In T13 when we are dealing with complex large Tests, such as action sequences we break the Test down into smaller Tests and call this an Ordeal. During an Ordeal we usually use cards to resolve actions, and you can see an example card here. Click on it to see more details about the card.
Drawn:Types of Ordeal
Ordeals can cover a huge variety of Tests and situations, you can get a grasp of this from looking at the Yarn/Ordeal section of any of the cards. Here’s a few randomly drawn cards to examine:
Drawn:Referees (and Yarn-Tellers) can use card Draws to randomly determine the Ordeal Type, Stakes, a suggested Test, the number of Obstacles in the Ordeal, a suggested Action (which usually falls within the suggested Test), a suggested Stage, a suggested type of Fight or the type of Motional Ordeal.
Trumps
During Ordeals we use the term Trumps for the Suit most suited for the task. It should be noted that any card can be used to perform any sort of action, but some Suits are better suited to some actions. For example any card can Heal a Wound that matches suit, but you can use Hearts to essentially match any Suit. Often, this is what Trump means in Ordeals, the Suit will automatically match a different Suit (or has some other bonus).
However, there is another use of Trump that applies more generally in Ordeals that do not include direct conflict, arguments or combat. If you are using the right Suit for the Test at hand (for example when preparing ingredients playing a Diamond) then you can add +2 Pips to the action which you can think of as a 2 of whatever Suit, or add to the Trump itself (it can even cause Spades to unlock a Wound with a Lower Limit card (see Attacks and Wounds).
Trumps tend to match the Facet Suit of the action or Test. You can see how this works here.
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Ordeal Procedure
When the Yarn-Teller declares that you are entering an Ordeal they will usually declare “Roll Profs” or “Roll Initiative” which is the same thing for a combat Ordeal. But there is actually a procedure that should be followed.
- Stakes — The Yarn-Teller (or Ref) should decide (and usually announce) the Stakes of the Ordeal. Ordeal Stakes vary from Low Stakes (where there is really nothing at risk) to Soul Stakes (where your Soul is on the line), see Stakes.
- Roll Proficiency Dice — When an Ordeal begins the first thing that you need to do is find suitable Proficiencies for the Ordeal. This works just like the Proficiency Dice for a standard Test. So, at most you need to find four Proficiencies.
Number of Applicable Profs Result 0 No Proficiencies applicable means the Character cannot act until the end of the first Phase, and all Draws are halved through the Round. 1 1 Applicable Proficiency allows you to draw a single card into your Ordeal Pool. 2 Roll 1 Prof Die (1d6 normally) and Draw as appropriate (see below). 3 Roll 2 Prof Dice (2d6 normally) and Draw as below 4 Roll 3 Prof Dice (3d6) and Draw as below. You Draw cards equal to the Draw of the Boon (or the Score Reduced). This table summarises the first few so you can get the idea.
Score Draw 1-4 1 5-7 2 8-11 3 12-15 4 16-20 5 21-25 6 26-31 7 - Play by Stages, Phases, and Rounds — Play then begins, order determined by POISE, see Rules for Ordeal Rounds and Ordeal Stages.
Stakes
Ordeals come in differing levels of risk. In a High Stakes Ordeal like Combat failure and death is always an option, but the same Combatants meeting for a Fencing Competition are unlikely to kill each other in Medium Stakes, and when training before the competition both competitors would be much more controlled, and the risk of injury and Stake would be very low.
Type | Description | Round Wild Pool | Wound Modifier | Maximum Soak Levels | Rules |
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Low | Low Stakes Ordeals are the least dangerous, or important of the Ordeal Stakes. They are suitable for situations like conversations, studying, or a training sessions. In a Duel situation it would be a Duel to the first touch (Flesh Wound). | 2 Cards | Base Pips × 3 are required. (6: Distract, 15: Flesh, 24: Maim, 36:Crippling, 48: Mortal, 63: Carnage, 78: Carnage+) Essentially 3 (or 4 for the Mortal+ Wounds) Cards are required to create that Wound. | 3 |
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Medium | Medium Stakes Ordeals are what we consider a normal Ordeal. They are suitable for most standard work, sports (including contact sports) or an argument. In a Duel situation it would be a Duel to the first Blood (Maim Wound). | 3 Cards | Base Pips × 2 are required. (4: Distract, 10: Flesh, 16: Maim, 24:Crippling, 32: Mortal, 42: Carnage, 52: Carnage+) Essentially 2 (or 3 for the Mortal+ Wounds) Cards are required to create that Wound. | 2 |
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High | High Stakes Ordeals are where normal combat lies. A fight, sprinting, dangerous work, dangerous sports are all solid examples. In a Duel situation it would be a “Knock-out” situation (Duel ends when all opponents are Crippled or worse). | 4 Cards | All Wounds cost simple Base Cost and require a Limit card, so to cause a Carnage you need an Ace for the Limit, but the attack needs at least another 7 Pips from other cards. (2: Distract, 5: Flesh, 8: Maim, 12:Crippling, 16: Mortal, 21: Carnage, 26: Carnage+) | 3 |
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Extreme | Extreme Stakes Ordeals are where modern warfare and combat lies. Warfare, Rooftop Parkour, and Extreme Sports are all good examples. Any situation where “Life is on the line” or it’s “Life or death” you are looking at Extreme Stakes. In a Duel situation it would be a “To The Death” situation (Duel ends with Maximised Wounds that are Mortal or worse). | 5 Cards | All Wounds are summoned by the Limit Card alone (2: Distract, 5: Flesh, 8: Maim, 10:Crippling, 12: Mortal, 14: Carnage, 15: Carnage+). So an Ace alone creates a Carnage Wound. | 4 |
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Soul | Soul Stakes Ordeals are, perhaps, the highest possible Stakes in the game, at least for any individual Character who is not mucking about in their own past. Any time your immortal soul is placed on the line, by fighting demons, falling in love, testing faith, dealing with Traumas, any situation that is bigger than life and death, or if the bad guy just made it personal, you are probably in Soul Stakes. In a Duel situation the Duel ends with the Creation of a new Flaw or Woe Hitch for the Characters involved. | 6 Cards | All cards are at +1-6 Pips (roll 1d6). Wounds are summoned by the Limit Pips alone (2: Distract, 5: Flesh, 8: Maim, 10:Crippling, 12: Mortal, 14: Carnage, 15: Carnage+), including the additional Pips. This allows a 4 to summon a Flesh, Maim or Crippling Wound depending upon the roll, and means a Queen must summon at least a Carnage Wound. | 1 |
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Paradoxical | Paradoxical Stakes Ordeals occur when The Fate of the World, Time, History, Sanity, or the nature of Reality is on the line. It is commonly used during Temporal Paradoxes and similar situations. You do not generally have Paradoxical Duels, although fighting your own Grandfather would probably count, he can kill you, but you can’t kill him. | 3 Cards chosen by Yarn-Teller (or Plot) from their own Pool and Hand. | >Wounds are summoned for the Limit Pips but at +1 Wound Level over the Card’s normal Limit (2: Flesh, 5: Maim, 8: Crippling, 10:Mortal, 12: Carnage, 14: Carnage+). Wildcards add an additional free Distract Wound along with the Carnage+. | 2 |
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Type | Description | Round Wild Pool | Wound Modifier | Maximum Soak Levels | Rules |
See the Rules page on Stakes for more details.
Ordeal Time
Time in Ordeals can vary greatly, a lot more time passes during a shipwright building a yacht than takes place over a bank heist and both are longer than a 100 metre dash, yet we can model all three with the same Ordeal (at least on paper). The Time taken by each is very different, but the system doesn’t really care, in fact one of them could be taking place on board a spaceship travelling at close to the speed of light and really take millennia to finish, with time dilation.
Time is not a linear experience for human beings and so it isn’t linear in Ordeals either. Ordeals deal with Time as a Narrative flow, this flow is broken into Rounds, Stages and Phases which we’ll look at in a bit, but it is important to remember that time flow is subjective. Minutes can feel like hours, or vice versa, and this is the sensation of time that Ordeals use.
- Round — The Round is a Game Mechanic structure that can encapsulate several Stages or we can pass through multiple Stages in a Round. Narratively speaking, a Round is about three pages of a Comic Book, or several pages of a Novel. A lot can happen during a Round, as the Round ends only when the Round Wild Pool is emptied or if the card deck is emptied.
- Stage — A Stage is a Narrative Structure in the Ordeal. A Stage can be thought of as being a Location (and in a Motional Ordeal it usually is a Location) or a step in the Ordeal (like those of a twelve-step program, or the instructions for self-assembly furniture). While you are in the Stage you may have Obstacles that must be overcome and a Stage Difficulty (which can represent the size or the difficulty in traversing a Location or the difficulty of the step). Stages of Ordeals are like Scenes of a Story (and can be treated this way by larger Plots). Narratively speaking a Stage is usually at least three panels of a comic-book and a page of a Story.
- Phase — A Phase is a cycle of single narrative moments, it can be a page or a single panel of a comic-book, or a paragraph (or even sentence) of a Story, depending on the panel or sentence. During a Phase each Character gets to have a Moment, where they can take a turn, make a full-action, half-action, or wait as required. These actions may all take place simultaneously, but they are resolved according to the Phase Order Initiative System that you are using (so if there are multiple panels or sentences you know what order they should go in).
Rounds
The Round is the largest and most important structure of the Ordeal. The Round controls how play proceeds, deciding the order of Actions and who may act when. You can read the rules page on Ordeal Rounds to find out more.
Phases
A Phase is a collection of single narrative events or ‘Moments’. At its fastest, in High Stakes situations like action sequences or fights, a Phase lasts about half a second of subjective time (it feels about as long in a Never-Time bubble, or travelling in Time, or whatever, as it does at normal pace), and is just about long enough for each Character to do a few quick things, usually an Full-Action or Half-Action (drawing and/or playing 1 or more cards). To find out more about Phases and timing read the Rules for Ordeal Rounds.
Action Spaces
All Action within the Ordeal takes place in what we refer to as an Action Space. This Action Space can be a close representation of a real space, some imaginary space, or some Psychosocial space such as a dreamworld or imagination. It is the Action Space and how it is constructed that controls how cards are played to move Characters aroud in the Space. See the Rules on Action Spaces> (with reference to Ordeal Stages also) for details.
Type | Description | Psychosocial | Rules |
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Open | Wide-open terrain is outdoors, free from clutter, such as a desert, tundra, wasteland, grassland/prairie, open square, open water, empty air and the cold void of outer-space. | An open mind, unbiased on this topic, or unprejudiced against you is easier to reach, even if there is a great divide between your ideas. Difficulty to travel is often Assisted or Neutral, rarely Opposed. | Base Range Diff is calculated from the distance in Metres as a Value to a Score (Double Reduced). Base Movement Distance is Pips Value metres so a Jack of Diamonds will let you move 66 metres (11+2 Trump Pips=13). Note that Rolled Scores may be converted to Ordeal Pips by either direct conversion, halving or Reducing depending upon the Power-Level and Facet. Descendant Reach does not alter in Open terrain (a 3 metre Reach is still 3 metres away). |
Closed | Closed terrain is indoors, or a cluttered outdoor space, such as in a woodland, a street with parked vehicles, there’s usually occasional traffic (including pedestrians). This is the normal standard for roads, paths, indoor spaces, and urban settings. It is the standard battle field of the modern day. | A closed mind is cautious, but already decided. They may be willing to reason to reason, and even change their mind, but it will be a harder fought job. Difficulty to travel is usually Neutral, but may be Assisted or Opposed also. | Base Range Diff is calculated from the distance in Metres as a Boon to a Score (Reduced). Base Movement Distance is Pips in metres. Descendant Reach is most easily understood in this Terrain. |
Confined | Confined is close-quarters, when your elbows touch the walls, or you are jostled by a crowd. Packed, cluttered environments, such as crowds, jungles, melee, busy market squares, roads with heavy-traffic, cluttered corridors and small furnished rooms. | A confined mind is completely closed to other ideas. These people believe that beliefs different than their own are somehow already immoral or even criminal. Such a mind is very hard to reach and effect, with years of effective defences, such as the ability to spot fallacies in counter-arguments, formal training in apologetics or mental conditioning such as doublethink. Difficulty to travel is often Opposed, but may be Neutral occasionally. Assisted Paths will exist away from or around Protected Spaces occasionally. | Base Range Diff is the distance in Metres as a Score. Base Movement Distance is Pips Score (Reduced) in metres. Descendant Reach can create issues causing long-reached Weapons to become ineffective in confined spaces. Range counts for the Reach of the Descendant, and usually counts as Hip-fire (see Firing Type) unless both hands are on the weapon when it may count as braced. |
Type | Description | Psychosocial | Rules |
Type | Description | Rules |
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Hip-Fire | Firing from the hip, snap firing, thrown with a flick of the wrist, turning the gun on its side, or using full-auto (after the first shot) with most SMGs. Also trying to hit multiple targets at the same time (who aren’t stood close together) or hit any target while moving quickly. Also trying to hit someone with a long reach weapon with one hand. | Difficulty is Reduced one LESS tier than normal or is Doubled, whichever is more. In open territory a range of 105 metres would normally have a difficulty of 5, when Hip-firing this would increase to 17 (being more than 10). Hip-firing should be used by anyone with only a cursory understanding of the weapon, a first use, single applicable proficiency, etc. |
Braced | The moment you brace the gun properly, pull the stock into your shoulder, use the sights, throw with your whole arm, or use a weapon with proper training while stood still, usually with two hands on the weapon, you can say you’re braced. Generally consists of a focused attack, centred on a single target (or close group of targets). | Standard Range Difficulty is calculated normally from the terrain type, so 50 metres across a shopping mall would have a Difficulty of 10 as it’s a Closed Terrain. Bracing a weapon requires at least two Proficiencies that cover the use of the weapon. |
Prone/Tripod | Lying down, or using a mounted weapon such as a tripod or bi-pod, usually with telescopic sights, proper military training, and preparations (at least one card played preparing the attack) allows Sniping at extended Range. | Range Diff is Reduced. This might allow a Character to fire into 30 metres of dense crowds, with a Difficulty of 7. Prone shooting requires at least 3 Proficiencies that cover the use of the weapon. Additionally a “spotter” can Prepare additional cards into the shooter’s Style Reserve (if they have a suitable Style Reserve themselves), as they tell them windage, range and other information. |
Type | Description | Rules |
Stages
The Stages of an Ordeal are often procedural points of the Ordeal that the Character is working through, although they can instead describe the Action Space. You can find out more by reading the rules page on Ordeal Stages.
Tide of Battle (Optional Rule)
These are optional rules intended to make combat, and particularly large scale battles simpler to manage and more Narrative.
Tide of Battle follows from the Rounds of the Ordeal and can only occur during combat.
Tide of Battle can either work for you, when it is said to be Flowing, or work against you, when it is said to be Ebbing.
The Tide of Battle is decided at the end of each Round (by the Referee), usually with Flowing going to the Characters that have (in order of importance):
- Won the most Tricks during the Round.
- Inflicted the largest Wounds
- Soaked or Avoided the most damage.
- Played the most cards in Preparation or Movement.
conversely the Ebbing Tide generally goes to Characters who have:
- Taken the most Wounds cards
- Taken Carnage + Wounds
Each Stage of the Ordeal becomes affected by an Ordeal Card, that is drawn and played by the Referee or Yarn-Teller, and Narrated to all Characters as part of the Staging. The card defines the current Tide of Battle circumstances, perhaps indicating that the Flowing forces are breaking through, or that the Ebbing forces are regrouping, this adds semi-tactical nuances to the situation, beyond those indicated by how the coma.
When the Tide is in your favour you may receive Flow Success Levels. If the Tide is against you you can receive Ebb Failure Levels, in very rare circumstances you might receive Ebb Success Levels or Flow Failure Levels.
Type | Description | Rules |
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Flowing Tide Success Level | Things are going well for this Character and their side right now. | A Flowing Tide Success Level can act as either a Facet Success Level (such as Trials Gladiator Successes, or Generic such as Extra Effort. |
Flowing Tide Failure Level | Things should be going well, but they are not for some reason. | A Flowing Tide Failure Level can act as only a Generic Failure Level, and usually acts Narratively (e.g. as a Small loss or Tonal Dissonance. |
Ebbing Tide Success Level | Things should be going badly, but somehow they are not. | An Ebbing Tide Success level can act as a Generic Success Level only (e.g. ). |
Ebbing Tide Failure Level | Things should be going badly for this Character and definitly are. | An Ebbing Tide Failure Level may act as a Facet Failure Level or as a Generic Failure Level as the Yarn-Teller prefers. |
Type | Description | Rules |