despite this the Diamonds are recognised as being the Coins suit of the Tarot, with a strong tie to Elemental Earth. Tarot Meaning: Travel, Money, Business, Contracts, Deals, Voyages. Ordeal Text: Ordeal Types: Travel (e.g. Chase, Race) / Creativity (e.g. Smithing, Painting). Diamonds act as Trump for the following Action Types: Art, Building, Charming, Crafting, Driving, Emoting, Forgiving, Keeping Your Cool, Listening, Meditation, Motion, Prayer, Preparation, Research, Sprinting and Working in general. Any type of action can be prepared with a Diamond. Parry:Seize the initiativeThe cards of the original attack (less the matched card) are immediately added to the Defenderâs Ordeal Pool. They may then play as many cards as their Descendant/Annex normally plays including the Parry card (1-4) usually into one of their Style Reserve, and then immediately discard any cards over Pool Limit. Soak: ReadyThe matched Attack card is immediately Prepared by the Defender (as they wish). The Soak card is discarded. | Intensity â The Gnarl of Zeal is Intensity. A Hitch with an Intensity Gnarl makes others react more powerfully than usual to the Character or Descendant with the Hitch. When Triggered the Gnarl adds Ruins Nimbed Proficiencies (usually determined by the Author, Yarn-Teller and Referee based on the Trigger Proficiencies) to the Actions of Marks Annexes that opposes the Character or Descendant with the Intensity Gnarl. Each Nimbed Proficiency will behave as though it was created by a Nimbed Facet with a Boon equal to the Hitch Banes. So an Intensity Gnarl in a 10 Banes Hitch will add 1 Nimbed Proficiency (for example Speed) to any 3 Annexes currently working against the Character or Descendant with the Hitch. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Facet | Gnarl |
Hitch Tier
Which leads us to the issue of the Hitch Tier. You might notice that the different Hitches behave differently depending upon if they are a Quirk, Flaw or Woe. Each Tier behaves differently because they are very different in intended effect.
Characters are expected to have a selection of Quirks, that define minor aspects of the Character. Additionally, they should have at least a couple of Flaws, with perhaps as many as a handful, and at least one serious Flaw. Only the most powerful of Characters actually have Woes. Woes are generally reserved for Goblins, Demons, and Demon-Lords, as well as a few others plagued by the Increated. Although it is said that a few FĂŠry Nobility and Fantasy Heroes can possess pure Woes that give them Yarn, and not Twists, most do not. Instead they must carefully manage their Flaws, keeping them below their Facet Boons, to avoid Increated attention.
Tier | Description | Gnarls |
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Quirk | The smallest tier of Hitches, are called Quirks and are intended for subtle characterization, and annoying nuisances. Quirks may have a Boon no greater than Half the Characterâs Facet Boon | 1 |
Flaw | The middle tier of Hitches, are called Flaws and are intended to be profoundly afflicting for the Characters that have them, representing things the Character should want to change about themselves, their imperfections, biases and phobias amongst other things. Flaws may be no bigger than the Characterâs Facet Boon. | 2 |
Woe | The greatest tier of Hitches are the devastating Woes. Woes have Banes higher than the Characterâs own Facet Boons, seemingly creating additional suffering from nothing. It is perhaps because of this that Woes usually attract the Increated. The Increated, who lurk forever just beyond the imagination, once they spot a Woe Trigger a few times will swoop in to swap all the Sway generated by a Woe being triggered with Twists. These Twisted Woes allow Characters to generate Twists and store them on their Hitches, creating Twisted Facets, but can disable a character when triggered. Woes can be at most Boon 40 for most Characters and Twisted Woes can never be larger than Boon 82. | 3 |
Resolved (Persona) | The Hitch is Resolved and instead the Character may claim an additional Persona. This additional Persona will grant the Character a new way of gaining Chi and may add new Goals. | 0 |
Resolved (Core) | The Hitch is Resolved and instead the Character may claim an additional Core. The additional Core will grant the Character the Chi gain or other associated enhancement. | 0 |
Resolved (Edge) | The Hitch is Resolved and instead the Character may claim an additional Resolved Hitch Edge. This is the most common result of a resolved Hitch. Resolved Hitch Edges add slight benefits to a Character that are impossible to get any other way. | 0 |
Resolved (Monster) | The Hitch is Resolved and instead the Character becomes of Monster of the Hitch Facet. Resolved Monsters are intended for NPC Arcs, but PC Monstrous Arcs are allowed. | 0 |
Tier | Description | Gnarls |
You can see how the impact of the Tiers affects the Hitch directly. A Hitch must have as many Proficiencies as the Marks of the Hitch. Which usually means the additional Proficiencies can act as additional Triggers and Gnarls (although there is a limit on Gnarls). Some small Quirks will not have enough Proficiencies to have a separate Hitch Type, Trigger and Gnarl, and so a single Proficiency may end up doing double or even triple duty.
Lets consider a simple Hitch that a Character may have. Such as the easy to understand “Scars” Hitches. Scars are the normal hitches a Character takes after they have recovered from an injury. A small Scar for example can look like this:
Quirk: “Small Scar” Ă 3[1/0.5] (N) [Scars]{Trigger} Gnarl: Instinct Flinch
While this Small Scar Quirk is possible in the system, it is self-referential, and is based on the Proficiency of the real “Small Scar” Hitch. Which is created by combining more simple Proficiency Threads together, in much the same way, they could be combined to create an Annex instead of a Hitch.
A more interesting Small Scars Quirk then requires 2 different Proficiencies (“Scars” and “Small” at the minimum, although note here, that one Proficiency must do at least double duty as Type, Trigger or Gnarl) and therefore must have minimum Banes of 5 for the Quirk, although a Character with an Awe of 20 could have a Quirk of Bane 10, this is not going to be very common. Most Quirks will be of the order of 5 to 9, a very few may get as high as 12.
Quirk: “Small Scar” Ă 5 [2/1] “A small scar of that exact type that one rarely remembers exactly how one got it.” [Scars]{Trigger} “Scar” (N), “Small” (D) Gnarl: Limit (47/14/3)
When we move beyond Quirks into the more powerful Flaws, and then Woes, the numbers of Proficiencies available is usually no longer any sort of limiting factor to the Hitch. You may have each Proficiency doing a separate job, which could look like this.
Flaw: “Small Mysterious Scar” Ă 13 [4/1] “A small scar of that exact type that one rarely remembers exactly how one got it.” [Scars] “Scar” (N), {Trigger} “Mysterious” (E), “Small” (D) Gnarl: Limit (39/10/2), “Mystery” (E) Gnarl: Shadows (Mysterious Umbral demands secrecy or Questions Failure Level)
As Hitches grow bigger with time, Players may have opportunity to change and refine their Hitches often, sometimes keeping Gnarls and Triggers the same, other times having their Hitches evolve and change. This is entirely normal and should be mostly the Playerâs decision, although the current Yarn-Teller (or the Yarn-Teller running this Characterâs Arc) and Referee should be consulted, the Player is always considered the Author of their Character.
Banes, Marks and Ruins
Hitches have an equivalent to Boons, but being negative in nature we give them a different name, Banes, and we generally note the Banes with a number. With any Boon we can note the Score and the Draw, and Banes are no different.
- Hitch Banes â Usually a number between 1 and 50, although rarely will they get bigger than 30.
- Hitch Marks â The equivalent of Scores and usually affect Pip Difficulties.
- Hitch Ruins â The equivalent of a Boons Draw and can negate discard and draw cards.
Adding Hitches
Hitches are sometimes added to Characters and Descendants during play, most often by being Wounded by a Mortal or worse Wound. Occasionally Players or Referees will wish to add a Hitch to a Character for Narrative reasons (for example if a close friend, or family member dies then you may want a Lament).
When adding a new Hitch like this the Player, Yarn-Teller and Referee should agree the Bane of the Hitch (rather than using the Characterâs Miasma Score, which determines how big Hitches created by Wounds are usually). Players should clear new Hitches with their Referee and the current Yarn-Teller (or the specific Yarn-Teller running that Characterâs Arc if appropriate), as Hitches have a direct impact on the Characterâs power level, adding to their Personality Annex, and the maximum Scale the Character can access. Additionally care should be take when adding Hitches as you can force Characters to change Experience Tier or Character Type .
Triggering Hitches
When a Hitch is triggered (you see a spider when Arachnophobic, or another Character sees your Scars), it has its effect based on the Gnarls and Tier. This is always a negative effect, Stressing a Character out, making Actions more Difficult or Limited as appropriate, so you might think there is a good reason to make triggers as unlikely as possible (by making it not Arachnophobia say, but instead a fear of Babies called Smelvetta), all the advantages of having a Phobia without the drawback of the Yarn-Teller accidentally triggering it. Yarn-Tellers hate that sort of thing, and are likely to create a Plot where the Character has to enter an orphanage where all the children inside are called Smelvetta, just to trigger the Hitch over and over again.
So to balance this negative effect from triggering a Hitch you gain something to compensate, this Gain usually depends upon the Character Type and the Hitch Tier, but is usually Chi or Twists. Quirks usually grant Chi although they can grant Yin or Yang if they are very small. Flaws grant Chi (or occasionally Yarn) and Woes almost always grant Twists, but can grant Yarn occasionally, if the Character and setting align.
Hitch Limits
The number of Hitches that a Character may have is limited by both the type of Character that is being built (or is creating the Descendant â as a Descendant shares Facets and Hitch limits with its creator or current owner depending upon the Incarna of the Descendant) and their experience Tier.
Type | Description | Rules | Min-Hitches | Max-Hitches | Woe Gain | Hitch Gain | Gain | Max Stored Chi | Sway Gain |
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Extra (Vex) | Vexes are simplistic and weak animals and characters, they are static, unchanging stereotypes and one-dimensional characters, they are intended for small animals and unimportant none-speaking roles. They generally have little effect on the outcome of a story. | Vexes are made from a single Skill Annex, usually named for the Extra or “Living” or “Doing Stuff” that the Vex uses for all actions. Vexes have no Hexagram, no Personality Annex and may only gain Chi from Geometry or by triggering Hitches. Vexes cannot spend Chi except on their own actions. Vexes are not really limited in Hitches at all, you can add them for flavour. Vexes can have a Scale of -3 to +20 as it is not restricted by Hitches, but by the Plot. | 0 | 24 | 1 Twist/Yarn when triggered | 1 Chi when triggered | Normally 1 Chi for Persona / Core / I-Ching / Geometry gains | Master Annex Highest possible rolled Score | 1 Yin/Yang |
Extra (Chorus) | Chorus are simple NPCs (Secondary or Tertiary Characters) that may have a larger part in a Story. They are usually at best two-dimensional characters, and are seldom named roles beyond “Towns-person #3” or “Second Guard”. | Chorus are usually made from a single Talent Annex, although they may also have Skills as a Talent Descendant. Chorus have no Hexagram, no Personality Annex and may only gain Chi from Geometry or by triggering Hitches. Chorus cannot spend Chi except on their own actions. Chorus are not really limited in Hitches at all, you can add them for flavour. Chorus can have a Scale of -3 to +20 as it is not restricted by Hitches, but by the Plot. | 0 | 24 | 1 Twist/Yarn when triggered | 1 Chi when triggered | Normally 1 Chi / Sway for Persona / Core / I-Ching / Geometry gains | Master Annex Highest possible rolled Score | 1 Yin/Yang |
Extra (Cast) | Cast are fairly simple NPCs, usually a Secondary Character, that usually have a recurring role, or are important to an individual Story. They are often also used as Alternates for bigger Characters. Cast can be two-dimensional if they are reused too often, although the addition of Personas, Cores and I-Ching can add depth. | Cast are created from a Power Annex, but may have additional Skills and Talents (usually one per Hitch to a Max of the Power Score (Boon Reduced)). Cast can have a Scale of -3 to +20 based on the Plots involved. Cast may have a Persona and Core Proficiencies rather than a true Personality Annex. They often have at least 3 Hitches (although not compulsory). They usually have I-Ching Hexagrams. | 0 | 24 | 1 Twist when triggered | 1 Chi when triggered | Normally 1 Chi / Sway for Persona / Core / I-Ching / Geometry gains | Master Annex Highest possible rolled Score | 1 Yin/Yang |
Extra (Force-of-Nature) | The most powerful of the Extras, these are important villains, major recurring tertiary roles and even storms, floods and actual Forces of Nature. Like all Extras they can be somewhat lacking in depth, although the addition of Personas, I-Ching, etc can go a long way toward adding a third dimension. | F.O.Ns are made from Super-Annexes, and can have lots of Skills, Talents and Powers, one per Hitch, to a maximum number of the Super-Annex Score (Boon Reduced). They may have a Scale of -3 to +20 based on the Plots involved. They can be more powerful than PCs (certainly starting PCs) so use responsibly. They may have Geometries, Personas, Cores, Resolved Hitches, Monster Facets and I-Ching, or not as required. | 0 | 24 | 1 Twist/Yarn when triggered | 1 Chi when triggered | Normally 1 Chi / Sway for Persona / Core / I-Ching / Geometry gains | Master Annex Highest possible rolled Score | 1 Yin/Yang |
Lite Character | Lite Characters are a simplified Character that may be used as NPCs or PCs in a simplified game. They are good for recording Alternates in more Detailed Characters. | Lite Characters essentially multiply Proficiencies rather than building actual Annexes. This makes them quick to build and easy to play. Lite Characters can also use Extras as Alts. Lite Characters can have I-Chings, Personas, Cores and Hitches. | 0 | 24 | Ruins in Twists/Yarn when triggered | Ruins in Chi when triggered | Normally 1 Chi for Persona / Core / I-Ching / Geometry gains | Master Annex Highest possible rolled Score | 1 Yin/Yang |
Archetype Character | Archetypes are Characters that the Ref uses for really important NPCs, they are real Characters, but are less detailed than standard Characters. Archetypes can also represent a good early example Character for a Player and are easily use to create Alts for more Detailed Characters. | Archetypes simplify Full Characters with card Archetypes, and limited number of Facets (often 1-6 Stats of Boon 8-18) for ease of creation and use (Facets are often gathered together into a Stat that share their Boon – some Games even specify the Stats). It is not unusual to begin play using Archetype Characters. They usually migrate to Full Characters if they are reused. | 0 | 24 | Ruins in Twists/Yarn when triggered | Ruins in Chi when triggered | Normally 1 Chi / Sway for Persona / Core / I-Ching / Geometry gains | Master Annex Highest possible rolled Score | 1 Yin/Yang |
Grunt | Grunts are detailed T13 Characters who are limited in power. Most Characters will be Grunts in most Stories. Grunts make excellent Characters, and can easily become Hero Characters by gaining additional Hitches through a number of Episodes / Stories. | Grunts are detailed Characters (usually restricted to only 1 or 2 Alternatives). They have Hexagrams, Personality Annexes, and everything else that a detailed Character may have, but can only spend Sway to increase, or decrease their current actions, Boons, or to purchase Proficiencies. They may spend Chi on Descendants or altering their Facet Boons. Grunts are restricted in Scale and Hitches to between 1 and 4. | 1 | 4 | Ruins Twists/Yarn when triggered | Ruins in Chi when triggered | Personality Draw Chi for Persona / Core / I-Ching / Geometry gains | Personality Boon | 1 Yin/Yang |
Goblin | Goblins are Grunts who have at least one Woe Hitch. This makes them Twisted and more powerful than a standard Grunt. Goblins are good for low-level bad-guys, especially somewhat inhuman ones. Twists grant them additional, but limited edges on Grunts. | Goblins are Grunts with Twists. They are limited in numbers of Twists by their Hitches, which they may have between 2 and 5 | 2 | 5 | Ruins Twists when triggered | Ruins in Chi when triggered | Personality Annex Draw Chi for Persona / Core / I-Ching / Geometry gains. | Personality Annex Boon | 1 Yin/Yang |
Hero | The generic term for Faery-Commoners, Changelings, Eelafin, Mercari, Wyrdchilde, Human-reincarnated BulmÀs, and Paradox Warriors. Usually played with a Full character, they may have multiple Alternates from Past-Lives, Quantum realities, Soul-Stealing/Eating, possessions or mental instability as required. | Hero level characters can spend Chi to do things like reloading the game, playing Wyrd Tarot Cards, as well as purchasing Annexes, Alternates, Proficiencies and Descendants. | 3 | 8 | Ruins in Twists/Yarn when triggered | Marks in Chi when triggered | Personality Annex Score for Persona/Core/I-Ching gains | Personality Annex Value | Personality Annex Draw Yin/Yang |
Demon | Demons are created when a Hero has at least one Woe. They can also be called Hobgoblins (Goblins that gain additional Hitches usually, but occasionally Faery-Goblins will also be called Hobs). They may also be created by Increated making a Twisted Pact with a mortal (as this always creates a Woe Hitch). Demons are powerful, able to manipulate the Tapestry around them to their advantage. | Demons can expend Chi and Twists. They often have multiple Alternates (with perhaps only one Alternate having a Woe). Some Demons (usually Hobgoblins) can steal souls adding them as Alternates. | 4 | 8 | Ruins in Twists when triggered | Marks in Chi / 1 Twist when triggered | Personality Annex Score for Persona/Core/I-Ching gains | Personality Annex Value | Personality Annex Draw Yin/Yang |
Yarn-Teller | Yarn-Teller is the term we use for Characters that can manipulate reality to create Narratives of their own devising. Faery-Nobles, Demi-Gods, Arch-Mages, Superheroes, Grand-Mercari, Solos, Brass etc… | Yarn-Tellers are able to Doom-Weave with Yarn cards. Side-step between realities, create metaphor bubble realities and manipulate Space-Time directly. | 6 | 13 | Marks in Twists/Yarn when triggered | Banes in Chi when triggered | Personality Boon Chi for Persona/Core/I-Ching gains | Personality Super-Value | Personality Annex Score Yin/Yang |
Demon-Lord | When a Demon gains enough power (or adds additional Souls enough to “evolve”) or a Yarn-Teller has a Woe Hitch, they may become a Yarn-Telling Greater Demon, a Demon-lord. Demon-lords are the most versatile Characters in the system, you can use them to model everything from Tyrants to Deranged Super-Villains. Hobgoblins that gain enough power to be considered Demon-lords usually go by the Title of Orc, Ogre or Ettin instead. They are generally considered more brutish, and less sophisticated than Demon-lords. | Demon-lords can Yarn-Tell and use Twists too. The most powerful Demon-lords are almost Plots in their own right, creating Stories and Arcs by their whim. | 7 | 14 | Marks in Twists when triggered | Banes in Chi when triggered | Personality Annex Boon Chi for Persona/Core/I-Ching gains | Personality Annex Super-Value | Personality Annex Score Yin/Yang |
BulmĂ€s | The BulmĂ€s are either shape-shifting embodied spirits of nature, or Nullite-enhanced, organic, Terra-forming engines, and are Soul-eaters, soul-farmers, or soul-protectors, depending upon who you ask, and which path you are talking about. They are responsible for many stories of lizard-people, werewolves, centaurs, the Minotaur and other beast-men. BulmĂ€s may add other souls to their own by eating, or for the most powerful just meeting, people. | BulmĂ€s use their Wyrd Tarot hand to shape-shift and walk the Lea to travel between Locations. They can refer to it as a Lea Hand as it represents the local Lea paths, rather than the Local Tapestry. A BulmĂ€s is usually limited by the number of souls they carry. BulmĂ€s can only Lea Walk once they have two Souls, and are limited to the paths that reflect their lifestyle (Herd (Grunts and Heroes) / Hunter (Mostly Heroes) / Broccen (Territorial Heroes and Yarn-Tellers) / Vermis (the Solo Lord Vermis is all Vermis, although some Alternates are less well integrated than others) / Labyrinthine (Yarn-Tellers that guard the Labyrinth and save lost souls) / All-walker (Yarn-Tellers who act as Lea Guardians and can duplicate souls) / Hell-Walker [also Hell-goats, Hell-bats, Hell-cats, Hell-hounds, Hell-boars, Hell-wyrms and Ettins] (BulmĂ€s with a Woe Hitch, highly prized by the Increated, they hunt souls for their masters, or duplicate them for them)). Lea cards are played and remain in place on a character like Wyrd Tarot Court cards, where they add their Pips to all Scores the BulmĂ€s generates that reflects this animal form. Lea cards do allow some BulmĂ€s to manipulate the Tapestry (as Wyrd Tarot or Yarn Cards). | 1 | 13 | Varies from 1 Twist for Hell-goats, to Ruins Twists for Hell-hounds, to Marks Twists for Hell-wyrms, Ettins and Hell-Walkers. Some Bulmäaut;s such as Vermis can gain Marks Yarn instead of Twists. | Varies as Grunt, Hero or Yarn-Teller by number of Souls carried and path. | Personality Annex Boon Chi for Persona/Core/I-Ching gains | Personality Annex Super-Value | Personality Annex Score Yin/Yang |
Kaiju | Kaiju are how we describe enormous Characters, be they whales, self-aware vehicles, ogres, dinosaurs, dragons, giant-robots, radioactive-dinosaurs, mech-suits, clanks, battle-toons, demon-princes, living-gods, or eldritch cosmic-horrors. | Any Character with a Size Annex is technically a Kaiju. They may be able to Yarn-Tell, Twist or Doom-Weave, depending on what sort of Character has been given a Size Annex. Size Annexes do not have Proficiencies to create Value, but are based instead on the size required. Kaiju may use their Size Annex to any reasonable effect (pound attacks, resisting most weapons, soaking damage, stepping huge distances, etc). | 1 | 24 | Marks in Twists/Yarn when triggered | Banes in Chi when triggered | Size Annex Boon Chi for Persona/Core/I-Ching gains | Personality Super-Value | Size Annex Score Yin/Yang |
Neechies | Neechies are the sensation of motion out of the corner of the eye. They are the least of the Increated, stirring the edges of human vision in the hopes that the Character will believe them to be something, making the Neechie a true Increated. In T13, if you think you just saw something out of the corner of your eye, then be very careful what you think it might be, you may have just summoned an Increated and gifted it a Nightmare Form. | Neechies are non-existent Characters, that have no Character sheet, but can suddenly “exist” if they are believed in by another Character. Neechies are nameless, and seek to be given any identity. To this end they can store Success and Failure Levels and transfer them to those who believe. | 0 | 0 | Cannot have Hitches | Cannot have Hitches | 1 Chi for Persona/Core/I-Ching gains where possible. +5 Chi, +1 Twist and +1 Transferable Success or Failure Level when believed-in or imagined into existence. | 13 Chi | 1 Yin/Yang |
Increated | Increated are the beings that were left out of the Creation of T13 by the Prime Anomaly, instead these beings were conjured into existence by human imagination and interactions between semi-deleted code chunks in the Nullite systems the Anomaly was made from. They are Neechies with Hitches, who banded together for co-operation initially, but later factionated. Increated usually dwell in both a “real-world” like T13 and the realm of Shades, which was created and populated by Garner accidentally during the Paradox War. Shades is a sub-real space that only exists because of the force of will of Garner, the horrific Dominion of Blakk, and the power of the souls being forced to believe it into existence so they can survive there. These souls are recruited, stolen, and traded by the most powerful Increated (those with the shortest Names) from various universes by various means, Mot for example created the Kirk of Death in the T13 Universe to allow him to collect the souls of the dead. If an Increated is named incorrectly by a powerful Character it may cause the Increatedâs name to change (becoming shorter and adding Hitches usually). | Increated are only capable of having a Facet Value in a Facet they have a Hitch in, and will always have a Facet Boon one lower than their Hitch. Otherwise they can be treated as any of the Goblin â Demon-lord types, depending on the number of Hitches. Increated can also have a Size Annex, in which case see Kaiju. Increated Names are 25 syllables long, less one for each Hitch (or Resolved Hitch) they have, to a minimum of 1 Syllable. Increated can convert Tao Sway directly into Twists on a 1 for 1 basis, and so usually steal the Yarn created by Woes and replace it with a similar number of Twists for any Character with a Woe. | 1 | 24 | Banes Twists | Banes Twists | Personality Annex Score Twists for Persona/Core/I-Ching gains. | Personality Annex Super-Value | 1 Yin/Yang |
Type | Description | Rules | Min-Hitches | Max-Hitches | Woe Gain | Hitch Gain | Gain | Max Stored Chi | Sway Gain |
The Experience Tier of the Character is also important to the number of Hitches.
Type | Description | Rules | Min Hitches | Max Hitches |
---|---|---|---|---|
Fresh | A new Character that has little or no experience of the real world, they may have some education, street smarts, battle experience, or professional training, but never all four. | Fresh Characters generally begin with the minimum number of Hitches for their Type, but may add up to 2 additional Hitches. Fresh Characters often start with a negative Scale and usually begin play as Young-Adults or Kids. | Normal for Type | Up to +2 over Minimum |
Experienced | Any Character that has survived a few Stories, or Chapters, is usually considered an Experienced Character. Some Narratives may require a Character to remain Fresh for longer than this, but if they have received new Hitches, then they are probably experienced. | Experienced Characters generally have at least one more Hitch than their minimum, and usually have at least 3 more than the minimum. They are generally around Half full of Hitches and at least one is usually Resolved. | Minimum for Type +1 | Up to Half of Max for the Type |
Veteran | Veteran Characters have survived through at least one Volume Plot, and have Resolved at least two of their early Hitches. | Veteran Characters generally are within 3 of their Maximum Number of Hitches for their type and always have at least Half their Hitches either filled or Resolved. | Half of Max for Type | Max for Type -1 |
Maxed | A Maxed Character has generally experienced enough of the world that nothing surprises them anymore. Maxed Characters have typically survived several Volumes and completed at least one Character Arc. | Maxed Characters simply have their Maximum number of Hitches possible for that type (and a Scale to match). Usually a Maxed Character will have at least Half of their Hitches Resolved. | Max-Hitches for Type. Half of them Resolved | Max-Hitches for Type |
Type | Description | Rules | Min Hitches | Max Hitches |
So for example when building a Fresh Demon they could have between 4 and 6 Hitches, but a Veteran Paradox Warrior (Hero) would have between 5 and 7 Hitches. Theoretically both Characters are on a par, although the Twists of the Demonâs Woes will give the Demon a significant advantage in many ways.
Revolving and Resolving Hitches
Over time Hitches sometimes become stale, perhaps they havenât been triggered in a long time, or something happens that means the Hitch no longer makes narrative or logical sense. A simple, common example might be that if you have a “Persecuted by Sheriff Jones” Ă 15, but Sheriff Jones just retired, then it might be time to resolve or revolve that Hitch.
Revolving the Hitch simply means that we change the details of the Hitch. Normally revolving a Hitch will cause its Bane to increase by one, but you can also pay Chi to reduce the Bane at this time if you want. So in the example of “Persecuted by Sheriff Jones” could become “Persecuted by the Sheriff” Ă 16. Now, whoever the new Sheriff is, you know they will persecute you also, and moving towns or even county wonât help here either.
Then again sometimes you might actually resolve a Hitch instead of just revolving it. Perhaps you saved Sheriff Jonesâ life, it wouldnât then make sense for him to carry on with the Persecution. Or perhaps you go see a Psychiatrist or Psychologist to get treatment for your Arachnophobia, Post Traumatic Stress Disorder, or Mental Scars.
Usually resolution comes from a Story (often a subplot of the Character Arc), it is always an option when one of the sides embodies as a Hitch Facet. So if an Arachnophobe Character defeats a Terror monster (who no doubt used a spidery form or controlled swarms of spiders to tap that Arachnophobia) then it makes sense to have them no longer afraid of normal spiders.
Resolved Hitches can change as follows. Quirk and Flaw Hitches are effectively lost, replaced instead with one of the types of Resolved Hitches. Which no longer adds the Hitch Value to the Characterâs Personality Annex it instead adds the full Facet Value as follows:
- A new Persona from the same Facet, so an Awe Emotional Hitch could become an additional Idol Persona in their Personality Annex. This is a Resolved Hitch Persona.
- A new Core from the same Facet, so that Phobia could become an Enhancer Core. This is a Resolved Hitch Core.
- A Resolved Hitch Edge from that Facet, the Phobia becomes Valour, granting extra Success Levels for bravery. This is a Resolved Hitch Edge and is usually the preferred resolution.
- or finally, and this is usually reserved for bad guys and NPCs, but occasionally a Hero might also folllow this path, the Character gains a Monster Facet and Monster Pool, in this case the Phobia would make them into a Terror. This is a Resolved Hitch Monster.
Resolved Woes are slightly different, they still resolve into the above types, but only up to the Facet Boon, this leaves Boons that we havenât dealt with which the Referee may decide what to do with. The options are:
- Discard the remaining Hitch Banesâ This leaves the Character diminished, and should be treated as a punishment of sorts. E.g. The Character with a Harrowed Woe “Persecuted by Sheriff Jones” secretly kills the Sheriff, they resolve the Dominion Woe, and might add a Leader Persona. However, the Ref decides to discard the remaining Boons, reducing the Characterâs Personality Annex. They are made lesser for the killing.
- Add the remaining Hitch Banes to the Facet, increasing it to the level of the former Woe, this will however also reduce the Anti-Facet by the same number of Boons (if Joined). This alters a Character permanently and can diminish or harm the concept, so use this wisely. E.g. The Characterâs Dominion would be pushed up to the Boon of the “Persecuted” Woe, and they would also lose Yonder. This can imply that with the Sheriff gone, the Character assumes some leadership role in the community, perhaps over some criminal gang. Facets can only rise to a maximum of Boon 25 plus the current Scale, beyond this the Boons must be either Discarded or moved to a new Hitch.
- Add a new Hitch, with Banes equal to the difference in Facet Boons and Woe Banes. Usually this “Shadow” Hitch is related, but tangential to the original Woe. So, maybe the Character “Persecuted by Sheriff Jones” Ă 28 tried to help the Sheriff against the Villain. When it was revealed to be one of Jonesâ Deputies, the Sheriff realised they had been wrong all this time, and apologised, before shooting the Deputy and dying. The original Woe is resolved, but the Characterâs Dominion is only 18, this adds a new Hitch such as “Lament for Sheriff Jones”, “Wanted for a crime they did not commit” or “Found Not Guilty” equal to the difference in Boons and Banes (in this case 10), and depending which way the townsfolk take the scene when they find it, and if there were any witnesses.