In T13 you can test things by comparing Values. This can be done directly with the largest Value automatically winning. Generally this is done by using the opposed Facet. So a Miasma Value is used to create a Value that a Phoenix healing Value would compare to. None direct comparisons are also possible, although usually a Yang Facet will oppose a Yin Facet. And Values can be added from multiple sources. For example, if two characters use their Zeal of 13 {Value 66} to push a car (with an Inertia of 18 {111}) then adding their Values gives 66+66=132 Value, so they succeed in pushing the car.
Values can also be calculated from Difficulties. Normally by taking the Difficulty selected and looking up the Value as though it were a Score. So a Difficulty of 13 would require a Value of 1087 to beat (or 17 Boon 13 people working together). Value Tests are not generally considered the best Tests to use against a Difficulty however, as rolls are much more interesting in a game context, where Dice Pool, Single Roll and Card Draw Tests are generally preferred. However, Yarn-tellers and Referees can just complicate a Value Test if they prefer.
Complicating Value Tests
When the comparison is not a pair of opposed Facets the Referee may impose additional complications to the Test in the form of Failure Levels. For example, when pushing a Car Characters might want to use their Gossamer rather than their Zeal, since Gossamer is a Spades Facet, and Zeal is a Diamonds Facet the Test will add a Failure Level (Perhaps a Fumble, making one of the Characters drop something on the road as they push). Failure Levels should be added if the Facet is a different coloured Suit (Red or Black). Another Failure Level is added if you oppose a Yin Facet with another Yin Facet or a Yang Facet with another Yang Facet. See the Rules Page on Success and Failure Levels for more details.
Maybe that is a bit too certain for you and your gamers. Maybe you think that one guy pushing a car should be possible, but don’t want to reduce the Inertia of the car… Or perhaps you just want a chance to fail when Values should guarantee success.
If you want a more random Value comparison you can use a percentage chance. Decide who is being Tested (usually the one with the smaller Value) and then divide their Value by the combined Value of both sides and multiply by 100 to create a percentage. The above car pushing example gives one person a 66/66+111 = 37% chance of moving the car. For two people pushing as above, we instead Test if the car can resist them (111/243) = 46% chance that the car will successfully resist.
You can then roll a d100 and see if you can get lower than the % calculated.
Further Complicating Value Tests
The problem with the Value Test is that it usually supplies either a pass or a fail. It has limited ways of gaining Success and Failure Levels.
I don’t know about you, but for me that just isn’t good enough for a truly fun experience. So here are some options to confuse and excite the results.
- Doubles are special. If you roll a d100 and the units and the tens match the digit, then that can indicate an extra Success Level or Failure Level, depending on if it would be a pass or fail.
- Multiples. If you roll a multiple of the required number on the Value Test then you gain extra Failure Levels, if you roll less than half, third or a quarter you Gain Success Levels. e.g. If the Test is set at 34% if you roll 68 that’s an additional Failure Level, if you roll 17 that’s an extra Success Level.
- Numerology: If the digits are added together and then collapsed in the Germatria method of Geometries that can create an additional number from 1-13. e.g. rolling 24 gives us a 6. If this number matches the Character’s Geometry then they gain an additional Success Level regardless of pass or failure.
To see more about Success and Failure Levels read the Rules on Success Levels.