The T13 Roleplaying Game

Facet Folio

T13 like most RPGs abstracts real-world characteristics into something that we model in the game. In the most popular roleplaying games you find six Attributes or Stats that traditionally govern the Character’s Strength, Dexterity, Stamina, Intelligence, Wisdom and Charisma, but then add different mechanisms to determine how lawful, chaotic, good or evil a Character may be. In T13, Stats are actually created by combining the real hidden Attributes of the system.

T13 uses 24 “Attributes” (although they are bound together to make opposed Pairs, and may be combined to create Stats that are used by Archetype Characters) that are known as Facets (as in the facets of the character) each Facet has a recognised Anti-Facet that opposes it, and for most Characters their rating in a Facet negatively impacts their rating in the Anti-Facet, automatically providing balance for high powered Stats. A Character with a 16 Boon in Awe is limited to a 10 Boon in Jeer, so they are a little more likely to intimidate or impress someone, than make them laugh. This balancing effect can be lost when using created Stats, where a Stat might contain both the Facet and its antifacet could be in the same or a different Stat.

Facet List

A

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 Defender’s 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.

Facet Name: Awe

Description: Awe is the Yang Facet of the sublime and the spirit, it governs emotions and other irrational reactions. A lack of Awe is dull, boring and otherwise dismal, suitable for soulless beings and featureless automatons, more Awe draws you in, dazzling and fascinating you through your senses, it is the reason we flinch and duck away from a jump scare, but it is also the horrors that haunt a soul forever, and it is the reason the term supernatural exists. It is the Facet of Idols and has the poise and grace to rise above the derision of its opposite of Jeer.

Action: EntrancingThe Action of Awe is entrancing, where someone draws another’s attention, usually deliberately. This action can be pleasant, in the case of fascination, beauty, charm and love, or it can be unpleasant as in the case of terror, beguilement, and enthralling, additionally entrancing can allow hypnosis, and other “magical” effects.

Annex Channel: Enhancing Annexes that channel through Awe use verbs like: Amaze / Attract / Beguile / Behave / Captivate / Charm / Dazzle / Emote / Enchant / Enhance / Entrance / Evoke / Express / Exhilarate / Feel / Glow / Haunt / Horrify / Inspire / Imbue / Impress / Overwhelm / Reveal / Scare / Shine / Surpass / Terrify / Venerate

Annex Root: Awesome Annexes rooted in Awe, or Descendants or Characters that use them are described as: Aesthetic / Alluring / Attractive / Awful / Awesome / Beautiful / Brave / Courageous / Creative / Divine / Dreadful / Emotional / Empathic / Fearful / Great / Haunting / Horrifying / Majestic / Moodiness / Paranormal / Psychic / Psychological / Regal / Sentimental / Soulful / Spellbinding / Spiritual / Splendid / Terrifying / Valiant / Wonderful

Attack: Duck (

👤

Mode: 👤

Name: Psych

Text: Psych (pronounced ‘Sigh-k’) attacks target the Target’s mind and emotions — which means they are only useful on Characters (even if those Characters may be Intelligent Descendants or Extras). All Wounds are targeted on the Personality Annex (or Master Annex for an Intelligent Descendant / Extra). Psych Attacks typically have an emotional or Psychosocial outcome.

Active-Defences:

🔍

Mode: 🔍

Type: Active Psych

Name: Focus

Text: Focus is a Psych Parry. The defender focuses on one aspect of the attack, and thereby turns it around on the attacker. They might retort to the attack, with a biting insult, or just refute one point so well that the attack is ruined, then again they might just react so badly to the attack that they effect the attacker back. The problem with Focus as a defence is that it requires specific cards to work at all.

Rule:

  • Draw a number of cards equal to the number of Hitches Reduced, and add the cards to your Ordeal Pool. Then Play One Card.
  • The card must match exactly one Attack card’s Pips and Suit — Jokers may be Wild. Clubs will Trump with +2 Pips, which means an 8 can be matched by a 6,7, or 8).
  • If they can match an Attack card, then the Attack has been stopped. Discard the matched Attack card and all Attack cards Higher than the Focus card.
  • Attack cards lower than the Focus card are immediately added to the Defender’s Ordeal Pool as “Fight-or-Flight” cards that may be immediately played or prepared without RT or GRT penalties.
  • If no match can be made then Focus has failed. The Defender takes the full effect of the Attack as Focus has been used the Personality Annex cannot now Soak.
🦋

Mode: 🦋

Type: Active Psych

Name: Ignore

Text: Ignoring a Psych attack is a great choice, if you can. However ignoring is an all or nothing defence, fail to ignore the whole attack and you will have ignored nothing at all.

Rule:

  • Draw a number of cards equal to the total number of Hitches Reduced and add them to the Defender’s Ordeal Pool.
  • Play Hitches Reduced number of cards to try and Ignore the Psych Attack.
  • Ignore cards must beat the total Pips of the Attack. Beat the Pips and the Attack is Discarded. Otherwise the Defender takes all the Psych Damage and since they used their Personality Annex to Ignore, they cannot use it to Psych Soak.

Passive-Defences:

🔲

Mode: 🔲

Type: Passive

Name: Prepared Defence

Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.

Rule: Prepared defences must be prepared with Diamonds () or Clubs () as a Suitable Style Reserve and create a Pip Wall that must be worked through.

  • The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs () with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
  • The defence stops all Cards within this range, as long as there are still any Pips left.
  • Each attacking Card removes those Pips from the remaining Pip Score — e.g. If the defence prepared with a A amd 10 is attacked with a J that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
  • Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
  • You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5 (+7), 7(+9) and K (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).

💭

Mode: 💭

Type: Passive Psych

Name: Passive Psych Soak

Text: When someone yells an insult at you, it might sting, or it might not. If you see someone killed in front of you, it might scare you, or may not. You can decide which with a Passive Psych Soak.

Rule:

  • Personality Annex Plays a number of Soak cards equal to number of Hitches Reduced (½ to 4 Cards) from their Ordeal Pool.
  • If any Soak Card exactly matches in Pips and Suit (or Clubs ♣ with +2 Trump bonus) any Attack Card then the Attack Card is discarded and the Defender may Pull and Play a ‘Fight-or-Flight’ Ordeal card. If a Soak card exactly matches the Highest Card of the Attack then the whole Attack is Discarded.
  • If any Psych Soak card is higher in Pips than an Attack card, then those Attack cards are Blocked and Discarded immediately. The Soak card is then kept, but is turned sideways, Stalled. It will be added to the next Psych Attack automatically unless moved by a Defence Glow to a Prepared Defence. A card in this state is considered Stalled.
  • If any Psych Soak card has less Pips than an Attack card (or a Stalled card) then the Attack card is Soaked and immediately Discarded. The Defender takes a copy of the Soak card for each card Blocked. The Attacker may add some of the Penetration Pips to increase the Attack cards Pips at this point.
  • Psych Attacks that begin with more than 3 cards (such as most Tricks) always cause Extreme Emotional responses, rather than Normal emotional responses. All Psych Attacks must affect the Target’s Active Personality Annex (or its Profs). Psych Wounds automatically stack together whenever they can (2 Psych Distracts Wounds automatically become a Psych Flesh Wound).
  • Once the incoming attacks have been dealt with (or not) the Character may now Draw as many cards as they Played earlier to their Ordeal Pool.

💦

Mode: 💦

Name: Splash

Text: The Attack affects multiple targets, but a bit less than what it says on the Card.

Rules: Splash Damage affects multiple targets as well as the first. The Splash Damage is -1 Wound Level from the Limit (so a Flesh will splash Distracts). The Splash radius is equal to the Pips of the Limit Card as a Range in the Action Space. Additional Pips may still pay for additional targets +3 for each full target, +1 for each Splash target.

Mode:

Name: Festering

Text: Some Wounds are more difficult to heal and regenerate than others. Maybe it’s a poison, or venom on the attack, magic, or a practically guaranteed infection from bacteria, sometimes its just that insult that gets under your skin…

Rules: All Wounds Fester Automatically (restricting how the Wound can be treated and healed).

)
Duck attacks force the defender to duck and dive for cover. Duck Attacks are Psych, Splash, Festering Attacks.

Core: EnhancerThe Character may choose one Nimbed effect and add it to any Annex for an activation cost of that Facet’s Score Sway (Draw Chi).

Critical: Flashy K♦A Flashy Critical adds insult to injury, allowing an extra card to be played in the Critical. This extra card incurs no GRT or RT penalties. Flashy Criticals can be any type of attack, but can move cards into a Splash Psych attack, where the Attacking cards will have a Negative Psych effect on all enemies and a Positive effect on all Allies that see it happen.

Descendants: SpiritualThe Descendants of Awe are spiritual in nature, they may actually be Spirits, or could be spiritual objects such as texts, totems or relics.

Edge: NuminousA Numinous Edge on an Annex or Descendant grants it the ability to affect the Spirit and Spirit World (whether the Lea or a Psychosocial Action Space within a Character’s mind). Attacks with the Edge are usually treated as Psych Attacks, or as Emotional Effects, Defences with the Edge are Psych Defences. Once per Story / Chapter / Session Numinous Edges can raise the Stakes to Soul Stakes.

Emotion Negative:

  • Fear — A sense of anticipation or foreboding of pain or danger.
  • Terror— An overwhelming or paralysing sense of fear or dread.
  • Horror — Fear or Terror mixed with revulsion or disgust.

Emotion Positive:

  • Fascination — A sense of interest in something.
  • Wonder —A sense of interest and amazement combined.
  • Reverence —Wonder mixed with deep respect and a hint of fear.

Failure: HauntedHaunted is an additional Psychological/Supernatural component to the failure. The Character will be plagued by this failure, seeing the faces of those who died, or reliving the events for years to come. This usually is a Psych Attack (Negative) at Soul Stakes, that may create a suitable Hitch, such as “Fear”, “Madness”, “Lament” or “Doomed” Hitch.

Fumble: Embarrassment 2♦An Embarrassment Fumble should cause something embarrassing or anxiety causing to occur to the Character. These are not the legendary Fumbles that you talk about, these are the Fumbles your friends talk about. Examples usually begin “Remember that time when you…” and what follows might include “…threw up on the boss at the Christmas party?”, “…thought that Girl Scout was trying to kill us?”, or “…were fighting that guy and he stole your belt and beat you with it?” The Embarrassment Fumble should be humiliating or shameful and detracts from any fame or notoriety that a Character may be trying to build.

Glow: NuminousA Numinous Glow extends the Numinous Edge and makes the Action target the Target’s Master Annex (or Personality Annex) automatically. All Numinous Glow Actions are automatically at Soul Stakes.

Gnarl: EmotionsThe 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 Descendant’s current User, or a Character allied with them.

  Facet    Emotion Positive    Emotion Negative  
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 Defender’s 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.

  1. Fascination — A sense of interest in something.
  2. Wonder — A sense of interest and amazement combined.
  3. Reverence — Wonder mixed with deep respect and a hint of fear.
  1. Fear — A sense of anticipation or foreboding of pain or danger.
  2. Terror — An overwhelming or paralysing sense of fear or dread.
  3. Horror — Fear or Terror mixed with revulsion or disgust.
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.

  1. Acceptance — A sense of agreeing to take what was offered by another.
  2. Trust — A sense of confidence in another and their actions and morals.
  3. Admiration — A feeling of deep respect and approval in another.
  1. Impatience — A feeling of irritation or a desire for change or excitement
  2. Unsatisfied — A feeling of discontentment and wanting more.
  3. Ambition — An insatiable desire for something or someone (usually power, wealth, or a particular career).
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 Defender’s 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.

  1. Hope — A sense or feeling that something you want to happen, will actually happen.
  2. Assured — A sense of confidence and belief in something or someone.
  3. Certain — A feeling that something is undoubtedly true (or false depending upon context).
  1. Anxious — An often mild sense of usually unspecific worry about the future.
  2. Concerned — A sense of worry about a specific thing.
  3. Disturbed — A sense of extreme worry and upset usually about some specific event that either may occur, or has occurred and may again.
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.

  1. Sympathy — A sense of support for another who is suffering.
  2. Compassion — A deep sense of sympathy that stems from having suffered through what another is suffering.
  3. Empathy — A sense of feeling the suffering (or other emotions) another is feeling.
  1. Embarrassment — A sense of nervousness about what people might think of you.
  2. Shame — A feeling of embarrassment mixed with guilt that you feel because of something that you have done, or that people think you have done.
  3. Humiliation — A sense of disgrace and loss of self-respect that goes beyond shame and embarrassment.
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).

  1. Ambiguity — A mixture of feelings and sensations that is not easy to understand.
  2. Puzzlement — A state of not being able to understand something properly, that usually results from not having all the required information.
  3. Confusion — A state of not being able to understand anything, usually as a result of extreme emotional, physical, mental or pharmaceutical stress.
  1. Sheepishness — A sense of embarrassment about yourself and your own behaviour.
  2. Ashamed — A mix of sheepishness and mild guilt because of something you have done.
  3. Guilt — A feeling of being ashamed and sorry because of your actions.
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.

  1. Approval — A feeling that someone, or something, is suitable.
  2. Fun — A sense of enjoyment, playfulness, mirth or amusement.
  3. Fervour — An intense sense of emotional arousal often marked by earnestness.
  1. Irritation — A sense of mild annoyance or impatience usually caused by a specific individual, thing, or event.
  2. Anger — A sense of displeasure and belligerence caused by you believing you have been mistreated or wronged by another.
  3. Rage — A sense of violent anger, that is often beyond logical reason.
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.

  1. Affinity — A sense of having something in common with another.
  2. Attraction — A sense or feeling of liking someone, particularly in a romantic or sexual way
  3. Bonding — A sense of deep personal or intimate connection with another.
  1. Attachment — A sense of liking someone.
  2. Longing — A strong sense of wanting someone, or something (such as wanting to leave a place and return home, or even the longings associated with addictions).
  3. Envy — A strong longing for something someone else has or is.
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).

  1. Scepticism — A disbelief in something claimed without proof.
  2. Disbelief — A feeling of not believing something, or someone, even with some (usually inconclusive) proof
  3. Rejection — A refusal to accept, approve or believe something, or someone, despite supporting proof.
  1. Dissatisfaction — A feeling of discontent and displeasure.
  2. Disappointment — A sense of dissatisfaction caused by another not meeting your expectations.
  3. Frustration — A feeling of being thwarted in your goals, dreams or desires.
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.

  1. Decided — The sense that you have made a decision.
  2. Determination — The sense that you will defend a decision that you have made
  3. Resolute — The sense of extreme determination where you will die to defend your decision
  1. Nostalgia — A feeling of comfort and happiness thinking about the past, or idealistically and sentimentally “re-imagining” the past.
  2. Regret — A feeling of sadness or sorrow when thinking about the past.
  3. Bitterness — A feeling of anger and sadness when thinking about the past.
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).

  1. Amused — A sense of being entertained pleasantly.
  2. Mirthful — A sense of happiness and amusement, usually marked by laughter.
  3. Joy — A sense of great happiness and mirth.
  1. Impertinence — A feeling or display lacking in respect for another.
  2. Insolent — A feeling marked by casual disrespect for another.
  3. Contempt — A feeling of complete disrespect for another.
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.

  1. Interest — A feeling of wanting to know about or take part in something.
  2. Focused — A feeling of great interest and concentration.
  3. Immersion — A feeling of complete focus and involvement in a subject.
  1. Preoccupation — A feeling where you are distracted by thoughts about someone or something.
  2. Obsession — A feeling where you find it hard not to think about the object of your preoccupation.
  3. Compelled — A feeling that you must act upon your preoccupation.
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).

  1. Tolerant — A feeling of acceptance when faced with adversity.
  2. Caring — A feeling of concern and empathy for others, particularly those who oppose them.
  3. Selfless — A feeling where your needs are unimportant compared to the needs of others.
  1. Nervous — A feeling of worried excitement.
  2. Agitated — A feeling of over-stimulation by nervousness.
  3. Distraught — A sense of deeply agitated emotion that is often bordering on derangement.
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.

  1. Bemusement — A feeling of confusion that usually stems from missing information.
  2. Giddiness — A feeling of excited confusion that results in scatterbrained impulsiveness.
  3. Silliness — A feeling of excited, often hysterical or drunken, confusion that results in ludicrous folly.
  1. Sadness — A sense of unhappiness or mild sorrow.
  2. Sorrow — An overwhelming sense of sadness and loss.
  3. Despair — A sense of paralysis that extends from a feeling that nothing you can do will change anything.
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).

  1. Comfort — A pleasant relaxed feeling.
  2. Relief — A pleasant relaxed feeling that you get when something bad doesn’t happen or ends.
  3. Delight — A feeling of great pleasure and relaxation.
  1. Inclination — A feeling that you might want to have or do something.
  2. Desire — A strong feeling that you want to have or do something.
  3. Hunger — An overwhelming feeling that you must have or do something.
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 Defender’s 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.

  1. Knowing — A feeling of being informed about a subject.
  2. Understanding — A feeling of knowledge and comprehension about a subject or individual.
  3. Epiphany — A profound and sudden understanding that leads to discovery or invention.
  1. Aversion — A feeling of dislike for a person or topic.
  2. Disgust — A strong feeling of aversion.
  3. Revulsion — A feeling of disgust so strong that it sickens you.
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).

  1. Warmth — A feeling of generous happiness usually directed towards another.
  2. Fondness — A strong feeling of affection or love directed towards a person or less often a thing.
  3. Passion — An uncontrollably strong enthusiasm or affection for a person or thing.
  1. Ruffled — A feeling of mild annoyance usually caused by the actions of another.
  2. Irritated — A feeling of annoyed impatience often caused by perceived bad actions of another.
  3. Hate — A feeling of intense dislike for something, or someone.
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 Defender’s 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.

  1. Patience — A feeling of good natured tolerance to a situation or delay.
  2. Composure — A feeling of mental steadiness when under stress.
  3. Serenity — A feeling of blissful mental repose despite any external stress.
  1. Reserve — A feeling of doubt about a person or action.
  2. Timidity — A feeling of fear of speaking out.
  3. Dumbfounded — A feeling of surprise or fear that stops you from speaking coherently.
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.

  1. Attentive — A feeling of interest and thoughtful examination.
  2. Alert — A feeling of attentive awareness and observance.
  3. Vigilance — A feeling of heightened awareness where you pay special attention to a specific person or thing.
  1. Uneasy — To be nervous or uneasy because of something or someone.
  2. Worried — A feeling of being uneasy, troubled and anxious about something or someone.
  3. Desperate — A feeling of extreme worry, feeling almost hopeless about someone or something.
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.

  1. Contentment — A feeling of happiness when you have what you wanted.
  2. Satisfaction — A feeling of very pleasurable contentment.
  3. Fulfilment — An intense feeling of contentment.
  1. Schadenfreude — A feeling of amusement in another’s misfortune.
  2. Smug — A feeling of self-satisfaction.
  3. Conceited — A feeling of excessive pride.
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.

  1. Confidence — A feeling of hopefulness that you are up to a challenge.
  2. Courage — A feeling that occurs when one overcomes fear and pain to accomplish a goal.
  3. Valour — A feeling of extreme courage in the face of great adversity, danger and pain.
  1. Discomfort — A feeling of pain usually stemming from tension.
  2. Suffering — A feeling of pain accompanied by misery, often caused by injury.
  3. Torment — A feeling of intense suffering usually caused by prolonged afflictions or tortuous injuries.
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 Defender’s 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.

  1. Tenderness — A feeling of compassion for the welfare of another.
  2. Affection — A feeling of caring for someone or something.
  3. Love — A very strong feeling of caring, that may include romantic or sexual attraction, but can be platonic or familial.
  1. Cocky — A feeling of self-assertive confidence, that is usually not appropriate.
  2. Self-Righteous — A feeling that you morally justified in your actions and beliefs and others are not.
  3. Vainglorious — An excessively pompous, sanctimonious and self-righteous pride in your own abilities and accomplishments.
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.

  1. Considering — A feeling of weighing choices in a decision.
  2. Contemplating — A feeling of thinking deeply about a subject or decision.
  3. Cogitate — A feeling where you are thinking so deeply about a subject that almost nothing will disturb you from those thoughts.
  1. Indifference — A mild feeling of apathy and lack of caring.
  2. Resentment — An angry and unhappy feeling that is directed toward someone you feel wronged or ignored you.
  3. Spite — A feeling of wanting others to suffer for a perceived slight.
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.

  1. Excited — A feeling of happy enthusiasm about what you believe is happening.
  2. Elated — A feeling of happiness and excitement.
  3. Euphoria — A feeling of great, if often short-lived elation
  1. Disaffection — A feeling of being distant from a group or individual that you were once close with.
  2. Loneliness — A feeling of sadness usually caused by isolation from a group or individual.
  3. Alienation — A feeling that you do not belong to any group, that you have no place in society.
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 Defender’s 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.

  1. Enthusiastic — A feeling of being very interested or excited about something.
  2. Ardent — A feeling of strong emotion associated with someone or something.
  3. Ecstatic — A feeling of great happiness that may involve mystic transcendence, usually about something or someone.
  1. Surprise — A feeling that you get when the unexpected happens.
  2. Amazed — A feeling of not believing someone or something especially unexpectedly
  3. Shocked — A feeling of being very surprised when something bad happens unexpectedly.
  Facet    Emotion Positive    Emotion Negative  

Herald: FeelingsThe Herald of Awe are feelings, these might be called gut instincts, or intuitions and occasionally may even present as fleeting visions. Fear and Fascination are the root feelings of humans responding to the Spirit realm, and these visions often contain dark shapes that are fearfully fascinating.

Hitch: IrrationalThe 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”.

  • Quirk — Irrational Quirks indicate that the irrationality interferes with the Character’s life periodically, when triggered the character will usually display some irrational behaviour, perhaps experiencing an irrational emotion (such as a phobic reaction), hallucination, tick, yelling, screaming, jumping or similar. Triggers are usually specific objects, animals (usually a Genus or a specific species), events or Characters that trigger the response.
  • Flaw — Irrational Flaws indicate that a Character has significant issues with periodic irrational behaviour, this is occasionally as a result of a curse or religious ritual, but is more often a personal flaw that must be overcome. When Triggered Irrational Characters may become trapped in a specific Psychosocial state or location, leading them to becoming trapped in specific emotional or hallucinatory states. Triggers are often broader in definition and activate more often, for example the specific species trigger would become a taxonomic order (such as Araneae – the spiders).
  • Woe — Irrational Woes indicate a Character who may have trouble displaying normal rational thought or behaviour. When Triggered Irrational Characters may become Twisted, trapped by irrational and unhealthy thoughts, behaviours and intense emotions. The Triggers of Woes tend to be more even more broad, a fear of spiders could become a fear of anything with an exoskeleton, and more than four legs as the species Trigger becomes a Phylum trigger of Arthoppoda.

Hurdle: Spiritual CrisisThe hurdle of Awe is a spiritual crisis, these can occur when a Character has a profound mystical, religious or spiritual event occur to them. This is a profound moment for a character and may resolve or add a Hitch, or even integrate or add an alternate personality when it occurs. A spiritual crisis may be caused by spiritual “experimentation” without a trained Mentor, but while a guru can guide you past his own mistakes, he cannot guide you past your own.

Incarna: Spirit (Ka)As Awe is the Facet of Spirit its Incarna is Spirit. The Ka is the living soul that leaves the body upon death in the ancient religion of Egypt and echoes of this belief are found within most religions. Pick this Facet Incarna if you are wanting to play a lost soul, ghost, spectre, or nature spirit, or perhaps a Genius Loci or Familiar Spirit.

Location: SpiritualSpiritual locations can be religious buildings, sacred sites, and hallowed ground, but can also be any beauty spot that hints at the numinous or the sublime nature of reality. Spiritual Locations can also indicate a Psychosocial Space, especially a Spirit-realm.

Lore: TraitThe Trait Lore tells us something about the nature of the character of the subject of the lore. Often this is a character trait, such as “Generous”, “Loyal”, “Bold”, “Self-Controlled”, “Abrasive”, “Witty”. Traits are often, but not always social in nature.

Monster: SpiritThe Monster is a Spirit, spirits are Psychosocial beings, often created by intense experiences and memories, that do not always have true physical forms, but may exist as ethereal, incorporeal beings.

  • A Spirit may have a “domain” that it is a Spirit of, this is often tied to a Location or Psychosocial State that the Spirit has a strong connection to. Ghosts and nature spirits, for example, are often tied to a Location that they haunt. Other Spirits may have ties to a specific time, emotion or even a single Proficiency, such as the Spirit of TV.
  • A Spirit Monster Draw cards to their Monster Pool whenever they enter a specific Location or Psychosocial State, or brings another Character there (often to eat or similar).
  • Spirits can add their Monster Pool Bonus to any rolls or card Pips of any Psychosocial Actions, including Psych Wounds.
  • Spirits must always spend at least 1 card from their Monster Pool whenever they attempt a Physical Action in the real world.
Spirits can come in a variety of types, from nature and location spirits, to some types of ghost and faeries, as well as human Psychics, Mediums, Shaman and Witch types.

Narration Technique: Pathetic FallacyThe Pathetic Fallacy is a narration technique where the narrated atmosphere, from object descriptions, to the weather, is described through the lens of the Character’s emotions and mood. For example, for a Character wrapped in depression, the sunshine may be described as weak or stark, rather than warming. This narration technique can emphasise the emotional state of a Character, and can be useful in games to guide Player Character’s emotional performances.

Narrative Moment: Inner-LifeThis Narrative Moment is about showing a Character’s Inner or spiritual life. Are they a church-goer, a true believer, an optimist, hopeful, a lapsed believer, a doubter, are they agnostic, a pragmatist, realist, pessimist, humanist or atheist? If a Character stops to pray, or if they attend church on holiday, it tells us something about them, as would the Character meditating, or daydreaming. It can appear as simply as how the Character blasphemes, or swears, or the way they gaze out of the window on the bus, instead of at the other passengers, or their phone.

Nimbed: SpiritualThe first Spiritual Proficiency makes the Annex pertain to spiritual, rather than the purely material or physical things or being, this will often cause the Annex to be viewed in a spiritual or religious context and perhaps a positive or negative light, depending upon the religion and its perception and precepts, the second adds the Numinous Edge to the Annex, a third will make that a Numinous Glow, any additional Spiritual Proficiencies will add an Awe “Artistic” Success.

Ordeal: SpiritualSpiritual Ordeals vary from spiritual system to system, but include variant examples such as “The Shamanistic Awakening”, “Near Death Experience”, “Test of Faith”, “Existential Crisis” and “Dark Night of the Soul”

Persona: Idol

Motivation: Idols want to be respected, honoured, worshipped and adored for who they are, or what they do. They are motivated by positive social interactions, seeking the cheers and laughs. A few Idols are even motivated by boos and jeers, content to play the villain for attention.

Avoid: Idols don’t like to be alone, or ignored, and will seek out company and engage in attention-seeking behaviour of all types if they feel ignored. Idols Gain Stress when they are ignored or alone for longer than their Awe Score as Chi Extend Duration.

Shadow: The Shadow of an Idol feeds on drama and if none is available, it will create its own. Idols can come to believe their own hype, forgetting their roots until forced to confront them. Their Egos can inflate out of all proportion, becoming overbearing to all around them, they may attract the wrong fan (or encourage bad behaviours in their fan-base), or they may upstage another actor who takes offence, whatever as long as there is more drama.

Gain Chi: Gain Chi when you seek out company, speak to another, draw attention to yourself in any way, or try to stir drama.

Ordeal Gain Chi when you make any Psych Attack (or have an emotional impact) on a target.

Psychosocial Location: SupernatureThe Psychosocial State known as Supernature can mean various things depending upon the genre and setting. Psychic abilities whether extra sensory perception, telepathy, remote viewing, mediumship, shamanic sight, or similar abilities can reside in this Supernature. Supernature can also encompass concepts such as the Collective Unconscious, whether allowing them to directly connect, or simply demonstrating a base of memetic patterns, such as Jungian Archetypes, common to all members of a society and perhaps all human societies, it is even possible that these supernatural “beliefs” are genetically encoded in human brains. Typically when a Character enters their Supernature State they may access psychic powers, they may also appear to lose consciousness entering a trance like, or even levitating glowing form, depending upon genre.

Quest: Brave / CharmThe Quest may send the adventurers to a dangerous location, or to face a terrible monster or object, or instead they may simply have to charm an old woman they meet upon the way so that she will tell the secret of soothing the beast. Perhaps they have to persuade their new boss to send them on that job. The point is that the character on the Quest will have to use their Awe Facet to the best of their ability.

Question: FeelingsThe Question for Awe asks us how we feel about something or someone.

Resolved Hitch: InvocationThe Resolution of a Spiritual Hitch unlocks the ability of a Character or Descendant to invoke the spirits, or spiritual laws, that previously plagued them. +1 Success Level with any attempt to Invoke any Spirits, or religious or spiritual law.

Rule: Psychosocial StatesThe Rule of Awe is Psychosocial States, which are how we model emotional effects upon Characters. Psychosocial States are usually represented as Positive or Negative Psych Wounds in T13, while you have a Psych Wound you experience some particular Psychosocial State, most commonly an Emotional State, although other Psychosocial states such as “Dishonoured”, “Entranced”, “Shunned”, “Charmed”, “Ensorcelled”, “Ruined”, “Ostracised” or even “Exiled” also exist. There is some cross-over into Hitches as Psychosocial States can create, resolve, and alter Hitches sometimes. The Number of Pips and Number of Cards in the effect should inform the Character’s emotional portrayal, although you can also examine the actual cards too, as each one has Facets, and card names (Yarn and Wyrd Tarot) that may add nuance of flavour to the State. If a Character has a large number of cards and Heart Pips invested in “Love” then you can bet they are pretty convinced they are in love.

Style: ElegantThe Elegant Style is often the choice of high society, nobles and politicians favour it. Elegant Style Reserves favour graceful movements (they add +1 Pip to each card for movement), and can be used for Perception, Reach or Ranged attacks, as well as evasion defences such as Dodging (where again they add +1 Pip to each card). Elegant Style Reserves can never be used to Soak, Heal or for Normal Physical Melee Attacks.

Success: ArtisticArtistic Success is usually measured in terms of Emotional impact on the Target Audience. 1 Artistic Success will allow you to add a 1 card Emotional Effect that will affect the Target or Audience, or can instead be used to Draw an extra card to your Ordeal Pool. 2 Artistic Successes can create a 2 card Emotional Effect on the Target or Audience, or imbue a creation with Additional Sway, Chi, Yarn or Twists (depending on Character Type) to create Trophies, Monoliths, Artefacts or Dark Matter. 3+ Artistic Successes will induce 3 card Emotional Effects in the Target or the Action may affect a Target’s Personality Annex (Soul/Spirit) directly.

Sway: SplendourAwe Sway is known as Splendour, and represents beauty, nobility and dignity. Splendour is best spent when you are trying to impress someone, keep your cool, or maintain someone’s respect. Viewing Bold Splendour being spent automatically gives an Action an “Effect” from Faint at 1 to Unforgivable at 32.

Tangle: EmotionsThe Tangle of Awe is that of emotions. Each Aura Proficiency will add an emotional complication to the Annex. Umbral Proficiencies will usually add Negative Emotions from their Facet. Nimbed Proficiencies generally add Positive Emotions from their Facet. This is usually a simple 1 card emotional effect, but if the same Facet is present these may stack (and this can make Umbrals positive or Nimbeds negative). This creates a list of emotions that the Annex has affinity with. At least one of these emotional states must be present in the Scene to activate the Annex at all. Depending upon the Annex’s intended usage the Annex may only be able to detect, affect, create, project, control, or adjust those emotions, or it may simply require them all be present, with each emotion that is not present adding one of these effects:

  1. Generate a Failure Level of the appropriate Facet for the emotion.
  2. Generate an appropriate Emotional Psych attack on a “random” target (often the Annex User or an Ally) to create the appropriate emotion. The Annex User may elect to accept these emotions automatically.
  3. The current Yarn-Teller may use these emotions within the Scene for their own purposes.

Test: Attitude / Art / Charm / Cool / SpiritWhen a Character wishes to affect another even spiritually, through their art, charms, or magic, or their own soul’s attitude is tested, or if they want to project an attitude, emotion or state, like appearing cool or staying cool under pressure.

Tone: EmotionalAny story or scene that has an Awe Tone is going to be emotional. Whether its the heart-breaking plight of a boy and his dog, or a cancer-ridden mother trying to do the best for her children before she dies, this is the Tone of sad stories that are low on action, but high in characterisation, and Stress.

Turn: Change-of-HeartSomeone has a change of heart, or mind, it may mean that they change sides, or just tack, changing the direction of the plot. These Emotional turns are usually as a result of powerful emotion-driven situations.

Twisted: SpiritA Twisted Spirit alters the Gains a Character makes from Personas. Instead the Twisted Persona is driven to promote fears of supernatural beings in those about them. They Gain Chi when they hoax, fake, or create genuine supernatural events. In Ordeals they Gain Chi when they play cards to make Psych attacks.

Umbral: AwfulThe User feels awful when using the Annex, perhaps it is too dangerous, or hurts the user. To represent this awfulness either the user must beat a one card (per Umbral) Psych Attack before they can activate the Annex, or when the Annex activates it will automatically inflict a 1 card (per Awful Umbral) Unsoakable magical attack on the User.

B

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.

Facet Name: Burden

Description: Burden is the Yin Facet of the material. Wealth and weight fall beneath Burden’s corporeal control. It is the Facet of Elemental Earth, defining physical weight, reaping rewards in terms of financial wealth, ownership, and resources, it can be fiscally or materially rewarding, and can be trusted, but can also lead to debts, over-loading, and even being dragged and is often lacking something, even if only true satisfaction. It is the opposite, and physical counter-weight holding down the tugging kite string, of Gossamer.

Action: TradingThe Action of Burden is trading, trading usually means using wealth to purchase things, but other trades are possible. True Mercari, Increated, and Bulmäs Soul Traders all trade for things usually beyond wealth.

Annex Channel: Indebting Annexes that channel through Burden use verbs like : Accumulate / Afford / Beat / Buy / Consume / Crush / Fatten / Finance / Flatten / Hammer / Hit / Impose / Own / Pound / Provide / Purchase / Squish / Supply / Swell / Thump / Weigh-down

Annex Root: Burdensome Annexes rooted in Burden, or Descendants or Characters that use them are described as: Battering / Big / Bulk / Crushed / Enormous / Financial / Giant / Greed / Heaviness / Institutional / Massiveness / Materialistic / Ownership / Percussive / Treasure / Wealth

Attack: Pound (

Mode:

Name: Physical

Text: The simplest forms of wounding are nothing but bashing and cutting physical wounds. Physical attacks are usually performed with weapons (Prop Descendants) or Martial Arts Annexes, which means they can be blocked, parried and so on by another weapon or Martial Art.

Active-Defences:

Mode:

Type: Active

Name: Parry

Text: Deflecting the incoming blade with your own, also works with spears, hammers, maces, vibro-halberd, or magic spells and counter-magics, whatever really, except energy, you can’t Parry lasers or electricity with a sword (blaster bolts on the other hand).

Rule:

  • The Descendant or Annex draws Cards as normal, then plays One (1) card from their Pool.
  • If they can match any attack card in Suit (or Clubs ♣ as Defence Trump) and Pips (including Additional Style and Penetration Pips, or additional Wound / Success Levels, or +2 Pips for Trumps) then the attack has been Parried (Wildcards automatically Parry).
  • What happens next depends upon the suit of the Defending card (see the Suit Parry details)

👣

Mode: 👣

Type: Active

Name: Dodge

Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.

Rule:

  • All Physical and Energy Attacks that do not Splash can be dodged fully.
  • Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
  • To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
  • If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3,J has 5 Pips of Penetration, an A cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3 with +5 Pips of Penetration

🛡

Mode: 🛡

Type: Active

Name: Blocking

Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.

Rule:

  • The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
  • Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7 and 4.
  • If any Block Card exactly matches in Pips and Suit (or is a Club ) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7 matches the 7 (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
  • If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7 as damage however.
  • If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4 is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4 now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
  • The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.

Passive-Defences:

🔲

Mode: 🔲

Type: Passive

Name: Prepared Defence

Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.

Rule: Prepared defences must be prepared with Diamonds () or Clubs () as a Suitable Style Reserve and create a Pip Wall that must be worked through.

  • The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs () with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
  • The defence stops all Cards within this range, as long as there are still any Pips left.
  • Each attacking Card removes those Pips from the remaining Pip Score — e.g. If the defence prepared with a A amd 10 is attacked with a J that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
  • Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
  • You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5 (+7), 7(+9) and K (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).

👟

Mode: 👟

Type: Passive

Name: Passive Dodge

Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.

Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.

Mode:

Type: Passive

Name: Soak

Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.

Rule:

  • The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annex’s normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
  • Compare the Soak cards to the Attack cards.
    • Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
      TypeMinimum SoakMaximum Soak
      Facet / “Saving Throw” 510
      Skill 511
      Talent513 (K)
      Power515
      Super-Annex 216+ (any)
      Mud / Clay / Foam810
      Cloth/Wool/Fur Descendant37
      Silk / Padding Descendant28
      Leather Descendant49
      Foam Plastic Descendant38
      Hard Plastic Descendant711 (J)
      Advanced Polymer Descendant3 14
      Chainmail Descendant913 (K)
      Thin Wood Descendant47
      Thick Wood Descendant311 (J)
      Laminated Wood Descendant312
      Turtle Shell Armour711 (J)
      Stone Armour912 (Q)
      Bronze plate Descendant812 (Q)
      Steel plate Descendant614 (A)
      Orichalcum plate Descendant515 (Joker)
      Vibro-field Descendant410
      Power field Descendant12 (Q)15 (Joker)
      Force-field Descendant815 (Joker)
      Toon/Femite Descendant616 (suited Ace)
      Nullite Descendant416 (suited Ace)
      Magickal/Alchemical Enhancement-2 compared to normal+2 compared to normal
    • If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
    • If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
    • If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6 if you play a 2 then both cards are Soaked and 2 × 2 pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
    • Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6 10 and J is soaked by a 7 then you will see the Soak Layer take the J, 10, Stalls the 6 and the 4 on the Soak-Layer, which Discards the 7, then two copies of the 7 also pass on into the next layer of Soak.
  • The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
  • If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
  • The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Character’ Ordeal Pool before you move to the next Soak-Layer.

💰

Mode: 💰

Name: Resource

Text: Damage is intended to be paid by a specific Facet Sway. The damage may be soaked or dodged by appropriate defences, but are rare for Characters not focused on the Resource. Wounds are usually taken in a specific targeted Facet Sway (often Wealth, Health, or Support) or Yarn as Pips, with any excess taken as Yarn, so a 23 Pip Economic attack will cost the Target 23 Wealth or Yarn if they had no Wealth, if they had 13 Wealth, it would cost them that and 10 Yarn. It should be noted that Yarn is taken as Chi from the total that a Character has (e.g. a Character with 66 Chi losing 10 Yarn would have only 8 Chi left, but a Character with 45 Chi would lose everything). Resource Attacks may also Maim, Cripple or “Destroy” suitable Descendants and can create Hitches, (such as Lacking, Binding, etc.) if the target does not have enough of the targeted Facet Sway / Chi.

Active-Defences:

👣

Mode: 👣

Type: Active

Name: Dodge

Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.

Rule:

  • All Physical and Energy Attacks that do not Splash can be dodged fully.
  • Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
  • To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
  • If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3,J has 5 Pips of Penetration, an A cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3 with +5 Pips of Penetration

🛡

Mode: 🛡

Type: Active

Name: Blocking

Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.

Rule:

  • The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
  • Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7 and 4.
  • If any Block Card exactly matches in Pips and Suit (or is a Club ) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7 matches the 7 (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
  • If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7 as damage however.
  • If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4 is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4 now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
  • The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.

Passive-Defences:

🔲

Mode: 🔲

Type: Passive

Name: Prepared Defence

Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.

Rule: Prepared defences must be prepared with Diamonds () or Clubs () as a Suitable Style Reserve and create a Pip Wall that must be worked through.

  • The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs () with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
  • The defence stops all Cards within this range, as long as there are still any Pips left.
  • Each attacking Card removes those Pips from the remaining Pip Score — e.g. If the defence prepared with a A amd 10 is attacked with a J that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
  • Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
  • You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5 (+7), 7(+9) and K (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).

👟

Mode: 👟

Type: Passive

Name: Passive Dodge

Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.

Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.

Mode:

Type: Passive

Name: Soak

Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.

Rule:

  • The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annex’s normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
  • Compare the Soak cards to the Attack cards.
    • Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
      TypeMinimum SoakMaximum Soak
      Facet / “Saving Throw” 510
      Skill 511
      Talent513 (K)
      Power515
      Super-Annex 216+ (any)
      Mud / Clay / Foam810
      Cloth/Wool/Fur Descendant37
      Silk / Padding Descendant28
      Leather Descendant49
      Foam Plastic Descendant38
      Hard Plastic Descendant711 (J)
      Advanced Polymer Descendant3 14
      Chainmail Descendant913 (K)
      Thin Wood Descendant47
      Thick Wood Descendant311 (J)
      Laminated Wood Descendant312
      Turtle Shell Armour711 (J)
      Stone Armour912 (Q)
      Bronze plate Descendant812 (Q)
      Steel plate Descendant614 (A)
      Orichalcum plate Descendant515 (Joker)
      Vibro-field Descendant410
      Power field Descendant12 (Q)15 (Joker)
      Force-field Descendant815 (Joker)
      Toon/Femite Descendant616 (suited Ace)
      Nullite Descendant416 (suited Ace)
      Magickal/Alchemical Enhancement-2 compared to normal+2 compared to normal
    • If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
    • If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
    • If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6 if you play a 2 then both cards are Soaked and 2 × 2 pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
    • Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6 10 and J is soaked by a 7 then you will see the Soak Layer take the J, 10, Stalls the 6 and the 4 on the Soak-Layer, which Discards the 7, then two copies of the 7 also pass on into the next layer of Soak.
  • The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
  • If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
  • The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Character’ Ordeal Pool before you move to the next Soak-Layer.

🔫

Mode: 🔫

Name: Normal

Text: The Standard against which other Attacks are measured. Everything is standard, no weird rules.

Rules: No Special Rules. Normal Attacks obey the normal rules for Reach and Range additional Targets cost +3 Pips per Target.

)
Pound attacks are crushing and pulverising, they rarely break the skin, instead they break bones. They are Physical (or occasionally Economic) Normal Attacks and as such are probably the most common attack type in the Omniverse, favoured by building / tree collapses and rock falls everywhere. When used as an Economic attack the Pound usually represents a direct attack such as a buy-out.

Core: WielderWhen the character is holding/wearing or using a specific descendant/trophy/monolith/artefact add a success level.

Critical: Sack 8♣A Sack Critical is one that takes something from the Opponent / Target. Usually this is means that you steal something from them, this might be a Descendant taken with a crafty hand, or a Vampyre might steal some Sway (or Chi) with a bite, sometimes a Character can even be kidnapped by a Sack critical (as though they were swept into the sack). The Critical Wound is applied as both a Normal Wound and as an Economic one (often as a specific Facet Sway or paid in a Descendant).

Descendants: MaterialMaterial Descendants can be treasures, luxury cars, or homes, fall into this category, as well as simple treasures like a wallet full of cash, or these Descendants can be heavy, dense or immense things, like giant statues, pyramids, or earthworks.

Edge: RewardingThe Rewarding Edge grants you a Sway Gain each use of the Annex, or Chi Gain for each use of a Descendant.

Emotion Negative:

  • Impatience — A feeling of irritation or a desire for change or excitement
  • Unsatisfied— A feeling of discontentment and wanting more.
  • Ambition — An insatiable desire for something or someone (usually power, wealth, or a particular career).

Emotion Positive:

  • Acceptance — A sense of agreeing to take what was offered by another.
  • Trust —A sense of confidence in another and their actions and morals.
  • Admiration —A feeling of deep respect and approval in another.

Failure: FinancialA Financial Failure adds Economic wounds to the results, add 1 Economic Wound card per Failure Level. Economic Wounds are usually paid for with Sway or Chi, but can create Impoverished, Exposed or Lament Hitches.

Fumble: Taxing 7♣A Taxing Fumble costs the Character something, suitable Taxing Fumbles can include the rolled Score in Tao Sway, the number of Pips in Chi, or the Number of Successes in Yarn. These costs can be paid by the Character directly (in Sway) or indirectly (by losing a Descendant of the appropriate price or greater).

Glow: RewardingThe Rewarding Glow grants you a Chi Gain each use of the Annex or a Yarn Gain for each use of a Descendant.

Gnarl: ExpenseA 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.

Herald: ShakeThe Herald of Burden is the shake, the shock-waves that ripple through the ground from each footfall of the monster, the creak of the floors, the rattling of shelves or windows, and settling of the building itself. These are the vibrations of sounds travelling through solid matter, often felt as much as heard.

Hitch: LackingThe 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”.

  • Quirk — Lacking Quirks effect a Character or Descendant occasionally, what they lack is rarely important or their lack is not great. Triggers are usually quite specific about what the Character or Descendant may lack. They might lack finances for a lunch at a fancy restaurant, but they can afford to eat lunch.
  • Flaw — Lacking Flaws effect a Character more often, and more deeply. What they are lacking is considered important generally or their lack is considerable and noticeable. The Triggers are now more broad in scope and so trigger more often. A Character lacking Finances as a Flaw would find it impacts their purchases, driving them to bargain bins, second-hand stores or into debt with others to make any major purchase.
  • Woe — Lacking Woes effect a Character constantly, they cannot demonstrate any ability to command what they lack at all. These are Triggers that essentially declare “None of ___” or “No ___”. Those that have no bravery cannot stand-up for themselves (or others) and so must cower or flee, those who lack money cannot purchase anything and so must beg or steal.

Hurdle: ExpensesThe hurdle of Burden is always one of expenses, whatever you are doing, it just got more expensive than you budgeted. That item you wanted is out of stock, or out of print, but they can get you a special order from somewhere overseas, or maybe “You checked the price last week? Oh that was a sale, sorry.”, maybe you forgot about having to buy food, or didn’t remember to budget for rearming, restocking, or refuelling, sales taxes, the salesperson is on commission and is some kind of persuasive genius, or perhaps the warranty pamphlet is dosed in low-grade hypnotic pharmaceuticals, but this whole thing just got expensive.

Incarna: EarthBurden is the Incarna Facet to choose if you wish to build a statue, or play a living rock. Gemstones, Earth Elementals (Gnomes), living statues, gargoyles, golems, rock giants, and buildings can also share this Incarna.

Location: MaterialMaterial Locations can be huge locations, planets, realms and lands are good examples, but they can also be storage locations like storerooms, warehouses, banks and vaults.

Lore: InventoryInventory lores tell us what a character owns, or at least what people know they own. Examples might include “Fellmoor Castle”, “A Black Stallion called Major Calamity” or “Two-headed Battle-axe engraved with Anglo-Saxon knot-work”

Monster: FabricantThe Monster is a Fabricant, a construct, an object imbued with the semblance of life. Artificial in nature, these living objects are usually physical in nature, and often tough and strong, but their activity is normally based upon their form and original function.

  • A Fabricant Monster is created with a specific function (such as “Guard this place”, or “Do this specific job”) and a specific form (examples commonly include vehicles, as well as humanoid and animal forms).
  • Fabricant Monsters are able to add a Monster Pool Bonus when appropriate to either their form or function, for example a Fabricant Monster crane designed to build a city would be able to add to any construction, lifting or towering Actions.
  • The Fabricant Monster may Draw to its Monster Pool whenever it refuels, recharges, reloads, or repairs itself, replaces a component or is given a new function. Usually components have a cost at least equal to the Burden Score in Wealth Sway.
  • The Fabricant Monster must play cards from its Monster Pool to perform any action that is not a part of its normal form and function.
Fabricants are common in fiction and folklore, from the obvious such as “replicants”, “robots”, “giant mechanical dinosaurs”, “automata” and “golems” to more refined examples such as demonically-possessed cars, vampiric furniture and haunted houses.

Narration Technique: AmplificationAmplification is a rhetorical technique that can be used in Narration to draw additional attention to, add importance to, or exaggerate certain parts of a description or text. Amplification can be simple exaggeration and hyperbole, but more often it relies on repeating a particular part, word or thought, to draw attention, each repeat will add additional details or greater hyperbole to this thought to bring it forwards. E.g. You crest the hill and sight an army; an army that fills the plain beyond the hill, stretching from horizon to horizon; an army of armoured reptilian giants, their banners emblazoned with a blood-red snake wave atop their raised spears as they march; the army of the Cobra-king, it can only be the greatest number of lizard-warriors ever gathered, and they are marching towards you.

Narrative Moment: Household BurdensHouseholds have material burdens that must be performed, whether its paying the landlord (or mortgage), maintenance such as cleaning, laundry, or washing up, or provision for the family or group such as grocery shopping, cooking a meal, or ordering and paying for take-out. This moment grounds a Character making them feel real, after all, we all need to do these things.

Nimbed: MaterialThe first Material Proficiency on the Annex makes the Annex’s effects more durable (adding the Nimbed Burden Score to all difficulty to dispel, heal, or fix the effects of the Annex). The second Material Proficiency adds the Rewarding Edge to the Annex. The third adds the Rewarding Glow. Each additional Material Proficiency will add an Automatic Material Success.

Ordeal: MaterialMaterial Ordeals are usually to do with wealth, or provision of goods, examples include “Feeding The Household”, “Purchasing Goods” and “Gathering The Harvest”.

Persona: Reaper

Motivation: Reapers are typically materialists, they may be collectors, trying to complete their collection (in which case the collection may not be material at all), or just want more than anyone else. Fundamentally, their motivation appears to be one of greed, with them charging more on trades, and trying to make money on every deal, however for many reapers there is a deeper motivation at play, they preserve, and curate the things they reap, keeping them safe, sometimes the money is just to provide security for their family.

Avoid: Reapers do not like to give away anything, without receiving something in compensation, or at least, acknowledging the debt. Any loss without compensation (gambling, theft, con-tricks, etc) will cause the Reaper to Gain Stress.

Shadow: The Shadow of a Reaper feeds on debts, and will force debt to accumulate around itself. Perhaps the Reaper will spiral into debt to complete a collection, perhaps owing favours to people they shouldn’t or more often they will lend money to others around them as they are flush materially and see no harm in lending something to a friend, with collateral, some reapers even fall so far that they don’t even accumulate for themselves, but reap for others.

Gain Chi: Gain Chi when you obtain, take, purchase, or accept something material, ask for more, or make a profit.

Ordeal Gain Chi when you use a Physical Descendant’s Annex to generate a Score or Draw.

Psychosocial Location: WishesWithin all beings they have the things they want, and things that they are addicted to. These are summed up in the Psychosocial space into Wishes. Within this State of a personality you will often find secret repressed desires, as well as their wants they are open about. Wishes are often tied to Geometry Goals (especially those of the Soul and Shadow) and Personality Motivations, and are easily confused with Drives and Urges, but Wishes exist as the root of a Drive, Drives must pass through a Wish on their way to the States they connect. Urges are more about what a Character needs on a biological level, than what they desire to accumulate or achieve in Wishes. Typically a Character that enters their Wishes State will display greed or wanting behaviours, these can vary from mild acquisitiveness to all-encompassing ambitions.

Quest: ObtainThis quest would have the characters try to purchase, steal, gather, hire or otherwise acquire a specific (or several) location(s), character(s) or object(s).

Question: QuantityThe Question of Burden is a question of Quantity, “How much?” and “How many?” are the usual forms.

Resolved Hitch: AbundanceThe resolution of a Lacking Hitch creates an abundance, making up for what was once a lack for a Character or Descendant. +1 Success Level to any Action where an abundance of any material or property that the Character has a named Proficiency for (not specifically the Proficiency that was part of the Annex originally).

Rule: CostsThe Rule of Burden is Costs. Nothing comes for free in this Omniverse, as there are always the costs of time and entropy wearing away everything, and so in the model that is the game, there are always costs. For some things, the costs are hidden away, such as the time spent learning a Skill pays the cost to use it, but Talents and Powers often have additional costs that the user must bear, even including the time they spent learning the Proficiencies and Skills that are being combined. This idea of Costs extends to Hitches, which are often costs that must be paid due to circumstances that surround the Character. The Rule of Costs itself could explain the existence of Stress, Strain, Sway, Chi and Yarn, as something must exist to pay the Costs within the model.

Style: DescendantThe Descendant Style is ideal for characters that favour using equipment, or training, such as Pilots, military and para-military types, and armoured superheroes. Be it weapons, armour, vehicles, fortifications, or whatever, the Descendant Style Reserve can be filled or used for any purpose, as long as they are using Descendants. The Descendant Style does have some available Sub-Styles such as Training, Locations, Lores, Equipment, Vehicles, Weaponry, Armour as well as more specialised Styles such as Magic Wand Style, or Ninja-Training Style. Sub-Styles add +1 to the Pips of each card in the Reserve (when used appropriately), Specialised Sub-Styles add +2 to the Pips of each card when used with the specialised Descendant.

Success: MaterialMaterial Success wins you prizes, often in the form of Wealth and physical Property. Material Success means a Gain, this can be as simple as buying a loaf of bread, making the down payment on your new hill-top mansion, or putting the finishing touches to your latest suit of hero armour. 1 Material Success Gains as Wealth (a Sway Gain) or allows you to Play an extra card from your Pool, 2 Material Successes Gains as Chi or you may Draw and Play an additional card as an Echo of the Action during one of the GRT Phases of the Annex, 3+ Material Successes Gains as Yarn, or it allows the Action to target on the Target’s Physical Descendants.

Sway: WealthBurden Sway is known as Wealth. Wealth is spent to make purchases (such as Descendants). In other words, if you can spend cash on something Wealth is the best Sway. Bold Wealth when spent on a purchases is known as “Retail Therapy” may Relieve Stress in both the buyer and seller equal to the Wealth spent. So spending 2 Bold Wealth will relieve 1 Stress for both the buyer and seller.

Tangle: CostBurden brings a cost as its Tangle. Each Umbral that is added adds a cost equal to the Facet Draw in Banal Yin Sway. Each Nimbed added adds a cost equal to that Facet Draw in Banal Yang Sway. This cost must be paid before the Annex will activate, or will be taken from the Score the Annex will generate.

Test: Barter / Feasting / Haggling / Purchase / Selling / Trade / WealthBurden Tests are often used to purchase, trade, or sell Descendants, goods, or services.

Tone: DarkA story or scene that is dark in Tone is a down-beat tale, often creepy, sinister or morbid. Sinister or avaricious motivations will abound, and actions that cause harm, are favoured within the Tone. A truly dark tone will add a Failure Level to every Test especially those that cause harm, marring and scarring every success that anyone achieves.

Turn: Reversal of FortuneSometimes the poor man wins a lottery, or comes up with a genius product, or a rich man loses everything due to poor decisions, there may be swindles, gambling, thieves or law suits. Sometimes two individuals swap circumstances, and even identities as part of a reversal of fortune.

Twisted: BodyThe physical form of the Character is twisted and altered. They may be malformed or exposed by this twisting (adding a new Hitch), but always add a Monster Facet from the same Facet as the Character’s Persona, Core, Incarna or any Hitch with a Twist stored on it.

Umbral: DraggingThe User requires a specific physical Descendant that is not in GRT when activating (e.g. a Wallet full of cash or a sword that hasn’t just been swung) or the Annex will have additional RT and potentially GRT. Each Umbral Burden Proficiency will add the Umbral Burden Score to this Umbral Score. The Total Score from all Umbral Burden Proficiencies is used to calculate the minimum cost in Chi of the Descendant that can be used, and the RT that will be added to the Annex. For each 10 points of RT added 5 RT are converted into 1 GRT (so +11 RT becomes +6 RT +1 GRT, +26 RT becomes +16RT +2GRT and +34 RT becomes +19 RT +3GRT).

C

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 Defender’s 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.

Facet Name: Craft

Description: Craft is the Yang Facet of artifice and creation. It is the source of all technologies, most arts and magicks, and is hard-won through practice, anxiety, precision and a hope to improve, hard-work, preparation and toil brings proficiency, but it can also curse one with ineptitude, and can require measures, tools, and components to achieve results. Craft is the artificial, man-made creation that stands apart from, but continually learns and steals from Nature.

Action: TinkerThe Action of Craft is tinkering, this can range from simply your hands fiddling with something, or skilled techniques such as, crafting new Descendants, fixing broken ones, or trying to improve Descendants.

Annex Channel: Crafting Annexes that channel through Craft use verbs like: Build / Collide / Crash / Create / Devise / Equip / Fix / Maintain / Manufacture / Mend / Practise / Prepare / Repair / Shatter / Tinker / Tool / Train / Work

Annex Root: Crafted Annexes rooted in Craft, or Descendants or Characters that use them (or were made with them) are described as: Artisanal / Complex / Crashed / Cunning / Delicate / Elaborate / Practised / Precise / Prepare / Professional / Skilled / Specialized / Subtle / Technological / Witchcraft

Attack: Crash (

👤

Mode: 👤

Name: Psych

Text: Psych (pronounced ‘Sigh-k’) attacks target the Target’s mind and emotions — which means they are only useful on Characters (even if those Characters may be Intelligent Descendants or Extras). All Wounds are targeted on the Personality Annex (or Master Annex for an Intelligent Descendant / Extra). Psych Attacks typically have an emotional or Psychosocial outcome.

Active-Defences:

🔍

Mode: 🔍

Type: Active Psych

Name: Focus

Text: Focus is a Psych Parry. The defender focuses on one aspect of the attack, and thereby turns it around on the attacker. They might retort to the attack, with a biting insult, or just refute one point so well that the attack is ruined, then again they might just react so badly to the attack that they effect the attacker back. The problem with Focus as a defence is that it requires specific cards to work at all.

Rule:

  • Draw a number of cards equal to the number of Hitches Reduced, and add the cards to your Ordeal Pool. Then Play One Card.
  • The card must match exactly one Attack card’s Pips and Suit — Jokers may be Wild. Clubs will Trump with +2 Pips, which means an 8 can be matched by a 6,7, or 8).
  • If they can match an Attack card, then the Attack has been stopped. Discard the matched Attack card and all Attack cards Higher than the Focus card.
  • Attack cards lower than the Focus card are immediately added to the Defender’s Ordeal Pool as “Fight-or-Flight” cards that may be immediately played or prepared without RT or GRT penalties.
  • If no match can be made then Focus has failed. The Defender takes the full effect of the Attack as Focus has been used the Personality Annex cannot now Soak.
🦋

Mode: 🦋

Type: Active Psych

Name: Ignore

Text: Ignoring a Psych attack is a great choice, if you can. However ignoring is an all or nothing defence, fail to ignore the whole attack and you will have ignored nothing at all.

Rule:

  • Draw a number of cards equal to the total number of Hitches Reduced and add them to the Defender’s Ordeal Pool.
  • Play Hitches Reduced number of cards to try and Ignore the Psych Attack.
  • Ignore cards must beat the total Pips of the Attack. Beat the Pips and the Attack is Discarded. Otherwise the Defender takes all the Psych Damage and since they used their Personality Annex to Ignore, they cannot use it to Psych Soak.

Passive-Defences:

🔲

Mode: 🔲

Type: Passive

Name: Prepared Defence

Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.

Rule: Prepared defences must be prepared with Diamonds () or Clubs () as a Suitable Style Reserve and create a Pip Wall that must be worked through.

  • The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs () with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
  • The defence stops all Cards within this range, as long as there are still any Pips left.
  • Each attacking Card removes those Pips from the remaining Pip Score — e.g. If the defence prepared with a A amd 10 is attacked with a J that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
  • Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
  • You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5 (+7), 7(+9) and K (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).

💭

Mode: 💭

Type: Passive Psych

Name: Passive Psych Soak

Text: When someone yells an insult at you, it might sting, or it might not. If you see someone killed in front of you, it might scare you, or may not. You can decide which with a Passive Psych Soak.

Rule:

  • Personality Annex Plays a number of Soak cards equal to number of Hitches Reduced (½ to 4 Cards) from their Ordeal Pool.
  • If any Soak Card exactly matches in Pips and Suit (or Clubs ♣ with +2 Trump bonus) any Attack Card then the Attack Card is discarded and the Defender may Pull and Play a ‘Fight-or-Flight’ Ordeal card. If a Soak card exactly matches the Highest Card of the Attack then the whole Attack is Discarded.
  • If any Psych Soak card is higher in Pips than an Attack card, then those Attack cards are Blocked and Discarded immediately. The Soak card is then kept, but is turned sideways, Stalled. It will be added to the next Psych Attack automatically unless moved by a Defence Glow to a Prepared Defence. A card in this state is considered Stalled.
  • If any Psych Soak card has less Pips than an Attack card (or a Stalled card) then the Attack card is Soaked and immediately Discarded. The Defender takes a copy of the Soak card for each card Blocked. The Attacker may add some of the Penetration Pips to increase the Attack cards Pips at this point.
  • Psych Attacks that begin with more than 3 cards (such as most Tricks) always cause Extreme Emotional responses, rather than Normal emotional responses. All Psych Attacks must affect the Target’s Active Personality Annex (or its Profs). Psych Wounds automatically stack together whenever they can (2 Psych Distracts Wounds automatically become a Psych Flesh Wound).
  • Once the incoming attacks have been dealt with (or not) the Character may now Draw as many cards as they Played earlier to their Ordeal Pool.

Mode:

Name: Energy

Text: Energy attacks are blasts of radiation that are not entirely physical in nature. They might still have a physical impact, but the damage is usually radiation, or electrical burns and sensory overloads.

Active-Defences:

👣

Mode: 👣

Type: Active

Name: Dodge

Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.

Rule:

  • All Physical and Energy Attacks that do not Splash can be dodged fully.
  • Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
  • To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
  • If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3,J has 5 Pips of Penetration, an A cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3 with +5 Pips of Penetration

🛡

Mode: 🛡

Type: Active

Name: Blocking

Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.

Rule:

  • The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
  • Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7 and 4.
  • If any Block Card exactly matches in Pips and Suit (or is a Club ) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7 matches the 7 (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
  • If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7 as damage however.
  • If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4 is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4 now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
  • The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.

Passive-Defences:

🔲

Mode: 🔲

Type: Passive

Name: Prepared Defence

Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.

Rule: Prepared defences must be prepared with Diamonds () or Clubs () as a Suitable Style Reserve and create a Pip Wall that must be worked through.

  • The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs () with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
  • The defence stops all Cards within this range, as long as there are still any Pips left.
  • Each attacking Card removes those Pips from the remaining Pip Score — e.g. If the defence prepared with a A amd 10 is attacked with a J that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
  • Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
  • You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5 (+7), 7(+9) and K (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).

👟

Mode: 👟

Type: Passive

Name: Passive Dodge

Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.

Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.

Mode:

Type: Passive

Name: Soak

Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.

Rule:

  • The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annex’s normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
  • Compare the Soak cards to the Attack cards.
    • Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
      TypeMinimum SoakMaximum Soak
      Facet / “Saving Throw” 510
      Skill 511
      Talent513 (K)
      Power515
      Super-Annex 216+ (any)
      Mud / Clay / Foam810
      Cloth/Wool/Fur Descendant37
      Silk / Padding Descendant28
      Leather Descendant49
      Foam Plastic Descendant38
      Hard Plastic Descendant711 (J)
      Advanced Polymer Descendant3 14
      Chainmail Descendant913 (K)
      Thin Wood Descendant47
      Thick Wood Descendant311 (J)
      Laminated Wood Descendant312
      Turtle Shell Armour711 (J)
      Stone Armour912 (Q)
      Bronze plate Descendant812 (Q)
      Steel plate Descendant614 (A)
      Orichalcum plate Descendant515 (Joker)
      Vibro-field Descendant410
      Power field Descendant12 (Q)15 (Joker)
      Force-field Descendant815 (Joker)
      Toon/Femite Descendant616 (suited Ace)
      Nullite Descendant416 (suited Ace)
      Magickal/Alchemical Enhancement-2 compared to normal+2 compared to normal
    • If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
    • If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
    • If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6 if you play a 2 then both cards are Soaked and 2 × 2 pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
    • Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6 10 and J is soaked by a 7 then you will see the Soak Layer take the J, 10, Stalls the 6 and the 4 on the Soak-Layer, which Discards the 7, then two copies of the 7 also pass on into the next layer of Soak.
  • The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
  • If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
  • The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Character’ Ordeal Pool before you move to the next Soak-Layer.

Mode:

Name: Physical

Text: The simplest forms of wounding are nothing but bashing and cutting physical wounds. Physical attacks are usually performed with weapons (Prop Descendants) or Martial Arts Annexes, which means they can be blocked, parried and so on by another weapon or Martial Art.

Active-Defences:

Mode:

Type: Active

Name: Parry

Text: Deflecting the incoming blade with your own, also works with spears, hammers, maces, vibro-halberd, or magic spells and counter-magics, whatever really, except energy, you can’t Parry lasers or electricity with a sword (blaster bolts on the other hand).

Rule:

  • The Descendant or Annex draws Cards as normal, then plays One (1) card from their Pool.
  • If they can match any attack card in Suit (or Clubs ♣ as Defence Trump) and Pips (including Additional Style and Penetration Pips, or additional Wound / Success Levels, or +2 Pips for Trumps) then the attack has been Parried (Wildcards automatically Parry).
  • What happens next depends upon the suit of the Defending card (see the Suit Parry details)

👣

Mode: 👣

Type: Active

Name: Dodge

Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.

Rule:

  • All Physical and Energy Attacks that do not Splash can be dodged fully.
  • Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
  • To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
  • If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3,J has 5 Pips of Penetration, an A cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3 with +5 Pips of Penetration

🛡

Mode: 🛡

Type: Active

Name: Blocking

Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.

Rule:

  • The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
  • Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7 and 4.
  • If any Block Card exactly matches in Pips and Suit (or is a Club ) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7 matches the 7 (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
  • If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7 as damage however.
  • If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4 is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4 now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
  • The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.

Passive-Defences:

🔲

Mode: 🔲

Type: Passive

Name: Prepared Defence

Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.

Rule: Prepared defences must be prepared with Diamonds () or Clubs () as a Suitable Style Reserve and create a Pip Wall that must be worked through.

  • The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs () with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
  • The defence stops all Cards within this range, as long as there are still any Pips left.
  • Each attacking Card removes those Pips from the remaining Pip Score — e.g. If the defence prepared with a A amd 10 is attacked with a J that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
  • Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
  • You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5 (+7), 7(+9) and K (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).

👟

Mode: 👟

Type: Passive

Name: Passive Dodge

Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.

Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.

Mode:

Type: Passive

Name: Soak

Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.

Rule:

  • The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annex’s normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
  • Compare the Soak cards to the Attack cards.
    • Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
      TypeMinimum SoakMaximum Soak
      Facet / “Saving Throw” 510
      Skill 511
      Talent513 (K)
      Power515
      Super-Annex 216+ (any)
      Mud / Clay / Foam810
      Cloth/Wool/Fur Descendant37
      Silk / Padding Descendant28
      Leather Descendant49
      Foam Plastic Descendant38
      Hard Plastic Descendant711 (J)
      Advanced Polymer Descendant3 14
      Chainmail Descendant913 (K)
      Thin Wood Descendant47
      Thick Wood Descendant311 (J)
      Laminated Wood Descendant312
      Turtle Shell Armour711 (J)
      Stone Armour912 (Q)
      Bronze plate Descendant812 (Q)
      Steel plate Descendant614 (A)
      Orichalcum plate Descendant515 (Joker)
      Vibro-field Descendant410
      Power field Descendant12 (Q)15 (Joker)
      Force-field Descendant815 (Joker)
      Toon/Femite Descendant616 (suited Ace)
      Nullite Descendant416 (suited Ace)
      Magickal/Alchemical Enhancement-2 compared to normal+2 compared to normal
    • If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
    • If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
    • If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6 if you play a 2 then both cards are Soaked and 2 × 2 pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
    • Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6 10 and J is soaked by a 7 then you will see the Soak Layer take the J, 10, Stalls the 6 and the 4 on the Soak-Layer, which Discards the 7, then two copies of the 7 also pass on into the next layer of Soak.
  • The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
  • If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
  • The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Character’ Ordeal Pool before you move to the next Soak-Layer.

💰

Mode: 💰

Name: Resource

Text: Damage is intended to be paid by a specific Facet Sway. The damage may be soaked or dodged by appropriate defences, but are rare for Characters not focused on the Resource. Wounds are usually taken in a specific targeted Facet Sway (often Wealth, Health, or Support) or Yarn as Pips, with any excess taken as Yarn, so a 23 Pip Economic attack will cost the Target 23 Wealth or Yarn if they had no Wealth, if they had 13 Wealth, it would cost them that and 10 Yarn. It should be noted that Yarn is taken as Chi from the total that a Character has (e.g. a Character with 66 Chi losing 10 Yarn would have only 8 Chi left, but a Character with 45 Chi would lose everything). Resource Attacks may also Maim, Cripple or “Destroy” suitable Descendants and can create Hitches, (such as Lacking, Binding, etc.) if the target does not have enough of the targeted Facet Sway / Chi.

Active-Defences:

👣

Mode: 👣

Type: Active

Name: Dodge

Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.

Rule:

  • All Physical and Energy Attacks that do not Splash can be dodged fully.
  • Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
  • To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
  • If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3,J has 5 Pips of Penetration, an A cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3 with +5 Pips of Penetration

🛡

Mode: 🛡

Type: Active

Name: Blocking

Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.

Rule:

  • The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
  • Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7 and 4.
  • If any Block Card exactly matches in Pips and Suit (or is a Club ) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7 matches the 7 (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
  • If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7 as damage however.
  • If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4 is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4 now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
  • The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.

Passive-Defences:

🔲

Mode: 🔲

Type: Passive

Name: Prepared Defence

Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.

Rule: Prepared defences must be prepared with Diamonds () or Clubs () as a Suitable Style Reserve and create a Pip Wall that must be worked through.

  • The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs () with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
  • The defence stops all Cards within this range, as long as there are still any Pips left.
  • Each attacking Card removes those Pips from the remaining Pip Score — e.g. If the defence prepared with a A amd 10 is attacked with a J that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
  • Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
  • You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5 (+7), 7(+9) and K (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).

👟

Mode: 👟

Type: Passive

Name: Passive Dodge

Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.

Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.

Mode:

Type: Passive

Name: Soak

Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.

Rule:

  • The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annex’s normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
  • Compare the Soak cards to the Attack cards.
    • Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
      TypeMinimum SoakMaximum Soak
      Facet / “Saving Throw” 510
      Skill 511
      Talent513 (K)
      Power515
      Super-Annex 216+ (any)
      Mud / Clay / Foam810
      Cloth/Wool/Fur Descendant37
      Silk / Padding Descendant28
      Leather Descendant49
      Foam Plastic Descendant38
      Hard Plastic Descendant711 (J)
      Advanced Polymer Descendant3 14
      Chainmail Descendant913 (K)
      Thin Wood Descendant47
      Thick Wood Descendant311 (J)
      Laminated Wood Descendant312
      Turtle Shell Armour711 (J)
      Stone Armour912 (Q)
      Bronze plate Descendant812 (Q)
      Steel plate Descendant614 (A)
      Orichalcum plate Descendant515 (Joker)
      Vibro-field Descendant410
      Power field Descendant12 (Q)15 (Joker)
      Force-field Descendant815 (Joker)
      Toon/Femite Descendant616 (suited Ace)
      Nullite Descendant416 (suited Ace)
      Magickal/Alchemical Enhancement-2 compared to normal+2 compared to normal
    • If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
    • If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
    • If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6 if you play a 2 then both cards are Soaked and 2 × 2 pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
    • Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6 10 and J is soaked by a 7 then you will see the Soak Layer take the J, 10, Stalls the 6 and the 4 on the Soak-Layer, which Discards the 7, then two copies of the 7 also pass on into the next layer of Soak.
  • The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
  • If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
  • The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Character’ Ordeal Pool before you move to the next Soak-Layer.

🔥

Mode: 🔥

Name: Destructive

Text: Destructive Attacks have some thing they are just better at affecting, this reflects how hacks can really mess up computers and data, crashes can really destroy vehicles as well as computers and delicate things generally, and nothing flammable likes burning.

Rules: All attacks against a suitable target (Referee decides) increase each cards Wound Limit Level +1. The new Wound Limit may require additional Pips to actually raise the Wound to that higher Limit in the current Stakes.

)
Crash attacks affect vehicles and equipment, but extreme tiredness can have a Psyche effect on Characters. Crash Attacks can be Psyche, Energy, Physical, or Economic and are especially Destructive to Vehicles and Technology.

Core: CrafterAdd Craft Score (or die) to all Skill Annex rolls and all ♦ Ordeal cards.

Critical: Trained Q♦A Trained Critical indicates that the last action was so successful that you may immediately take another full-action with a Skill Annex or Descendant (regardless of GRT or RT). This additional Skill Action represents the Character’s long hours of training that has prepared their body and mind for this moment. Normal GRT and RT will occur after the Critical Action(s) are resolved.

Descendants: WorksCraft Descendants may be the crafts, skills and tools of any work, or can be the result of long hours of toil.

Edge: ProficientThe Proficient Edge grants an additional Proficiency Dice (to a maximum of 4) to any roll, when the Annex or Descendant is suitable for the Task.

Emotion Negative:

  • Anxious — An often mild sense of usually unspecific worry about the future.
  • Concerned— A sense of worry about a specific thing.
  • Disturbed — A sense of extreme worry and upset usually about some specific event that either may occur, or has occurred and may again.

Emotion Positive:

  • Hope — A sense or feeling that something you want to happen, will actually happen.
  • Assured —A sense of confidence and belief in something or someone.
  • Certain —A feeling that something is undoubtedly true (or false depending upon context).

Failure: Extra WorkThe Failure Levels incur additional costs to the Action. This is often in the form of additional Difficulties (modifiers etc) and extra tasks, Stages or Tests that must be completed, such as gathering fresher ingredients, remaking a flawed component, helping a colleague, or simply taking longer to complete than expected.

Fumble: Junk 3♦A Junk Fumble causes damage to a Descendant, usually the one being used, or the one being created. If a Junk Fumble takes place during an Item Creation Ordeal then the Descendant being created will take a Wound (or be reduced in quality without lowering the creation cost). Junk Fumbles usually draw and play one Unsoakable Wound on the Descendant, although attacks may be redirected to add more damage, causing guns to explode, swords to shatter, or shields to splinter as appropriate.

Glow: ProficientThe Proficient Glow raises the dice of your Proficiencies one step (d4 -> d6 -> d8 -> d10 -> d12) so a 2d6 Prof Pool becomes a 2d8.

Gnarl: DifficultiesThe 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.

Herald: MarkMarks are the Herald of Craft, a mark can be as simple as a trademark or makers mark, a chalk mark that shows where the original piece of wood was measured, a signature on a piece of work, or as complex and imperceptible as the infra-red laser point of a military laser scope marking the target before a shot, or the sigil worked into the masonry for a powerful ward.

Hitch: IneptThe 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”

  • Quirk — Inept Quirks indicate that a Character has some minor action or specific skill that they have less success with than normal. For example a Character who is Inept at Sprinting can walk, march, or even run, but if they try to Sprint (or fly) the Quirk will trigger. A Character might be Inept with a specific Descendant, such as being Inept with Rifles, Axes or Pens, but not all firearms, melee weapons or other writing tools.
  • Flaw — Inept Flaws indicate a Character or Descendant has some important action, or general skill that they find complicated. An Inept Flaw might make a Character unable to move faster than a Walk, or be unable to hide their thoughts when they engage in telepathy. Inept Flaws might make a Character Inept with a whole class of Descendants, such as “Power-Tools”, “Firearms”, or with a Facet Action such as Enigma’s “Hiding”.
  • Woe — Inept Woes indicate an important skill or action that the Character or Descendant cannot attempt under any circumstances without the Hitch being triggered. An Inept Woe based on movement would trigger if the Character was not trying to stay still. Inept Woes can deny a Character access to entire classes of Descendants (such as making all “Works”, “Pacts” or “Material” Descendants unusable for the Character) or even close access to a Facet (no Crafting for you) without the Hitch Triggering.

Hurdle: IdealThe hurdle of Craft is an ideal, that is seeking a perfection that may be only theoretical. There is always some other thing that could be done to improve a masterpiece as far as the master is concerned, a true master knows when they should call a piece finished. Craft adds the idea of a perfect or ideal solution that cannot be real, but is the most desirable outcome.

Incarna: ToilHigh craft of prolonged time. Craft is the Incarna to pick if you wish to play or build a carefully constructed, fiddly mechanical thing. You might want a robot or mechanimal to be made from Toil, many works of art are actually made from Craft, any sort of living artwork or golem could be made from Toil.

Location: WorkingWorking Locations such as factories, forges, flint-knapping sites, potteries, mines, quarries, some guild-houses also apply.

Lore: OccupationThe Occupation Lore reveals at least one position that the character has held, a job they have done in the past, or an occupation, profession or vocation that they are known to have. Examples might include “Former Marine”, “Former NASA Scientist” or “Tech CEO” (perhaps even in the same person).

Monster: MakerThe Monster is actually a “creator” or “summoner” of other Characters (referred to as Spawn). Makers may vary in how many types of Spawn they can make, with some specialising in a particular Spawn, while others make every Spawn a unique entity.

  • Makers summon or create Spawn that are usually less powerful Monsters (at least 1 less Monster Facet) than the Maker, and are often an Extra or Descendant, made, birthed or summoned by the Maker.
  • Makers may Draw to their Monster Pool each time one of their Spawn is injured, damaged, or given a mission or assignment.
  • Makers may use their Monster Pool Bonus whenever they are creating, summoning or making new Spawn. Spawn do not usually gain access to that Monster Pool Bonus
  • Makers must Play at least 1 card from their Monster Pool on any Action where they interact with a Character who is not one of their Spawn.
Makers come in a huge variety of types, from over-reaching scientists who construct a monster (who inevitably gets named for the scientist), Necromancers who raise armies of minor undead, engineers who assemble robot armies, Pocket-Demon trainers, or Giant-Space-Wasps.

Narration Technique: NeologismThis Narration technique involves the crafting, or coining, of a new word or phrase (although technically a protologism initially this becomes a neologism practically the moment it is written down). This is often done as a part of world-building, but must be included within the narration of the tale. Neologisms can be nouns, verbs or what ever is required, and these can be “nonce words” intended for one use, or “Sniglets” with their humorous definitions.

Narrative Moment: QuirkEvery one has quirks, something that they are the only person they know that does this thing. It may be a weird hobby, or professional specialisation that is very rare, or perhaps they just always keep a pencil tucked behind their right ear. This is a moment that is dedicated to lamp-shading or drawing attention to that quirk. We show off the quirk to make a Character feel more dimensioned, or deep, however quirks can be annoying and silly if they are overplayed or overused, so handle with care.

Nimbed: ProficiencyThe Nimbed of Craft is Proficiency, the first “Proficiency” Proficiency grants the Annex the ability to add Nimbed Craft Score to the Pips of all Diamonds Played by the Annex during an Ordeal, the second adds the Proficient Edge, the third the Proficient Glow and each additional Proficiency Nimbed after adds a Precision Success Level.

Ordeal: DescendantDescendant Ordeals are usually about acquiring or repairing Descendants, examples include “Raise a Barn”, “Building”, “Craft a Tool” and “Train a Skill”.

Persona: Smith

Motivation: Smiths are driven to create things (often Descendants). They may sell the Descendants for a profit, but aren’t interested in that side of things as much as creating the best Descendants (or otherwise) possible, be they weapons, armour, buildings, spaceships, or cakes. This motivation can lead the smith to quest for special ingredients, or to learn new skills. In general, a Smith will respect the work of another Smith, doing their best to learn from the art it represents.

Avoid: Smiths tend to avoid waste, any unused materials are recycled into a new project. Many Smiths avoid destruction of another Smith’s work, seeing it as an ultimate waste. Smiths however Gain Stress when working under a tight deadline (normal deadline is equal to the modified Chi cost as an Extend Duration, tight is trying to work faster).

Shadow: The Shadow of a Smith feeds on stress, and will create it around the Smith. The Smith may become a perfectionist, or they may become exploitative, or disciplinarian, stressing others around them, or the Smith may focus on work to the exclusion of their social needs, stressing them and their friends and family.

Gain Chi: Gain Chi when you spend (Craft Boon as Yarn Limit Duration) time working on a creation, complete an Ordeal Stage in a Creation Ordeal, or avoid waste.

Ordeal Gain Chi when a Descendant you have created is used in an Ordeal you are engaged in.

Psychosocial Location: Muscle-memoryMemory is broken into multiple types, this State governs use of fine and gross motor controls to allow the Character to learn physical skills, such as athleticism (such as running, balance, acrobatics, swimming, etc) or tool-use relevant to manufactoring, repairing, healing, typing, writing, painting, sculpture, musicianship and much more. All knowledge the body stores about how to move itself is held within the Muscle-Memory State. Typically a Character that enters the Muscle-Memory State is in a “Flow” State, where their conscious mind is essentially tranced out while they perform some physically demanding task, this can also be though of as an “Autopilot” where you are consciously thinking about something else, while your unconscious handles everything else.

Quest: Build / WorkWhen a Quest requires the characters to create a Descendant, build a location, work for a specific Character or Group, or work towards a specific goal, it is usually a Craft Quest.

Question: MethodsCraft asks us what methods were used to do something, they are also known as “How” questions, such as “How did you get here before us?” and “How did you build that?”.

Resolved Hitch: AbleThe resolution of the Inept Hitch creates a Character or Descendant who is Able. Add +1 Success Level to the Action they were once Inept at.

Rule: ProfienciesThe Rule of Craft is called Proficiencies, and is how we model knowledge and muscle-memory. Proficiencies can also be combined to create more complex structures called Annexes, which in turn generate more complex Proficiencies. Having additional applicable Proficiencies for a task will allow more, and larger dice to be rolled to generate Scores, and combining Proficiencies into Annexes will also allow a Character to combine multiple Facets together to generate larger Boons and roll larger dice. Proficiencies can also add flavour to an Annex in the form of Nimbeds, Umbrals and a Tangle.

Style: FinesseThe Finesse Style is used by skilled individuals. Finesse Style Reserve can be used to any effect as long as it is subtle, skilled, or delicate. Finesse Style Reserves can only Play or Receive 1 Prepared card at a time, unless completing a Trick. However cards played from the Finesse Style Reserve for a subtle or skilled effect will add +2 Pips.

Success: PrecisionPrecision Successes reflect the attention to detail that comes with being a master crafter, things that you might not even notice have been done, but you’d notice if they hadn’t. 1 Precision Success can cancel any 2 Failure Levels, or allow you to Draw or Play an extra card during the Action. 2 Precision Successes allow you to Draw and Prepare a card to any of your Reserves automatically during the Action, as well as adding it to the current Action. 3+ Precision Successes allow a master crafter to alter an Annex during the Action (they can add, remove or swap Proficiencies to the Master or Sub-Annexes, and may add Sub-Annexes or Proficiencies if there is room in the Descendant. This is usually done on their own Descendants, but they can Target the Descendants of their Target (blunting their blade, setting the safety on their weapon, ejecting the magazine, etc) ).

Sway: KnacksCraft Sway points are called Knacks. Knacks can be spent to purchase new Proficiencies, and increase Scores during physical Descendant Mending, Fixing and Creation Ordeals (to help meet Costs and Difficulties), or on any Skill Annex use. Bold Knacks when spent on Actions can negate the need for specific or specialised Tools, a Character with Bold Knacks could undo any type of screw with any screwdriver.

Tangle: MeasuresA Craft Tangle consists of Measures. For each Aura Proficiency added to the Annex, choose one of the following:

  1. A Measurement is required to activate the Annex, such as “Span”, “Height” or “Weight”, which can be nominal, ordinal, interval or ratio measurements, the measurements can pertain to the Facet or not as required by the genre/setting. These measurements can be made with Prepared actions during Ordeals, or may be rolled as Key (or the Facet) Tests, or simply narrated as a half-action. Failure Levels from measurements (or failure to measure) will also affect the Annex narration.
  2. A measure of specific ingredients are required to activate the Annex, these may be substituted for similar ingredients, but Failure Levels for these Facets may be added by the Yarn-Teller or Referee for incorrect ingredients. Ingredients are consumed by the Annex use.
  3. Tools are required to activate the Annex, such as “Screwdriver” or “Hammer”, Tools may be substituted but the Yarn-Teller may add an Umbral Facet Failure Level.

Test: Building / Crafting / Fixing / Jury-Rig / Manufacturing / Repairing / WorkCraft Tests cover all manner of work and craft related activities, including Descendant creation

Tone: CreativeA Creative Tone is common in stories and scenes about art, music or invention. If the story is about production, creation of an item then you may want to use a Creative Tone. Creative actions are favoured, resources may require manging, and some emotional content should be expected.

Turn: Planned GambitThe Turn is that no matter how much things have been appearing to go wrong for someone, this has actually be all according to their master plan. Usually this turn occurs late in the Loom, when used by a Dominant Side or in the Zenith when used by the Pressed.

Twisted: SkillOne of the Character’s Skills is altered and twisted to create a different Annex. The Twisted Skill increases in Boon by the Boon of one of the Character’s Hitches. This Twisted Skill is influenced by the Facet of the Hitch that is added to it, distorting the Skill, perverting it with some positive influence from the Hitch and its Gnarls. This is not adding a Proficiency to the Skill, nor does it make the Skill into a Talent.

Umbral: PreparationThe Craft Umbral restricts an Annex to only being able to manipulate cards in Style Reserves, usually this means only Preparing cards to the User’s (or an Ally’s) Style Reserve, or attacks that wear down an opponent’s Style Reserves. However, the Annex cannot activate if their own Style Reserve does not contain at least one Ordeal card per Umbral Preparation Proficiency.

D

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.

Facet Name: Dominion

Description: Dominion is the Yang Facet of control, groups, civilization, the body politic, the abilities to socialise and lead. Dominion pushes us to conform to society through embarrassment, and draws us deeper with sympathy and empathy, it can manipulate, control and manage, but also defines limits on one’s reach, the volumes that surround and contain us, it is the spaces around us especially the social spaces, and defines the groups we are part of. Ideally Dominion leads us through strategy, guidance, and politics, but can also become a popularity and fashion contest. Dominion is the dense and complicated high society that Yonder, its opposite seeks to distance itself from.

Action: MarshalThe Action of Dominion is marshalling, rallying the troops, giving orders, rabble-rousing speeches or just directing the crowds.

Annex Channel: Dominating Annexes that channel through Dominion use verbs like: Accord / Administrate / Agree / Command / Control / Conquer / Destroy / Detonate / Direct / Dominate / Engage / Enslave / Erupt / Exploit / Govern / Influence / Involve / Join / Lead / Manage / Monopolise / Network / Organise / Reign / Socialise / Steer / Supervise / Treaty

Annex Root: Collective Annexes rooted in Dominion, or Descendants or Characters that use them are described as: Communal / Connected / Decisive / Dominant / Explosive / Managerial / Moderation / Mutual / Political / Pyrotechnical / Regional / Social / Spatial / Territorial / Unexploded / Volatile

Attack: Explode (

Mode:

Name: Energy

Text: Energy attacks are blasts of radiation that are not entirely physical in nature. They might still have a physical impact, but the damage is usually radiation, or electrical burns and sensory overloads.

Active-Defences:

👣

Mode: 👣

Type: Active

Name: Dodge

Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.

Rule:

  • All Physical and Energy Attacks that do not Splash can be dodged fully.
  • Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
  • To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
  • If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3,J has 5 Pips of Penetration, an A cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3 with +5 Pips of Penetration

🛡

Mode: 🛡

Type: Active

Name: Blocking

Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.

Rule:

  • The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
  • Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7 and 4.
  • If any Block Card exactly matches in Pips and Suit (or is a Club ) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7 matches the 7 (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
  • If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7 as damage however.
  • If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4 is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4 now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
  • The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.

Passive-Defences:

🔲

Mode: 🔲

Type: Passive

Name: Prepared Defence

Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.

Rule: Prepared defences must be prepared with Diamonds () or Clubs () as a Suitable Style Reserve and create a Pip Wall that must be worked through.

  • The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs () with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
  • The defence stops all Cards within this range, as long as there are still any Pips left.
  • Each attacking Card removes those Pips from the remaining Pip Score — e.g. If the defence prepared with a A amd 10 is attacked with a J that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
  • Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
  • You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5 (+7), 7(+9) and K (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).

👟

Mode: 👟

Type: Passive

Name: Passive Dodge

Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.

Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.

Mode:

Type: Passive

Name: Soak

Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.

Rule:

  • The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annex’s normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
  • Compare the Soak cards to the Attack cards.
    • Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
      TypeMinimum SoakMaximum Soak
      Facet / “Saving Throw” 510
      Skill 511
      Talent513 (K)
      Power515
      Super-Annex 216+ (any)
      Mud / Clay / Foam810
      Cloth/Wool/Fur Descendant37
      Silk / Padding Descendant28
      Leather Descendant49
      Foam Plastic Descendant38
      Hard Plastic Descendant711 (J)
      Advanced Polymer Descendant3 14
      Chainmail Descendant913 (K)
      Thin Wood Descendant47
      Thick Wood Descendant311 (J)
      Laminated Wood Descendant312
      Turtle Shell Armour711 (J)
      Stone Armour912 (Q)
      Bronze plate Descendant812 (Q)
      Steel plate Descendant614 (A)
      Orichalcum plate Descendant515 (Joker)
      Vibro-field Descendant410
      Power field Descendant12 (Q)15 (Joker)
      Force-field Descendant815 (Joker)
      Toon/Femite Descendant616 (suited Ace)
      Nullite Descendant416 (suited Ace)
      Magickal/Alchemical Enhancement-2 compared to normal+2 compared to normal
    • If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
    • If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
    • If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6 if you play a 2 then both cards are Soaked and 2 × 2 pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
    • Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6 10 and J is soaked by a 7 then you will see the Soak Layer take the J, 10, Stalls the 6 and the 4 on the Soak-Layer, which Discards the 7, then two copies of the 7 also pass on into the next layer of Soak.
  • The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
  • If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
  • The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Character’ Ordeal Pool before you move to the next Soak-Layer.

Mode:

Name: Physical

Text: The simplest forms of wounding are nothing but bashing and cutting physical wounds. Physical attacks are usually performed with weapons (Prop Descendants) or Martial Arts Annexes, which means they can be blocked, parried and so on by another weapon or Martial Art.

Active-Defences:

Mode:

Type: Active

Name: Parry

Text: Deflecting the incoming blade with your own, also works with spears, hammers, maces, vibro-halberd, or magic spells and counter-magics, whatever really, except energy, you can’t Parry lasers or electricity with a sword (blaster bolts on the other hand).

Rule:

  • The Descendant or Annex draws Cards as normal, then plays One (1) card from their Pool.
  • If they can match any attack card in Suit (or Clubs ♣ as Defence Trump) and Pips (including Additional Style and Penetration Pips, or additional Wound / Success Levels, or +2 Pips for Trumps) then the attack has been Parried (Wildcards automatically Parry).
  • What happens next depends upon the suit of the Defending card (see the Suit Parry details)

👣

Mode: 👣

Type: Active

Name: Dodge

Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.

Rule:

  • All Physical and Energy Attacks that do not Splash can be dodged fully.
  • Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
  • To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
  • If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3,J has 5 Pips of Penetration, an A cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3 with +5 Pips of Penetration

🛡

Mode: 🛡

Type: Active

Name: Blocking

Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.

Rule:

  • The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
  • Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7 and 4.
  • If any Block Card exactly matches in Pips and Suit (or is a Club ) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7 matches the 7 (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
  • If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7 as damage however.
  • If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4 is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4 now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
  • The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.

Passive-Defences:

🔲

Mode: 🔲

Type: Passive

Name: Prepared Defence

Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.

Rule: Prepared defences must be prepared with Diamonds () or Clubs () as a Suitable Style Reserve and create a Pip Wall that must be worked through.

  • The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs () with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
  • The defence stops all Cards within this range, as long as there are still any Pips left.
  • Each attacking Card removes those Pips from the remaining Pip Score — e.g. If the defence prepared with a A amd 10 is attacked with a J that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
  • Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
  • You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5 (+7), 7(+9) and K (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).

👟

Mode: 👟

Type: Passive

Name: Passive Dodge

Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.

Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.

Mode:

Type: Passive

Name: Soak

Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.

Rule:

  • The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annex’s normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
  • Compare the Soak cards to the Attack cards.
    • Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
      TypeMinimum SoakMaximum Soak
      Facet / “Saving Throw” 510
      Skill 511
      Talent513 (K)
      Power515
      Super-Annex 216+ (any)
      Mud / Clay / Foam810
      Cloth/Wool/Fur Descendant37
      Silk / Padding Descendant28
      Leather Descendant49
      Foam Plastic Descendant38
      Hard Plastic Descendant711 (J)
      Advanced Polymer Descendant3 14
      Chainmail Descendant913 (K)
      Thin Wood Descendant47
      Thick Wood Descendant311 (J)
      Laminated Wood Descendant312
      Turtle Shell Armour711 (J)
      Stone Armour912 (Q)
      Bronze plate Descendant812 (Q)
      Steel plate Descendant614 (A)
      Orichalcum plate Descendant515 (Joker)
      Vibro-field Descendant410
      Power field Descendant12 (Q)15 (Joker)
      Force-field Descendant815 (Joker)
      Toon/Femite Descendant616 (suited Ace)
      Nullite Descendant416 (suited Ace)
      Magickal/Alchemical Enhancement-2 compared to normal+2 compared to normal
    • If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
    • If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
    • If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6 if you play a 2 then both cards are Soaked and 2 × 2 pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
    • Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6 10 and J is soaked by a 7 then you will see the Soak Layer take the J, 10, Stalls the 6 and the 4 on the Soak-Layer, which Discards the 7, then two copies of the 7 also pass on into the next layer of Soak.
  • The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
  • If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
  • The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Character’ Ordeal Pool before you move to the next Soak-Layer.

Mode:

Name: Magic

Text: Magic may just be technology we don’t understand, or it can be a mysterious force unknowable and frightening to the common man. Magic can parry magic, and so sometimes can silver or cold iron, it depends on the magic. Magic attacks are rarely dodgeable (and the few that are are usually actually spells that perform energy attacks), and usually ignore Range, but instead must pierce the target’s Liberty or Wyrd Score (-4 Pips as standard).

Active-Defences:

Mode:

Type: Active

Name: Parry

Text: Deflecting the incoming blade with your own, also works with spears, hammers, maces, vibro-halberd, or magic spells and counter-magics, whatever really, except energy, you can’t Parry lasers or electricity with a sword (blaster bolts on the other hand).

Rule:

  • The Descendant or Annex draws Cards as normal, then plays One (1) card from their Pool.
  • If they can match any attack card in Suit (or Clubs ♣ as Defence Trump) and Pips (including Additional Style and Penetration Pips, or additional Wound / Success Levels, or +2 Pips for Trumps) then the attack has been Parried (Wildcards automatically Parry).
  • What happens next depends upon the suit of the Defending card (see the Suit Parry details)

🛡

Mode: 🛡

Type: Active

Name: Blocking

Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.

Rule:

  • The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
  • Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7 and 4.
  • If any Block Card exactly matches in Pips and Suit (or is a Club ) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7 matches the 7 (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
  • If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7 as damage however.
  • If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4 is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4 now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
  • The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.

Passive-Defences:

🔲

Mode: 🔲

Type: Passive

Name: Prepared Defence

Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.

Rule: Prepared defences must be prepared with Diamonds () or Clubs () as a Suitable Style Reserve and create a Pip Wall that must be worked through.

  • The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs () with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
  • The defence stops all Cards within this range, as long as there are still any Pips left.
  • Each attacking Card removes those Pips from the remaining Pip Score — e.g. If the defence prepared with a A amd 10 is attacked with a J that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
  • Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
  • You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5 (+7), 7(+9) and K (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).

👟

Mode: 👟

Type: Passive

Name: Passive Dodge

Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.

Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.

Mode:

Type: Passive

Name: Soak

Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.

Rule:

  • The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annex’s normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
  • Compare the Soak cards to the Attack cards.
    • Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
      TypeMinimum SoakMaximum Soak
      Facet / “Saving Throw” 510
      Skill 511
      Talent513 (K)
      Power515
      Super-Annex 216+ (any)
      Mud / Clay / Foam810
      Cloth/Wool/Fur Descendant37
      Silk / Padding Descendant28
      Leather Descendant49
      Foam Plastic Descendant38
      Hard Plastic Descendant711 (J)
      Advanced Polymer Descendant3 14
      Chainmail Descendant913 (K)
      Thin Wood Descendant47
      Thick Wood Descendant311 (J)
      Laminated Wood Descendant312
      Turtle Shell Armour711 (J)
      Stone Armour912 (Q)
      Bronze plate Descendant812 (Q)
      Steel plate Descendant614 (A)
      Orichalcum plate Descendant515 (Joker)
      Vibro-field Descendant410
      Power field Descendant12 (Q)15 (Joker)
      Force-field Descendant815 (Joker)
      Toon/Femite Descendant616 (suited Ace)
      Nullite Descendant416 (suited Ace)
      Magickal/Alchemical Enhancement-2 compared to normal+2 compared to normal
    • If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
    • If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
    • If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6 if you play a 2 then both cards are Soaked and 2 × 2 pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
    • Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6 10 and J is soaked by a 7 then you will see the Soak Layer take the J, 10, Stalls the 6 and the 4 on the Soak-Layer, which Discards the 7, then two copies of the 7 also pass on into the next layer of Soak.
  • The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
  • If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
  • The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Character’ Ordeal Pool before you move to the next Soak-Layer.

💦

Mode: 💦

Name: Splash

Text: The Attack affects multiple targets, but a bit less than what it says on the Card.

Rules: Splash Damage affects multiple targets as well as the first. The Splash Damage is -1 Wound Level from the Limit (so a Flesh will splash Distracts). The Splash radius is equal to the Pips of the Limit Card as a Range in the Action Space. Additional Pips may still pay for additional targets +3 for each full target, +1 for each Splash target.

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Explode attacks do exactly that. They cause the target to partially or completely explode. Explode attacks can be Energy, Physical, or Magic, and always Splash.

Core: DominatorGain Chi when you give orders, exert authority or power.

Critical: Overwhelming 9♣An Overwhelming Critical simply overpowers and “ignores” all defences. All cards played are immediately made Unsoakable Wounds, that may be applied either to the target ignoring their defences, or directly to their defences (such as their armour) to destroy it.

Descendants: PactsPact Descendants include any group that you might belong to, from nation to best friends.

Edge: PactThe Pact Edge allows an Annex or Descendant to affect all members of a specified Pact as a single Target. This Edge is often given to Pact Descendants that usually specify themselves as the Pact. Users may specify the Pact of an Annex during any modification to the Annex (such as adding a Proficiency).

Emotion Negative:

  • Embarrassment — A sense of nervousness about what people might think of you.
  • Shame— A feeling of embarrassment mixed with guilt that you feel because of something that you have done, or that people think you have done.
  • Humiliation — A sense of disgrace and loss of self-respect that goes beyond shame and embarrassment.

Emotion Positive:

  • Sympathy — A sense of support for another who is suffering.
  • Compassion —A deep sense of sympathy that stems from having suffered through what another is suffering.
  • Empathy —A sense of feeling the suffering (or other emotions) another is feeling.

Failure: ScandalScandals can be big, with those that suffer them becoming infamous, but more normally they are small, shameful moments that Characters would wish people would forget.

Fumble: Mismanage 6♣A Mismanage Fumble causes harm, often unwitting, to a Character’s Allies. The Character may have had a plan that has gone wrong, they may have been misheard, or they may have spoken in an ill-considered manner, but somehow they have a connection to will be hurt by the Fumble. The Fumbler draws one card that will Attack their Ally (as a Psyche attack if they are giving them orders or the Ally is not present), if an Ally may be struck by an attack the Fumbler is making then the Ally is struck by the attack with the additional card added, if the Fumbler is defending themselves at the time of the Fumble then they use the Ally as a Defence, forcing them to soak the incoming attack (with the extra card added).

Glow: PactPact Glows can allow an Annex (or Descendant) to be Shared with all other members of a specified Pact for free.

Gnarl: LimitThe 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.

Herald: DirectionsThe Herald of Dominion is directions, these directions can be a map to get them there, an address or goal, or a list of orders that must be achieved. Directions can be given visually, gestured, written down, texted, spoken, or delivered in a political speech.

Hitch: SocialThe 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”

  • Quirk — A Social Quirk is a minor social issue that Character may encounter from time to time. This is usually a specific issue, such as they have an annoying laugh, overly aggressive or passive body language, difficulty maintaining eye contact or it may be a particular antagonism with a particular important character.
  • Flaw — A Social Flaw is a social issue that bothers the Character greatly, when it happens, which is probably daily. Social Flaws can include being persecuted by a group as large as society as a whole or as small as an individual bully, sometimes a social Flaw will indicate why a Character is persecuted or impeded by others.
  • Woe — A Social Woe is a major issue for a Character or Descendant usually implying all of society is ranged against them for some reason. They may be an outcast, exiled from their people, or simply be so repugnant of character that everyone rejects and abandons them.

Hurdle: MiscommunicationThe hurdle of Dominion is miscommunication, as it is hard to lead a group toward your vision if you can’t clearly communicate that vision. The hurdle of Dominion brings all the problems of miscommunication to another Test or Quest, what if the map is wrong, or the instructions are missing, only available in another language, or maybe you have been sent to the wrong castle?

Incarna: GroupWhen you want to play or build a society or social construct (such as a Pact, a Guild, a Company or even a family), or if you wish to play a social insect hive, a swarm, shoal or hive mind, or a Vermis Bulmäs then you want a Dominion Incarna.

Location: UrbanAny place where enough people live is automatically an Urban Location. Buildings tend to be larger and housing prices more expensive. Offices and Commercial buildings (such as shops) are quite common in Urban environments, but most Urban buildings are residential.

Lore: NetworkNetwork Lores tell us about the characters through who they’re are connected with, what Pacts are they a member of, who do they work for, who do they employ, who are their allies, who are their enemies.

Monster: HordeThe Horde Monster is a group or swarm of lesser monsters, it might be an Army, a pack of Bulmäs, a Hidden Space Fortress. A Horde is effectively a Pact Descendant Monster.

  • A Horde pools similar Facets and Annexes Values to create larger Boons automatically, however Horde Monsters are limited to a maximum Boon of twice the Super-Value (see Rule of Values) as they are better coordinated.
  • Hordes may Draw cards to their Monster Pool when the Horde increases in number.
  • The Horde must Play at least one card from their Monster Pool on any action that potentially splits or reduces the Horde (like losing an individual or being attacked). If the Horde Monster Pool is emptied the Horde is scattered as individuals again, and must reform to regain Monster Pool.
  • The Horde may add Monster Pool Bonuses on any actions to do with perception, overwhelming a target, or affecting multiple targets.
Hordes are incredibly common in ludo-narratives, often with a group of small monsters working together to create the Horde, whether it is a Goblin tribe, Skeletal army, Orc Clan or just a monstrous-sized army of men.

Narration Technique: MultiplicityNarration is often strengthened by multiplicity, whether it is as simple as repeating a word for emphasis, or narrating a tale from a multiplicity of perspectives and Characters. At its simplest this Narrative technique encourages the Yarn-Teller to narrate from a Character’s perspective that you have not seen or heard before, this is often an establishing narration for an Extra.

Narrative Moment: Networking InterfaceNetworking is the use of social situations to further your own personal or professional life. Important people, or an important person, will be at a certain conference, meeting, lunch, gala, theatre, or party, and there are professional (or personal) reasons the Character needs to attend. Networking is a good way of showing a Character as a person, are they charming or obnoxious? Poised or pushy? Polite or rude? But it also gives us a chance to see their ambitions and professional expertise in a social setting, as well as their work friends, allies and rivals.

Nimbed: InfluenceThe first Influence Proficiency adds a Realm Success Level to the Annex if you attempt to affect multiple targets. The second Influence Proficiency adds a Pact Edge, the third a Pact Glow. Each additional Influence Proficiency adds an additional Realm Success to the Annex.

Ordeal: InfluenceInfluence Ordeals are socio-political and Psychosocial ordeals, they include “Taking Control of the Situation”, “Lead From The Front”, “Rousing Speech”, and “Sway The Masses”.

Persona: Leader

Motivation: A Leader seeks to be followed, they may have ambitions to rise in rank and command, or they may just be happy with a small band of followers. They may be motivated by loyalty to those under their command, or those above them, or they may rule through fear, where the sensation of power they feel is their motivation. Some Leaders are motivated by goals they wish to achieve, which may be private or the accepted goals of their group.

Avoid: Leaders worry about losing the power and control they have accumulated, so tend to avoid whatever behaviours they believe might do that, especially losing their followers respect or appearing out of control. Leaders therefore Gain Stress when they are not in control of something.

Shadow: The Shadow of a Leader feeds on concerns, and creates them if their are none available. Sometimes the Leader will become a full tyrant, concerning the people daily, some are spendthrifts who will concern accountants or investors, other Leaders take advantage of their position and power in other concerning ways,

Gain Chi: Gain Chi when your orders are followed, you make suggestions, ask questions, you succeed alone, or concerned for others.

Ordeal Gain Chi when you play any card on an ally, or into their Style Reserves.

Psychosocial Location: FolkThe Psychosocial “State” or region of a Character’s mind that stores memories about people they know, their relationships and interactions, it is also the way humans recognise the emotions and intentions of others. In T13 we use the Character’s Dominion to limit the various types of relationship.

TypeDescriptionMaximum Number
AttachedThe most important and very closest of your social contacts, often trusting confidantes, best friends, lovers or the closest siblings of the Character, but they can also be a Nemesis or a Rival who has known them all their life. Attached Characters essentially know each other’s secrets (although not every secret usually).1 + Dominion Draw
AjoiningThe second closest of the social contacts. They can be close family, friends, co-workers, rivals, or foes. They know a lot about each other, including a few secrets, and they spend a lot of time in each others company generally.1 + Dominion Score
AssociatedThe third closest social contacts. These are associates, less immediate family and more-distant friends. These are people you know and may see or talk to fairly often, usually they are favourable or friendly, although a few enemies will exist in this tier.1 + Dominion Boon
EasyEasy contacts are Characters who barely know each other, but have some connection despite that. They might be distant family — related, but who seldom see each other, or be former associates who have grown more distant, friends of other family members, or family members of friends, or people you have had numerous, but limited, interactions with, such as teachers, doctors, local bar workers, or shop owners you’ve known for years.Dominion Value
KnownThe barest of contacts is “Known”, this means you might know each others names (although rarely full names), you might have contact information for a known person, but they are likely to be business contacts rather than personal emails, etc. These are not friends, or enemies usually, but they are not quite full strangers either. They will be recognized and name usually remembered, although it is possible that actual names will be forgotten, replaced by nicknames or a summation of the relationship (“my cousin’s father-in-law” for example). These are people you give a friendly nod to, or say hello when you meet, but otherwise you rarely talk.Dominion Boon as Chi Group Size
StrangersEveryone you don’t know is a stranger. It is true that there are potential friends as well as enemies amongst their number, but if you are going to bring a stranger into your home, make them a friend, then you are risking not only that they not become a friend, but in trying you may damage a relationship you already value, if you attempt to have more Known people than the Maximum then your Character will lose some one from the known, forcing them into the Strangers category again (and this person may think you are still known — or even believe they are a Relation or higher type… Which can make things awkward and change impressions quite quickly).N/A
TypeDescriptionMaximum Number
Typically Characters will enter this Psychosocial State when they are trying to recall information about a person, and can make someone seem momentarily distant or confused.

Quest: Control / Lead / JoinWhen a Quest demands that a Character joins a group, or leads others towards a goal, or if a Quest relies on a Character controlling a Descendant, or another Character, then that is a Dominion Quest.

Question: WhoDominion asks us “Who?”, as in “Who are these people?” and “Who is going to get rid of them for me?”.

Resolved Hitch: PopularThe resolution of a Social Hitch makes a Descendant or Character popular, people just like them more for some reason. +1 Success Level on any Psychosocial Ordeal Actions.

Rule: ValuesThe Rule of Dominion is called Values and it governs the way that we add Boons and combine Facets in T13. Rather than adding the Boons directly to each other, we usually add the Values of those Boons to find a new Value, that new Value is then Reduced to find the combined Boon. Two people with Gossamer 13 lifting together generate 66+66=132 Value that’s the equivalent of Boon 21 (not Boon 26). Combining Values in this way cannot generate a Value greater than the original Boon’s Super-Value, such that if even 17 people are lifting something together they can generate at most 1087 Value togther. This models the difficulties in coordinating people, and also limits how effectively an army of ants can affect a giant.

Style: StrategyThe Strategy Style is favoured by Leaders, Officers and Generals. Strategy can be used to almost any pre-planned or chosen effect, gaining a +2 Pips Style bonus to each card. However, Strategy Reserves can only Play cards to complete a goal that is specified as the first card is added to the Reserve. This goal cannot be changed, or modified, while Cards or Score remain in the Strategy Style Reserve. Changing the goal is only possible by completely Discarding all Cards and Score from the Strategy Style Reserve.

Success: RealmRealm Success represents success that covers a territory, area (of knowledge or space) or group of people. 1 Realm Success will allow Playing an additional card from your Ordeal Pool to pay for additional Targets or act as insider knowledge. 2 Realm Successes will Pull and Play a card to act as Realm Knowledge or to Pay for extra Targets. 3+ Realm Successes can make an Action affect a whole Location. The Location or Group Size affected is equal to the Character’s Size (0/1 for most Humans) + their Dominion Score + the Pips of one card Pulled and Played as an area of effect (e.g. a Bombing Action might add Dominion 4, Size 1 and 8 Pips to create 13 Yarn which would hit all of a Large Building or Vehicle at once, or affect over a hundred individuals.

Sway: SupportDominion Sway is sometimes called Support. Support can be spent to affect people socially, including when it is used to influence or affect a group of people. i.e. When spending 4 Bold Support on the size of a Group this counts as 4 Chi and can influence or affect up to 9 people (instead of 4 for Intrepid Support). Spending Bold Support will also affect a target causing them to either Gain or Relieve Stress equal to the Support spent as the spending Player prefers.

Tangle: PeoplePeople are the Dominion Tangle. The Annex will only activate if enough people are present in the Scene. The number of people required (as audience, crew, targets or whatever) is equal to the total Aura Proficiencies (Umbral and Nimbed) Facet Scores Reduced as Chi on the Sway table to find a Group Size. E.g. A “Performance” Annex with “Gossamer” (Boon 15) Umbral and “Zeal” (Boon 19) Nimbed would add Scores of 4+5=9 that Reduces to 3 that’s “Half-a-dozen” (<7) people.

Test: Manipulation / Control / Politics / Popularity / Self-controlDominion Tests are about self-control or controlling others, either directly, through manipulation or by charisma and popularity.

Tone: PoliticalDense plots about people and societies fill this Tone. The Political Tone is often about shady back-room deals, subtle manoeuvrings, secrets and private vendettas. Political scenes are about situations and people, Characters are highly important, allies and enemies will shift and change, and social interactions and Psychosocial Action spaces are emphasised.

Turn: SocietyThe Public mood changes, it might be your close friends changing, or a change may come over the village or country. Social changes can be small almost unnoticeable changes or massive, far-reaching effects, with repercussions for years.

Twisted: FamiliarAn Extra serves the Character as a form of Alternate, sharing the Character’s Twists. This Familiar is a physical extension of the Character’s body, and shares Incarna with the Character, although it may have a separate Personality, depending upon how integrated the Familiar is (exactly like any other Alternate). Familiars can always communicate telepathically with their owner, as they are the same person. The Extra is often an animal, although human familiars are certainly possible.

Umbral: FashionableThe Umbral of Dominion is fashionable, of course fashion is fickle, and what is a la mode this morning may be so last-season by lunchtime. This works by requiring the user of the Annex to narrate a new, fashionable or classic aspect of the Annex effect, this also adds the total Umbral Dominion Draw to the Difficulty (multiply the Umbral Dominion Score by the number of Umbral Dominion Proficiencies and then Reduce that resultant Score to a Draw). This sets the minimum Difficulty for any use of the Annex and reflects the Difficulty in making something popular, trendy or fashionable enough. This can also be used to make Annex Attacks emphasise or reflect the target’s poor fashion choices.

E

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).

Facet Name: Enigma

Description: Enigma is the Yin Facet of secrets, mysteries, hidden behaviours and cryptic things. Enigma is the hanging question that goes unanswered, it is the unknown, the occult, that which may never be known, sometimes these secrets are a source of guilt, other times they offer only confusion, shadows and vague sphinx-like riddles. Enigma is the hidden contents of the closed mystery box that can only be opened by its opposite Key.

Action: BewilderThe Action of Enigma is to bewilder another, whether by asking them a question, mystifying them with esoteric knowledge, or by vanishing into a hiding spot.

Annex Channel: Obscuring Annexes that channel through Enigma use verbs like: Ambush / Baffle / Bewilder / Bushwhack / Cloak / Conceal / Confuse / Disorientate / Distort / Hide / Lure / Lurk / Misdirect / Mislead / Obfuscate / Obscure / Prepared / Set / Smuggle / Spring / Stage / Vanish / Waylay

Annex Root: Enigmatic Annexes rooted in Enigma, or Descendants or Characters that use them are described as: Ambiguous / Dark / Deceptive / Disconcerting / Diversionary / Enigmatic / Garbled / Mysterious / Obscure / Occult / Perplexing / Puzzling / Secret / Secretive / Treacherous / Uncanny / Unexpected

Attack: Ambush (

👤

Mode: 👤

Name: Psych

Text: Psych (pronounced ‘Sigh-k’) attacks target the Target’s mind and emotions — which means they are only useful on Characters (even if those Characters may be Intelligent Descendants or Extras). All Wounds are targeted on the Personality Annex (or Master Annex for an Intelligent Descendant / Extra). Psych Attacks typically have an emotional or Psychosocial outcome.

Active-Defences:

🔍

Mode: 🔍

Type: Active Psych

Name: Focus

Text: Focus is a Psych Parry. The defender focuses on one aspect of the attack, and thereby turns it around on the attacker. They might retort to the attack, with a biting insult, or just refute one point so well that the attack is ruined, then again they might just react so badly to the attack that they effect the attacker back. The problem with Focus as a defence is that it requires specific cards to work at all.

Rule:

  • Draw a number of cards equal to the number of Hitches Reduced, and add the cards to your Ordeal Pool. Then Play One Card.
  • The card must match exactly one Attack card’s Pips and Suit — Jokers may be Wild. Clubs will Trump with +2 Pips, which means an 8 can be matched by a 6,7, or 8).
  • If they can match an Attack card, then the Attack has been stopped. Discard the matched Attack card and all Attack cards Higher than the Focus card.
  • Attack cards lower than the Focus card are immediately added to the Defender’s Ordeal Pool as “Fight-or-Flight” cards that may be immediately played or prepared without RT or GRT penalties.
  • If no match can be made then Focus has failed. The Defender takes the full effect of the Attack as Focus has been used the Personality Annex cannot now Soak.
🦋

Mode: 🦋

Type: Active Psych

Name: Ignore

Text: Ignoring a Psych attack is a great choice, if you can. However ignoring is an all or nothing defence, fail to ignore the whole attack and you will have ignored nothing at all.

Rule:

  • Draw a number of cards equal to the total number of Hitches Reduced and add them to the Defender’s Ordeal Pool.
  • Play Hitches Reduced number of cards to try and Ignore the Psych Attack.
  • Ignore cards must beat the total Pips of the Attack. Beat the Pips and the Attack is Discarded. Otherwise the Defender takes all the Psych Damage and since they used their Personality Annex to Ignore, they cannot use it to Psych Soak.

Passive-Defences:

🔲

Mode: 🔲

Type: Passive

Name: Prepared Defence

Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.

Rule: Prepared defences must be prepared with Diamonds () or Clubs () as a Suitable Style Reserve and create a Pip Wall that must be worked through.

  • The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs () with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
  • The defence stops all Cards within this range, as long as there are still any Pips left.
  • Each attacking Card removes those Pips from the remaining Pip Score — e.g. If the defence prepared with a A amd 10 is attacked with a J that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
  • Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
  • You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5 (+7), 7(+9) and K (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).

💭

Mode: 💭

Type: Passive Psych

Name: Passive Psych Soak

Text: When someone yells an insult at you, it might sting, or it might not. If you see someone killed in front of you, it might scare you, or may not. You can decide which with a Passive Psych Soak.

Rule:

  • Personality Annex Plays a number of Soak cards equal to number of Hitches Reduced (½ to 4 Cards) from their Ordeal Pool.
  • If any Soak Card exactly matches in Pips and Suit (or Clubs ♣ with +2 Trump bonus) any Attack Card then the Attack Card is discarded and the Defender may Pull and Play a ‘Fight-or-Flight’ Ordeal card. If a Soak card exactly matches the Highest Card of the Attack then the whole Attack is Discarded.
  • If any Psych Soak card is higher in Pips than an Attack card, then those Attack cards are Blocked and Discarded immediately. The Soak card is then kept, but is turned sideways, Stalled. It will be added to the next Psych Attack automatically unless moved by a Defence Glow to a Prepared Defence. A card in this state is considered Stalled.
  • If any Psych Soak card has less Pips than an Attack card (or a Stalled card) then the Attack card is Soaked and immediately Discarded. The Defender takes a copy of the Soak card for each card Blocked. The Attacker may add some of the Penetration Pips to increase the Attack cards Pips at this point.
  • Psych Attacks that begin with more than 3 cards (such as most Tricks) always cause Extreme Emotional responses, rather than Normal emotional responses. All Psych Attacks must affect the Target’s Active Personality Annex (or its Profs). Psych Wounds automatically stack together whenever they can (2 Psych Distracts Wounds automatically become a Psych Flesh Wound).
  • Once the incoming attacks have been dealt with (or not) the Character may now Draw as many cards as they Played earlier to their Ordeal Pool.

Mode:

Name: Energy

Text: Energy attacks are blasts of radiation that are not entirely physical in nature. They might still have a physical impact, but the damage is usually radiation, or electrical burns and sensory overloads.

Active-Defences:

👣

Mode: 👣

Type: Active

Name: Dodge

Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.

Rule:

  • All Physical and Energy Attacks that do not Splash can be dodged fully.
  • Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
  • To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
  • If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3,J has 5 Pips of Penetration, an A cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3 with +5 Pips of Penetration

🛡

Mode: 🛡

Type: Active

Name: Blocking

Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.

Rule:

  • The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
  • Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7 and 4.
  • If any Block Card exactly matches in Pips and Suit (or is a Club ) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7 matches the 7 (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
  • If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7 as damage however.
  • If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4 is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4 now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
  • The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.

Passive-Defences:

🔲

Mode: 🔲

Type: Passive

Name: Prepared Defence

Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.

Rule: Prepared defences must be prepared with Diamonds () or Clubs () as a Suitable Style Reserve and create a Pip Wall that must be worked through.

  • The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs () with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
  • The defence stops all Cards within this range, as long as there are still any Pips left.
  • Each attacking Card removes those Pips from the remaining Pip Score — e.g. If the defence prepared with a A amd 10 is attacked with a J that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
  • Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
  • You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5 (+7), 7(+9) and K (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).

👟

Mode: 👟

Type: Passive

Name: Passive Dodge

Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.

Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.

Mode:

Type: Passive

Name: Soak

Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.

Rule:

  • The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annex’s normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
  • Compare the Soak cards to the Attack cards.
    • Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
      TypeMinimum SoakMaximum Soak
      Facet / “Saving Throw” 510
      Skill 511
      Talent513 (K)
      Power515
      Super-Annex 216+ (any)
      Mud / Clay / Foam810
      Cloth/Wool/Fur Descendant37
      Silk / Padding Descendant28
      Leather Descendant49
      Foam Plastic Descendant38
      Hard Plastic Descendant711 (J)
      Advanced Polymer Descendant3 14
      Chainmail Descendant913 (K)
      Thin Wood Descendant47
      Thick Wood Descendant311 (J)
      Laminated Wood Descendant312
      Turtle Shell Armour711 (J)
      Stone Armour912 (Q)
      Bronze plate Descendant812 (Q)
      Steel plate Descendant614 (A)
      Orichalcum plate Descendant515 (Joker)
      Vibro-field Descendant410
      Power field Descendant12 (Q)15 (Joker)
      Force-field Descendant815 (Joker)
      Toon/Femite Descendant616 (suited Ace)
      Nullite Descendant416 (suited Ace)
      Magickal/Alchemical Enhancement-2 compared to normal+2 compared to normal
    • If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
    • If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
    • If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6 if you play a 2 then both cards are Soaked and 2 × 2 pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
    • Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6 10 and J is soaked by a 7 then you will see the Soak Layer take the J, 10, Stalls the 6 and the 4 on the Soak-Layer, which Discards the 7, then two copies of the 7 also pass on into the next layer of Soak.
  • The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
  • If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
  • The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Character’ Ordeal Pool before you move to the next Soak-Layer.

Mode:

Name: Physical

Text: The simplest forms of wounding are nothing but bashing and cutting physical wounds. Physical attacks are usually performed with weapons (Prop Descendants) or Martial Arts Annexes, which means they can be blocked, parried and so on by another weapon or Martial Art.

Active-Defences:

Mode:

Type: Active

Name: Parry

Text: Deflecting the incoming blade with your own, also works with spears, hammers, maces, vibro-halberd, or magic spells and counter-magics, whatever really, except energy, you can’t Parry lasers or electricity with a sword (blaster bolts on the other hand).

Rule:

  • The Descendant or Annex draws Cards as normal, then plays One (1) card from their Pool.
  • If they can match any attack card in Suit (or Clubs ♣ as Defence Trump) and Pips (including Additional Style and Penetration Pips, or additional Wound / Success Levels, or +2 Pips for Trumps) then the attack has been Parried (Wildcards automatically Parry).
  • What happens next depends upon the suit of the Defending card (see the Suit Parry details)

👣

Mode: 👣

Type: Active

Name: Dodge

Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.

Rule:

  • All Physical and Energy Attacks that do not Splash can be dodged fully.
  • Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
  • To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
  • If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3,J has 5 Pips of Penetration, an A cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3 with +5 Pips of Penetration

🛡

Mode: 🛡

Type: Active

Name: Blocking

Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.

Rule:

  • The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
  • Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7 and 4.
  • If any Block Card exactly matches in Pips and Suit (or is a Club ) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7 matches the 7 (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
  • If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7 as damage however.
  • If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4 is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4 now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
  • The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.

Passive-Defences:

🔲

Mode: 🔲

Type: Passive

Name: Prepared Defence

Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.

Rule: Prepared defences must be prepared with Diamonds () or Clubs () as a Suitable Style Reserve and create a Pip Wall that must be worked through.

  • The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs () with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
  • The defence stops all Cards within this range, as long as there are still any Pips left.
  • Each attacking Card removes those Pips from the remaining Pip Score — e.g. If the defence prepared with a A amd 10 is attacked with a J that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
  • Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
  • You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5 (+7), 7(+9) and K (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).

👟

Mode: 👟

Type: Passive

Name: Passive Dodge

Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.

Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.

Mode:

Type: Passive

Name: Soak

Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.

Rule:

  • The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annex’s normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
  • Compare the Soak cards to the Attack cards.
    • Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
      TypeMinimum SoakMaximum Soak
      Facet / “Saving Throw” 510
      Skill 511
      Talent513 (K)
      Power515
      Super-Annex 216+ (any)
      Mud / Clay / Foam810
      Cloth/Wool/Fur Descendant37
      Silk / Padding Descendant28
      Leather Descendant49
      Foam Plastic Descendant38
      Hard Plastic Descendant711 (J)
      Advanced Polymer Descendant3 14
      Chainmail Descendant913 (K)
      Thin Wood Descendant47
      Thick Wood Descendant311 (J)
      Laminated Wood Descendant312
      Turtle Shell Armour711 (J)
      Stone Armour912 (Q)
      Bronze plate Descendant812 (Q)
      Steel plate Descendant614 (A)
      Orichalcum plate Descendant515 (Joker)
      Vibro-field Descendant410
      Power field Descendant12 (Q)15 (Joker)
      Force-field Descendant815 (Joker)
      Toon/Femite Descendant616 (suited Ace)
      Nullite Descendant416 (suited Ace)
      Magickal/Alchemical Enhancement-2 compared to normal+2 compared to normal
    • If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
    • If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
    • If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6 if you play a 2 then both cards are Soaked and 2 × 2 pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
    • Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6 10 and J is soaked by a 7 then you will see the Soak Layer take the J, 10, Stalls the 6 and the 4 on the Soak-Layer, which Discards the 7, then two copies of the 7 also pass on into the next layer of Soak.
  • The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
  • If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
  • The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Character’ Ordeal Pool before you move to the next Soak-Layer.

Mode:

Name: Magic

Text: Magic may just be technology we don’t understand, or it can be a mysterious force unknowable and frightening to the common man. Magic can parry magic, and so sometimes can silver or cold iron, it depends on the magic. Magic attacks are rarely dodgeable (and the few that are are usually actually spells that perform energy attacks), and usually ignore Range, but instead must pierce the target’s Liberty or Wyrd Score (-4 Pips as standard).

Active-Defences:

Mode:

Type: Active

Name: Parry

Text: Deflecting the incoming blade with your own, also works with spears, hammers, maces, vibro-halberd, or magic spells and counter-magics, whatever really, except energy, you can’t Parry lasers or electricity with a sword (blaster bolts on the other hand).

Rule:

  • The Descendant or Annex draws Cards as normal, then plays One (1) card from their Pool.
  • If they can match any attack card in Suit (or Clubs ♣ as Defence Trump) and Pips (including Additional Style and Penetration Pips, or additional Wound / Success Levels, or +2 Pips for Trumps) then the attack has been Parried (Wildcards automatically Parry).
  • What happens next depends upon the suit of the Defending card (see the Suit Parry details)

🛡

Mode: 🛡

Type: Active

Name: Blocking

Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.

Rule:

  • The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
  • Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7 and 4.
  • If any Block Card exactly matches in Pips and Suit (or is a Club ) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7 matches the 7 (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
  • If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7 as damage however.
  • If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4 is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4 now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
  • The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.

Passive-Defences:

🔲

Mode: 🔲

Type: Passive

Name: Prepared Defence

Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.

Rule: Prepared defences must be prepared with Diamonds () or Clubs () as a Suitable Style Reserve and create a Pip Wall that must be worked through.

  • The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs () with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
  • The defence stops all Cards within this range, as long as there are still any Pips left.
  • Each attacking Card removes those Pips from the remaining Pip Score — e.g. If the defence prepared with a A amd 10 is attacked with a J that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
  • Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
  • You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5 (+7), 7(+9) and K (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).

👟

Mode: 👟

Type: Passive

Name: Passive Dodge

Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.

Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.

Mode:

Type: Passive

Name: Soak

Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.

Rule:

  • The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annex’s normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
  • Compare the Soak cards to the Attack cards.
    • Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
      TypeMinimum SoakMaximum Soak
      Facet / “Saving Throw” 510
      Skill 511
      Talent513 (K)
      Power515
      Super-Annex 216+ (any)
      Mud / Clay / Foam810
      Cloth/Wool/Fur Descendant37
      Silk / Padding Descendant28
      Leather Descendant49
      Foam Plastic Descendant38
      Hard Plastic Descendant711 (J)
      Advanced Polymer Descendant3 14
      Chainmail Descendant913 (K)
      Thin Wood Descendant47
      Thick Wood Descendant311 (J)
      Laminated Wood Descendant312
      Turtle Shell Armour711 (J)
      Stone Armour912 (Q)
      Bronze plate Descendant812 (Q)
      Steel plate Descendant614 (A)
      Orichalcum plate Descendant515 (Joker)
      Vibro-field Descendant410
      Power field Descendant12 (Q)15 (Joker)
      Force-field Descendant815 (Joker)
      Toon/Femite Descendant616 (suited Ace)
      Nullite Descendant416 (suited Ace)
      Magickal/Alchemical Enhancement-2 compared to normal+2 compared to normal
    • If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
    • If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
    • If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6 if you play a 2 then both cards are Soaked and 2 × 2 pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
    • Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6 10 and J is soaked by a 7 then you will see the Soak Layer take the J, 10, Stalls the 6 and the 4 on the Soak-Layer, which Discards the 7, then two copies of the 7 also pass on into the next layer of Soak.
  • The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
  • If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
  • The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Character’ Ordeal Pool before you move to the next Soak-Layer.

💰

Mode: 💰

Name: Resource

Text: Damage is intended to be paid by a specific Facet Sway. The damage may be soaked or dodged by appropriate defences, but are rare for Characters not focused on the Resource. Wounds are usually taken in a specific targeted Facet Sway (often Wealth, Health, or Support) or Yarn as Pips, with any excess taken as Yarn, so a 23 Pip Economic attack will cost the Target 23 Wealth or Yarn if they had no Wealth, if they had 13 Wealth, it would cost them that and 10 Yarn. It should be noted that Yarn is taken as Chi from the total that a Character has (e.g. a Character with 66 Chi losing 10 Yarn would have only 8 Chi left, but a Character with 45 Chi would lose everything). Resource Attacks may also Maim, Cripple or “Destroy” suitable Descendants and can create Hitches, (such as Lacking, Binding, etc.) if the target does not have enough of the targeted Facet Sway / Chi.

Active-Defences:

👣

Mode: 👣

Type: Active

Name: Dodge

Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.

Rule:

  • All Physical and Energy Attacks that do not Splash can be dodged fully.
  • Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
  • To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
  • If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3,J has 5 Pips of Penetration, an A cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3 with +5 Pips of Penetration

🛡

Mode: 🛡

Type: Active

Name: Blocking

Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.

Rule:

  • The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
  • Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7 and 4.
  • If any Block Card exactly matches in Pips and Suit (or is a Club ) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7 matches the 7 (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
  • If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7 as damage however.
  • If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4 is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4 now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
  • The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.

Passive-Defences:

🔲

Mode: 🔲

Type: Passive

Name: Prepared Defence

Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.

Rule: Prepared defences must be prepared with Diamonds () or Clubs () as a Suitable Style Reserve and create a Pip Wall that must be worked through.

  • The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs () with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
  • The defence stops all Cards within this range, as long as there are still any Pips left.
  • Each attacking Card removes those Pips from the remaining Pip Score — e.g. If the defence prepared with a A amd 10 is attacked with a J that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
  • Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
  • You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5 (+7), 7(+9) and K (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).

👟

Mode: 👟

Type: Passive

Name: Passive Dodge

Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.

Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.

Mode:

Type: Passive

Name: Soak

Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.

Rule:

  • The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annex’s normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
  • Compare the Soak cards to the Attack cards.
    • Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
      TypeMinimum SoakMaximum Soak
      Facet / “Saving Throw” 510
      Skill 511
      Talent513 (K)
      Power515
      Super-Annex 216+ (any)
      Mud / Clay / Foam810
      Cloth/Wool/Fur Descendant37
      Silk / Padding Descendant28
      Leather Descendant49
      Foam Plastic Descendant38
      Hard Plastic Descendant711 (J)
      Advanced Polymer Descendant3 14
      Chainmail Descendant913 (K)
      Thin Wood Descendant47
      Thick Wood Descendant311 (J)
      Laminated Wood Descendant312
      Turtle Shell Armour711 (J)
      Stone Armour912 (Q)
      Bronze plate Descendant812 (Q)
      Steel plate Descendant614 (A)
      Orichalcum plate Descendant515 (Joker)
      Vibro-field Descendant410
      Power field Descendant12 (Q)15 (Joker)
      Force-field Descendant815 (Joker)
      Toon/Femite Descendant616 (suited Ace)
      Nullite Descendant416 (suited Ace)
      Magickal/Alchemical Enhancement-2 compared to normal+2 compared to normal
    • If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
    • If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
    • If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6 if you play a 2 then both cards are Soaked and 2 × 2 pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
    • Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6 10 and J is soaked by a 7 then you will see the Soak Layer take the J, 10, Stalls the 6 and the 4 on the Soak-Layer, which Discards the 7, then two copies of the 7 also pass on into the next layer of Soak.
  • The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
  • If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
  • The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Character’ Ordeal Pool before you move to the next Soak-Layer.

😱

Mode: 😱

Name: Shocking

Text: Shocking Attacks cause the Defender to pause for some reason (fright, laughter, stunning damage, or whatever) if any Wound actually makes it to the Character

Rules: Each attack that Wounds automatically causes Stress equal to the Wound Pips to the Target. If the Wound is greater than a Flesh Wound this also automatically creates 1 Shock on the Defender (see Rules for Stress, Strain and Shock) which will usually result in a GRT penalty, but can create Traumas in extreme cases.

)
Ambushes (or blind-sides) are attacks designed to surprise and shock the enemy. They may be any Type of attack (from Psych to Economic), but are always Shocking.

Core: SignificatorMay choose any one Wyrd Tarot card as a significator and may play any card, calling it their significator by paying the Face value of the significator in Sway. E.g. Fay can play a two of spades and call it a “Spot Hidden” by paying 7 points of Chi.

Critical: Sub-Rosa Q♥A Sub-Rosa Critical indicates that the Character, whatever they were doing, has also achieved “something under the table”, that is unperceived by the Opponents or Allies. Normally this is a single Ordeal card action that is drawn and played by the Character. This may allow a Character, prepare some trick or escape plan, to pick an opponent’s pocket in combat, relieve them of their side-arm before they can draw it, play a Wyrd Tarot card upon them (initially face-down) without the normal rules of contact, or sucker-punch them before they know what hit them. It can also be used to allow a Character to “re-hide” in effect never revealing themselves even as they attack.

Descendants: PuzzleEnigma Descendants are puzzles, perhaps they are or have a secret known to a select few (like a magic trick), or are themselves disguised as something else or hide another (like camouflage), or they may simply be a puzzle, then again maybe you just lost the manual.

Edge: OccultThe Occult Edge grants hidden, secretive, and arcane knowledge and abilities. The Occult Edge makes it difficult to work out how an Occult Annex or Descendant worked, or even sometimes what it did. The Action itself is hidden, with the Enigma Boon creating the Difficulty to Spot the Action and adding Penetration Pips to any cards played. Understanding the Action would require beating the original Occult Action Score + the Enigma Boon.

Emotion Negative:

  • Sheepishness — A sense of embarrassment about yourself and your own behaviour.
  • Ashamed— A mix of sheepishness and mild guilt because of something you have done.
  • Guilt — A feeling of being ashamed and sorry because of your actions.

Emotion Positive:

  • Ambiguity — A mixture of feelings and sensations that is not easy to understand.
  • Puzzlement —A state of not being able to understand something properly, that usually results from not having all the required information.
  • Confusion —A state of not being able to understand anything, usually as a result of extreme emotional, physical, mental or pharmaceutical stress.

Failure: QuestionsQuestions simply represent new unknowns that surround the action. Questions can suddenly call into doubt previous assumptions, or can be red herrings, that are irrelevant to the Story. Each Failure Level asks another Question, now Enigma itself asks Rhetorical Questions, which in the case of a Failure Level should be Questions asked by the Failing Player, and describe the nature of failure, suitable questions include, “How could I be so stupid as to…?”, “Why did I …?” or as a last resort “What’s the worst that could happen?”, questions may be suggested by any Player, the current Yarn-Teller should decide if they have been sufficiently hard on themselves or add additional Failure Levels (from other Facets) to the narration as they would with that final question.

Fumble: Confusion 4♥A Confusion fumble involves a misunderstanding, miscommunication, or an error of targeting. It might mean you attack an Ally instead of an enemy, or help an enemy instead of an Ally. It might mean that you confuse the address you are going to, take the wrong turning, turn up to a formal party in fancy dress, or mistakenly let terrorists into the building. Confusion can also occur around a Character with the Fumble when hiding causing them to not only be spotted, but mistaken for dangerous thieves with a bounty on their head, or the stuntman for the next scene.

Glow: OccultThe Occult Glow grants allows an Annex or Descendant to access Magical Difficulties regardless of whether they are actually using magic to accomplish it. This allows the Occult Annex or Descendant to accomplish “impossible” things, such as throwing balls of fire, or hacking the banks computers by pressing the buttons on the ATM.

Gnarl: ShadowsThe 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.

Herald: ShadowsThe Herald of Enigma is the shadows, the half-light of twilight and the movement in the darkness. Technically the herald of Enigma does not exist, it is an absence of something else, a hole in the light where something might hide.

Hitch: VagueThe 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 — full of redundant verbiage, to say nothing of hidden (reclusive or nested) clauses and other grammatical horseplay — 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”

  • Quirk — Vague Quirks indicate a minor annoyance that limits communication rarely, such as a slight lisp, regional accent, whispering, or occasional stutter might cause, or how the small-print of a contract or advertisement may be difficult to read. Triggers are often things like “Vision”, “small-print”, “words beginning in the letter “B””, etc
  • Flaw — Vague Flaws indicate a more major disruption to communication, such as might be caused by a profound speech impediment, thick foreign accent, or excessive stammering and background noises. Blurred, faulty printing, or out of focus screens, or dyslexia may cause similar issues visually and specifically with reading. Triggers can indicate entire mediums of communication are affected (such as visual, audio, reading, telepathy, etc).
  • Woe — Vague Woes indicate a permanent and profound communication issue. Smeared, blurred and damaged vision, a complete loss of voice, speaking unrelated languages to each other, or even invisibility may present as Vague Woes. Triggers can indicate entire mediums of communication or perception are completely lost to the Character or Descendant.

Hurdle: TrustThe hurdle of Enigma is trust, how can you know that you can trust someone enough to share a secret with them? This hurdle complicates a quest or test by adding questions of who, or what, can you trust, is that fuel gauge, speedometer, or sat-nav accurate? Can you trust the directions you’ve been given, or the policeman pulling you over? Lack of trust can also work against you, poisoning relationships you thought were secure.

Incarna: RiddleIf you are trying to create a code, or a puzzle, or if you are wanting to play a enigmatic creature of unknown origin, a mysterious entity from a hidden realm, or some cryptid such as a Bigfoot, Chupacabras, or Black dog, then Enigma is the Incarna for you.

Location: SecretSecret Locations are hidden away, off the beaten track, or just not where you would expect to find them. They might include maze-like elements or areas, darkness, fogs, screening trees, cliffs, waterfalls, or secret doors. Secret Locations can also include Psychosocial Spaces, although this is rare.

Lore: MysteriesLores usually tell us things about characters that are known, such as who they worked for or similar. Mystery Lores don’t, they tell us about things no one but the character knows the truth of, examples might include, “Vanished and returned trained by Ninjas”, “Escaped a prison asteroid somehow”, “They could be worth millions”, and “No one knows what their face looks like”.

Monster: CryptidThe Cryptid Monster is almost never seen, sometimes this is because of their folkloric / hyper-geometric / existence, other times they are just a secretive figure pulling strings in the background.

  • Cryptids are by their nature enigmatic, they do not reveal themselves or their motives readily.
  • Cryptid Monsters Draw to their Monster Pool whenever they hide themselves or the results of their actions from others.
  • Cryptid Monsters may add Monster Pool Bonus to any action they attempt while they are hidden, or undetected, as well as being added to to all hiding actions.
  • A Cryptid Monster that is uncovered, discovered, spotted, or attacked must spend at least 1 card from their Monster Pool on any Action while they are “observed”.
There are many examples of Cryptid Monsters, from the occasionally spotted Alien (or Anomalous) Big (or occasionally Black) Cats (or occasionally Creatures), ecologically impossible lake monsters, inhuman Men-In-Black, human like hominids including hyperdimensional Bigfoots (or the naturally blurry and very bear-like Sasquatch), also-probably-a-bear Yeti, vampiric Chupacabras, unlikely Mongolian death worms, and the enigmatic Mothman.

Narration Technique: Sub-RosaSub-Rosa narration is secret, confidential narration, that is not intended for everyone. Sub-Rosa Narration usually includes normal vocal narration, but perhaps at the same time a note may be passed that contains additional information. Sometimes a Yarn-Teller may move to a different room, or send Players out of the room to create secret and confidential narration. It should be noted that the content of this Sub-rosa narration is intended to be of a nature that the Character would not want to be shared (such as the details of how their secret plan is going).

Narrative Moment: SecretsSecrets are moments that a Character does not want public, for whatever reason, the Character has something they must do in secret. There are lots of reasons a Character may have secrets, secret lives, secret job interviews, top secret job interviews, affairs, hobbies, secret families (and family secrets), surprise parties, secret Santa presents or perhaps a Character is just naturally private. These secret moments can lead to lies and betrayals, or exposure and confrontations, and are always a source of drama.

Nimbed: HiddenThe Nimbed effect of Enigma is that of hiding, this makes the effects of the Annex difficult to spot, trace or identify. The first Nimbed Enigma Proficiency makes it so that when the User is unobserved or hidden they may add a Covert Success to the Annex action automatically, or the Annex activation itself may be hidden by a Difficulty to spot of the Enigma Nimbed Boon. Two Hidden Proficiencies add the Occult Edge, Three Hidden Proficiencies add the Occult Glow. Each extra Hidden Proficiency after that will add a Covert Success to the Annex action.

Ordeal: ProblemProblem Ordeal examples include “Infiltrating the Castle”, “What the … ?”, “Sow Confusion Amongst Your Enemies”, “Escape Room”, “Smuggler’s Run”, “Sneak Past The Guards”, and “Hide the Valuables”

Persona: Sphinx

Motivation: Sphinxes live for a puzzled expression on another’s face. They like nothing more than a good question, secret, or riddle that they can ask. Some Sphinxes also enjoy offering cryptic advice and tips that demonstrate their great wealth of secret wisdom.

Avoid: Sphinxes hate giving straight answers to questions, they’ll even answer a different question to the one asked, if they can get away with it. Sphinxes Gain Stress if they cannot evade or avoid a direct answer.

Shadow: The Shadow of a Sphinx feeds on unanswered questions, and will create them if the Sphinx is not asking enough, unanswered questions can become ambiguities, intrigues, mysteries, inexplicable events, puzzles, paradoxes and secrets that surround the Sphinx, and can cause them to appear as a nonsense babbling fool, profound visionary sage, or arcane mystic depending upon how the Shadow feeds.

Gain Chi: Gain Chi when someone asks a question and you do not directly answer it.

Ordeal Gain Chi when you play any Distract card.

Psychosocial Location: SecretsThis Psychosocial State is the vault where we put things that we don’t want to remember properly. These can be secrets we are keeping for other people, but more often they are our own deepest secrets. Things we don’t always want to acknowledge about ourselves can exist here. These include memories that are repressed, so that we don’t remember them, because of the trauma associated with them. You will find a lot of repressed truths, humiliations, and lies best forgotten in here, and anyone (including themselves) entering this Psychosocial State will often cause the owner Stress. Typically a Character will only enter their Secrets State to recall some specific memory or secret, as entering the State causes them Stress, as does every action taken other than leaving the Secrets State (depositing or recalling a secret will add additional Stress).

Quest: HideEnigma Quests always specify that a Character hides something from someone, sometimes the thing they must hide is themselves, other times it will be a Descendant, information, or another Character.

Question: RhetoricalEnigma asks rhetorical questions, questions that never require answering, such as, “Or do they?”, “Are they even questions, at all?” and “What is the point of rhetorical questions anyway?”

Resolved Hitch: GuileThe resolution of a Vague Hitch grants a Character or Descendant guile, making them more crafty, sly and deliberately deceptive. Add +1 Success Level on any Action intended to trick, deceive, double-cross, or display cunning.

Rule: OccultThe Rule of Enigma is called Occult stated as “That which is secret is true, that which is known is false.” In T13, this can mean that information passed to a Player by a Yarn-Teller or Referee note are considered tue, rather than the information they are actually saying aloud for everyone to here, but this rule also allows Cards to be played face-down and Scores to be kept secret after rolls. Rolled Scores may be kept secret while they are used to calculate a Draw or a Total Score, but must be revealed when Scores or Draws are directly compared. Face-down cards are always assumed to be at least an equal to a single face-up card opposing it, and may be used in any way an actual card may be, but the moment the Pips, Suit, or the name of the card are required, the card must be turned face-up. Doomblind Characters for example can use Wyrd Tarot and even Yarn Cards face-down, only deciding what happens when the cards are revealed to them, as they play them.

Style: EnigmaticThe Enigmatic Style is useful for Characters that don’t like to give too much away. The Enigmatic Style Reserve can best be used with hidden and secretive things. It might be used to Prepare a magic spell, or to hide from sight for a later Ambush. Enigmatic Style may not be used to Soak or Attack directly, but can be used for hidden or secretive attacks, such as Ambushes and silent take-downs. Cards stored in the Enigmatic Style are always Prepared Face-down.

Success: CovertCovert Success is a Success that no one knows about, at least for now. 1 Covert Success can let you Draw an extra card to your Ordeal Pool, Raise or Lower the Stakes one Level (as you like), or may add or subtract Stress from the Target, User or a die to the Drama Pool. 2 Covert Successes will allow you to Draw and Prepare a Card to keep yourself or your Actions hidden or to add a Questions Failure Level to everyone who is following, investigating, or trying to undo the Covert Action . 3+ Covert Successes allows you to Play or Prepare all cards face-down, this can make it impossible to Dodge, Block or Parry effectively (although Covert Dodging Blocking and Parrying would negate this advantage), but cards must be revealed when Soaked, or whenever Total Action Pips are calculated.

Sway: CoversEnigma Sway is sometimes known as Covers, which can be spent to keep secrets and keep things hidden from view. Bold Covers will additionally create Stress equal to the spent Covers in any Character that attempts to uncover the secret.

Tangle: QuestionsThe Enigma Tangle is Questions. Each Aura Proficiency poses a Facet Question that could be asked before the Annex will activate. The minimum number of Questions that must be asked is based on the total number of potential Questions Reduced. Failure to ask a suitable Question (and ideally tie it to the current Narrative) will result in a Failure Level of the appropriate Facet being added to the result.

Test: Confuse / Hide / Misdirection / Questioning / RiddleEnigma Tests are about confusing others, perhaps by hiding something from them, misdirecting their thoughts, asking riddles, or just questioning them.

Tone: MysteryPerhaps a murderer is afoot, or perhaps there is a deeper mystery abroad. Things are mysterious, evidence doesn’t add up, or is missing altogether, perhaps the mystery is who the corpse is or how they got to the top of the mountain in scuba gear… this is not usually an average police procedural. Enigmatic motives, conspiracies, and even supernatural aspects may intrude to make the Tone more complex and confusing.

Turn: Reveal HiddenSomething that has been hidden, acting in the background, is revealed. This is usually an Embodiment, or Side of the Conflict that is completely hidden during the Frame, but acts and even sometimes appears during the Loom (but is not recognised as an Embodiment), before being revealed during the Late Loom or Zenith.

Twisted: OccultThe Character is gifted occult knowledge and abilities. Each Twist held grants a Proficiency from any Facet to the Character, Proficiencies should be supernatural in nature, such as “Occult”, “Psychic”, “Spiritual Medium”, “Spirit Guide”, “Magic Lore”, and “Arcane Spells”.

Umbral: MysteriousThe Mysterious Umbral requires that the working of the Annex be somewhat of a mystery to everyone (except perhaps the creator of the Annex). Because of this each Enigma Umbral Proficiency adds an additional requirement to the activation of the Annex. The first Enigma Umbral demands that it is used in secret, or adds a Questions Failure Level. A second Enigma Umbral Proficiency demands that the Annex does not target anyone directly, but might destroy the floor beneath them, ricochet a bullet off a surface first, or explode a nearby oven or something, if it has to target directly add a Questions Failure Level.

F

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.

Facet Name: Fury

Description: Fury is the Yang Facet of anger, noise and deep emotional intensity. It is the outburst of emotion, the storm tossed sea and the thunderingly loud waterfall, temperamental, emotional, destructive, fierce and often furious. Fury is the raging roar of wrath that splits, defies and counters its opposite Quiet.

Action: AttackThe Action of Fury is usually an aggressive attack on another. This attack may be physical, emotional or just verbally abusive (only the Stakes will vary).

Annex Channel: Raging Annexes that channel through Fury use verbs like: Arouse / Attack / Break / Burst / Cascade / Dare / Deafen / Disturb / Dowse / Ebb / Erupt / Evoke / Exert / Flow / Force / Frenzy / Frustrate / Hate / Howl / Initiate / Justify / Provoke / Rage / Resound / Roar / Rouse / Run / Scream / Seize / Shake / Shout / Splash / Suppress / Threaten / Unleash / Wet

Annex Root: Furious Annexes rooted in Fury, or Descendants or Characters that use them are described as: Angry / Aggressive / Bitter / Boisterous / Destructive / Disturbed / Ferocious / Fierce / Frenzied / Frustrated / Furious / Hectic / Jealous / Justified / Indignant / Intense / Irrational / Loud / Mad / Maladjusted / Morbid / Noisy / Outraged / Pathetic / Prejudiced / Psionic / Stormy / Raging / Raucous / Reckless / Resentful / Righteous / Thunderous / Torrential / Uncontrollable / Unreasoning / Violent / Wrathful

Attack: Bedlam (

👤

Mode: 👤

Name: Psych

Text: Psych (pronounced ‘Sigh-k’) attacks target the Target’s mind and emotions — which means they are only useful on Characters (even if those Characters may be Intelligent Descendants or Extras). All Wounds are targeted on the Personality Annex (or Master Annex for an Intelligent Descendant / Extra). Psych Attacks typically have an emotional or Psychosocial outcome.

Active-Defences:

🔍

Mode: 🔍

Type: Active Psych

Name: Focus

Text: Focus is a Psych Parry. The defender focuses on one aspect of the attack, and thereby turns it around on the attacker. They might retort to the attack, with a biting insult, or just refute one point so well that the attack is ruined, then again they might just react so badly to the attack that they effect the attacker back. The problem with Focus as a defence is that it requires specific cards to work at all.

Rule:

  • Draw a number of cards equal to the number of Hitches Reduced, and add the cards to your Ordeal Pool. Then Play One Card.
  • The card must match exactly one Attack card’s Pips and Suit — Jokers may be Wild. Clubs will Trump with +2 Pips, which means an 8 can be matched by a 6,7, or 8).
  • If they can match an Attack card, then the Attack has been stopped. Discard the matched Attack card and all Attack cards Higher than the Focus card.
  • Attack cards lower than the Focus card are immediately added to the Defender’s Ordeal Pool as “Fight-or-Flight” cards that may be immediately played or prepared without RT or GRT penalties.
  • If no match can be made then Focus has failed. The Defender takes the full effect of the Attack as Focus has been used the Personality Annex cannot now Soak.
🦋

Mode: 🦋

Type: Active Psych

Name: Ignore

Text: Ignoring a Psych attack is a great choice, if you can. However ignoring is an all or nothing defence, fail to ignore the whole attack and you will have ignored nothing at all.

Rule:

  • Draw a number of cards equal to the total number of Hitches Reduced and add them to the Defender’s Ordeal Pool.
  • Play Hitches Reduced number of cards to try and Ignore the Psych Attack.
  • Ignore cards must beat the total Pips of the Attack. Beat the Pips and the Attack is Discarded. Otherwise the Defender takes all the Psych Damage and since they used their Personality Annex to Ignore, they cannot use it to Psych Soak.

Passive-Defences:

🔲

Mode: 🔲

Type: Passive

Name: Prepared Defence

Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.

Rule: Prepared defences must be prepared with Diamonds () or Clubs () as a Suitable Style Reserve and create a Pip Wall that must be worked through.

  • The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs () with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
  • The defence stops all Cards within this range, as long as there are still any Pips left.
  • Each attacking Card removes those Pips from the remaining Pip Score — e.g. If the defence prepared with a A amd 10 is attacked with a J that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
  • Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
  • You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5 (+7), 7(+9) and K (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).

💭

Mode: 💭

Type: Passive Psych

Name: Passive Psych Soak

Text: When someone yells an insult at you, it might sting, or it might not. If you see someone killed in front of you, it might scare you, or may not. You can decide which with a Passive Psych Soak.

Rule:

  • Personality Annex Plays a number of Soak cards equal to number of Hitches Reduced (½ to 4 Cards) from their Ordeal Pool.
  • If any Soak Card exactly matches in Pips and Suit (or Clubs ♣ with +2 Trump bonus) any Attack Card then the Attack Card is discarded and the Defender may Pull and Play a ‘Fight-or-Flight’ Ordeal card. If a Soak card exactly matches the Highest Card of the Attack then the whole Attack is Discarded.
  • If any Psych Soak card is higher in Pips than an Attack card, then those Attack cards are Blocked and Discarded immediately. The Soak card is then kept, but is turned sideways, Stalled. It will be added to the next Psych Attack automatically unless moved by a Defence Glow to a Prepared Defence. A card in this state is considered Stalled.
  • If any Psych Soak card has less Pips than an Attack card (or a Stalled card) then the Attack card is Soaked and immediately Discarded. The Defender takes a copy of the Soak card for each card Blocked. The Attacker may add some of the Penetration Pips to increase the Attack cards Pips at this point.
  • Psych Attacks that begin with more than 3 cards (such as most Tricks) always cause Extreme Emotional responses, rather than Normal emotional responses. All Psych Attacks must affect the Target’s Active Personality Annex (or its Profs). Psych Wounds automatically stack together whenever they can (2 Psych Distracts Wounds automatically become a Psych Flesh Wound).
  • Once the incoming attacks have been dealt with (or not) the Character may now Draw as many cards as they Played earlier to their Ordeal Pool.

Mode:

Name: Energy

Text: Energy attacks are blasts of radiation that are not entirely physical in nature. They might still have a physical impact, but the damage is usually radiation, or electrical burns and sensory overloads.

Active-Defences:

👣

Mode: 👣

Type: Active

Name: Dodge

Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.

Rule:

  • All Physical and Energy Attacks that do not Splash can be dodged fully.
  • Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
  • To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
  • If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3,J has 5 Pips of Penetration, an A cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3 with +5 Pips of Penetration

🛡

Mode: 🛡

Type: Active

Name: Blocking

Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.

Rule:

  • The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
  • Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7 and 4.
  • If any Block Card exactly matches in Pips and Suit (or is a Club ) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7 matches the 7 (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
  • If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7 as damage however.
  • If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4 is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4 now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
  • The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.

Passive-Defences:

🔲

Mode: 🔲

Type: Passive

Name: Prepared Defence

Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.

Rule: Prepared defences must be prepared with Diamonds () or Clubs () as a Suitable Style Reserve and create a Pip Wall that must be worked through.

  • The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs () with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
  • The defence stops all Cards within this range, as long as there are still any Pips left.
  • Each attacking Card removes those Pips from the remaining Pip Score — e.g. If the defence prepared with a A amd 10 is attacked with a J that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
  • Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
  • You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5 (+7), 7(+9) and K (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).

👟

Mode: 👟

Type: Passive

Name: Passive Dodge

Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.

Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.

Mode:

Type: Passive

Name: Soak

Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.

Rule:

  • The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annex’s normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
  • Compare the Soak cards to the Attack cards.
    • Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
      TypeMinimum SoakMaximum Soak
      Facet / “Saving Throw” 510
      Skill 511
      Talent513 (K)
      Power515
      Super-Annex 216+ (any)
      Mud / Clay / Foam810
      Cloth/Wool/Fur Descendant37
      Silk / Padding Descendant28
      Leather Descendant49
      Foam Plastic Descendant38
      Hard Plastic Descendant711 (J)
      Advanced Polymer Descendant3 14
      Chainmail Descendant913 (K)
      Thin Wood Descendant47
      Thick Wood Descendant311 (J)
      Laminated Wood Descendant312
      Turtle Shell Armour711 (J)
      Stone Armour912 (Q)
      Bronze plate Descendant812 (Q)
      Steel plate Descendant614 (A)
      Orichalcum plate Descendant515 (Joker)
      Vibro-field Descendant410
      Power field Descendant12 (Q)15 (Joker)
      Force-field Descendant815 (Joker)
      Toon/Femite Descendant616 (suited Ace)
      Nullite Descendant416 (suited Ace)
      Magickal/Alchemical Enhancement-2 compared to normal+2 compared to normal
    • If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
    • If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
    • If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6 if you play a 2 then both cards are Soaked and 2 × 2 pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
    • Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6 10 and J is soaked by a 7 then you will see the Soak Layer take the J, 10, Stalls the 6 and the 4 on the Soak-Layer, which Discards the 7, then two copies of the 7 also pass on into the next layer of Soak.
  • The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
  • If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
  • The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Character’ Ordeal Pool before you move to the next Soak-Layer.

Mode:

Name: Magic

Text: Magic may just be technology we don’t understand, or it can be a mysterious force unknowable and frightening to the common man. Magic can parry magic, and so sometimes can silver or cold iron, it depends on the magic. Magic attacks are rarely dodgeable (and the few that are are usually actually spells that perform energy attacks), and usually ignore Range, but instead must pierce the target’s Liberty or Wyrd Score (-4 Pips as standard).

Active-Defences:

Mode:

Type: Active

Name: Parry

Text: Deflecting the incoming blade with your own, also works with spears, hammers, maces, vibro-halberd, or magic spells and counter-magics, whatever really, except energy, you can’t Parry lasers or electricity with a sword (blaster bolts on the other hand).

Rule:

  • The Descendant or Annex draws Cards as normal, then plays One (1) card from their Pool.
  • If they can match any attack card in Suit (or Clubs ♣ as Defence Trump) and Pips (including Additional Style and Penetration Pips, or additional Wound / Success Levels, or +2 Pips for Trumps) then the attack has been Parried (Wildcards automatically Parry).
  • What happens next depends upon the suit of the Defending card (see the Suit Parry details)

🛡

Mode: 🛡

Type: Active

Name: Blocking

Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.

Rule:

  • The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
  • Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7 and 4.
  • If any Block Card exactly matches in Pips and Suit (or is a Club ) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7 matches the 7 (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
  • If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7 as damage however.
  • If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4 is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4 now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
  • The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.

Passive-Defences:

🔲

Mode: 🔲

Type: Passive

Name: Prepared Defence

Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.

Rule: Prepared defences must be prepared with Diamonds () or Clubs () as a Suitable Style Reserve and create a Pip Wall that must be worked through.

  • The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs () with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
  • The defence stops all Cards within this range, as long as there are still any Pips left.
  • Each attacking Card removes those Pips from the remaining Pip Score — e.g. If the defence prepared with a A amd 10 is attacked with a J that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
  • Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
  • You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5 (+7), 7(+9) and K (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).

👟

Mode: 👟

Type: Passive

Name: Passive Dodge

Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.

Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.

Mode:

Type: Passive

Name: Soak

Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.

Rule:

  • The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annex’s normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
  • Compare the Soak cards to the Attack cards.
    • Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
      TypeMinimum SoakMaximum Soak
      Facet / “Saving Throw” 510
      Skill 511
      Talent513 (K)
      Power515
      Super-Annex 216+ (any)
      Mud / Clay / Foam810
      Cloth/Wool/Fur Descendant37
      Silk / Padding Descendant28
      Leather Descendant49
      Foam Plastic Descendant38
      Hard Plastic Descendant711 (J)
      Advanced Polymer Descendant3 14
      Chainmail Descendant913 (K)
      Thin Wood Descendant47
      Thick Wood Descendant311 (J)
      Laminated Wood Descendant312
      Turtle Shell Armour711 (J)
      Stone Armour912 (Q)
      Bronze plate Descendant812 (Q)
      Steel plate Descendant614 (A)
      Orichalcum plate Descendant515 (Joker)
      Vibro-field Descendant410
      Power field Descendant12 (Q)15 (Joker)
      Force-field Descendant815 (Joker)
      Toon/Femite Descendant616 (suited Ace)
      Nullite Descendant416 (suited Ace)
      Magickal/Alchemical Enhancement-2 compared to normal+2 compared to normal
    • If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
    • If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
    • If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6 if you play a 2 then both cards are Soaked and 2 × 2 pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
    • Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6 10 and J is soaked by a 7 then you will see the Soak Layer take the J, 10, Stalls the 6 and the 4 on the Soak-Layer, which Discards the 7, then two copies of the 7 also pass on into the next layer of Soak.
  • The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
  • If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
  • The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Character’ Ordeal Pool before you move to the next Soak-Layer.

😱

Mode: 😱

Name: Shocking

Text: Shocking Attacks cause the Defender to pause for some reason (fright, laughter, stunning damage, or whatever) if any Wound actually makes it to the Character

Rules: Each attack that Wounds automatically causes Stress equal to the Wound Pips to the Target. If the Wound is greater than a Flesh Wound this also automatically creates 1 Shock on the Defender (see Rules for Stress, Strain and Shock) which will usually result in a GRT penalty, but can create Traumas in extreme cases.

🌙

Mode: 🌙

Name: Waning

Text: Waning attacks are diminished, and fading, but like the moon, they never really go away.

Rules: All Waning Wounds are one Level lower than the card Limit suggests, however they can never be below the Distract Level. Waning Wounds will always remain at least a Distract, even after Soak-Levels or Chi expenditure. The Waning Wound can never be completely cancelled by a Defence and a Distract will be passed in to the Target.

💦

Mode: 💦

Name: Splash

Text: The Attack affects multiple targets, but a bit less than what it says on the Card.

Rules: Splash Damage affects multiple targets as well as the first. The Splash Damage is -1 Wound Level from the Limit (so a Flesh will splash Distracts). The Splash radius is equal to the Pips of the Limit Card as a Range in the Action Space. Additional Pips may still pay for additional targets +3 for each full target, +1 for each Splash target.

)
Bedlam attacks are usually Psych Attacks, they can be used to represent terror/horror attacks, shell shock and direct mental blasts as well as prolonged contact with Madness. However, they can also represent Sonic Energy attacks and Magic attacks that invoke noise or madness in other ways. Bedlam Attacks may Wane but are always Shocking and Splash.

Core: AggressorGain Chi when you lose your temper, shout, or argue.

Critical: Frenzy J♣A Frenzy Critical allows a Character to take more Actions than would normally be possible. In an Ordeal the critical allows the Character to Draw a number of cards, completely empty their Ordeal Pool and then Draw the same number of cards again. They can do this in one Phase, or over a number of Phases as they see fit. RT and GRT will not apply until their Pool has emptied and they Draw more cards. Alternatively a Frenzy critical can simply reduce the time an activity can take reducing a complex activity by half and a simple activity to a quarter of the normal time taken.

Descendants: LoudLoud Descendants make noise. They might be musical instruments, or roaring engines, or automatic firearms… The noises may have effects themselves may be the tones of an Alchemically-tuned Dondekannon, a toneloque shot, or a heart-felt song.

Edge: StormA Storm Edge is rarely quiet and always raises the Stakes to High when it is used or drawn. Once per Story / Chapter / Session the Storm Edge can raise the Stakes to Extreme. Storm Edges add Fury Stress to all rolls made by the Annex or Descendant, which may be immediately spent as Strain.

Emotion Negative:

  • Irritation — A sense of mild annoyance or impatience usually caused by a specific individual, thing, or event.
  • Anger— A sense of displeasure and belligerence caused by you believing you have been mistreated or wronged by another.
  • Rage — A sense of violent anger, that is often beyond logical reason.

Emotion Positive:

  • Approval — A feeling that someone, or something, is suitable.
  • Fun —A sense of enjoyment, playfulness, mirth or amusement.
  • Fervour —An intense sense of emotional arousal often marked by earnestness.

Failure: StressStress is an additional psychological component that wears a Character down. Stress Failure Levels automatically add Stress to the Character, usually adding the Fury Draw, see the rules for Stress.

Fumble: Outburst 4♣An Outburst Fumble implies that as things go out of control, so to does the Character’s emotions. Maybe they failed an etiquette test, perhaps while meeting royalty, and in so realising they fail swear out loud, with a particularly ungentlemanly or lady-like curse, offending the monarch. Or perhaps they overreact to a jibe, and throw a punch, or a dagger. Then again perhaps the situation will cause them to burst into tears. Outbursts may have a negative Psyche effect on the Character, and can even have a positive Psyche effect on their Opponents or enemies as they laugh, point and enjoy the show.

Glow: StormA Storm Glow raises the Stakes of all Actions taken with the Annex or Descendant to Extreme Stakes. Once per Story, Chapter, Episode, or Session the Storm Glow may add Fury Boon plus all current Stress as a Score to a single Action, all Stress is Relieved by this Action.

Gnarl: BerserkThe 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.

Herald: NoiseNoise is the Herald of Fury, a roar, angry yells, the crash of things breaking, while silent fury may exist even this hole in the background noise is loud itself.

Hitch: UnstableThe 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”.

  • Quirk — An Unstable Quirk indicates that a Character or Descendant is periodically, momentarily unstable, often due to some external cause or pressure. This instability is usually emotional or physical. Triggers usually specify the cause or pressure, such as “Social Anxiety”, “Wobbly”, or “Pushed around”.
  • Flaw — An Unstable Flaw indicates that a Character or Descendant is more prone to instability, they may become frequently unstable for a prolonged period if they are moved too much, jostled too hard, or shocked in anyway. Triggers can include adjectives that describe circumstances, such as “Hot”, “Vibrating” or “Acidic”.
  • Woe — An Unstable Woe indicates a Character or Descendant that is so Unstable that even the slightest thing could set them off with catastrophic results, Nitro-glycerine is an example of how unstable an Unstable Descendant Woe can be. Such Characters are often suicidal, psychotically destructive, or completely deranged. Triggers include adjectives and adverbs, such as “Jostled”, “Shaken” and “Quickly” which Trigger when they apply to the Descendant, Character, or the Action they are attempting.

Hurdle: DisciplineThe hurdle of Fury is discipline, this often expresses as a need for self-control, to not lose control to the fury. Discipline can colour a Quest or Test, by demanding a strict schedule of skill training, a rigid regimen of drills, or a harsh punishment as part of training (which usually includes “enforced” failings to give learning experiences).

Incarna: WaterAll liquids are descended from, or are siblings of, Elemental Water. Ever changing and unpredictable, it is a very suitable Incarna for any liquids, potions, as well as water nymphs, undines, intelligent liquid tentacles, white horses, as well as water giants like the Maelstrom whirlpool or Charybdis.

Location: Wet/EmotiveThe Physical Locations of Fury are usually bodies of water. Oceans, seas, lakes, rivers, ponds, swimming pools, bathrooms, showers, and water tanks all count. Fury Locations can sometimes be Psychosocial Spaces though with a strong emphasis on negative emotions usually.

Lore: PassionPassion Lores tell us what a person feels strongly about, or what others feel about the character. These Lores can tell us about hobbies, social issues, lovers, old resentments, sorrows, or how good their PR team is. Passion Lores are always about feelings, and feelings are rarely facts.

Monster: TemperamentalThe Monster is the embodiment of a specific Emotion, usually a negative one.

  • Temperamentals are often capable of supernatural actions, such as psionics, shape-shifting, or even undying. These are often tied to the nature of the emotion that they embody.
  • Temperamentals may Draw cards to their Monster Pool when they express their embodied emotion or when they induce their embodied emotion in another Character, if this is a Carnage Psych Wound Emotional effect the Temperantal will create a new Temperamental of the same embodied emotion (although not necessarily type) of the Target as well.
  • Temperamentals may add their Monster Pool Bonus to their Actions when appropriate to the Lore of their type, such as classic Zombies Soaking damage and Ignoring Wounds.
  • Temperamentals that are affected by Psych Attacks must use cards from their Monster Pool to Defend.
Temperamentals are more varied than even the number of emotional states. Take for example the Hunger emotion, Temperamentals of Hunger can be Gluttons, Cannibals, Zombies, Vampires or Wendigo, depending upon their type.

Narration Technique: PacingPacing Narration, where the Yarn-Teller uses their Narration to control the pacing of the narrative. Short sentences and vivid verbs pack punch into Warp Scenes. To decelerate the pace during a more comfortable, relaxing Weft Scene, Yarn-Tellers should be encouraged to indulge an array of articulate, expressive, detailed and occasionally decidedly difficult to parse lexemes, including longer sentence structures (that may include multiple asides), and additional, but related, clauses.

Narrative Moment: Fuel for the IreThese moments are when events pile up the minor irritations, annoyances, inconveniences and small miseries. It is the day when hailing a cab in the rain gets one splashed by a passing bus, it is a day when everyone seems to be deliberately trying to wind the Character up. The question becomes how the Character responds to this stress, do they accept it with grace and a smile, grimace and bear it, or do they snap and go postal?

Nimbed: TempestThe Tempest Nimbed makes an Annex powerful and dangerous, the first Tempest Proficiency aggravates any Wound caused by the Actions of the Annex by one Level, the second adds the Storm Edge, the third adds the Storm Glow and each additional Tempest Proficiency after that will add a Fierce Fury Success.

Ordeal: EmotionalEmotional Ordeals include examples like, “Keep Calm and Carry On”, “Gently Provoke the Lion”, “Bite Your Lip”, “Ride the Storm”, and “Mourning Losses”

Persona: Beast

Motivation: Beasts are simple, they seek a warm place to sleep, food, and when possible other pleasures. They rarely have greater ambitions than any animal would in a similar situation (and the Beast is most animal Character’s Persona).

Avoid: Complex social situations and contracts are the bane of a Beast’s life (if they even understand what is going on), they’d rather not deal with things like waiting in line, filling in paperwork, or even paying people compliments. A Beast always tries to avoid these complications. Complex situations, including social settings with more than a two strangers, cause a Beast to Gain Stress.

Shadow: The Shadow of a Beast feeds on simple social interactions, and if it doesn’t get enough, it will create more. Beasts will find themselves in passionate affairs, random rivalries and competitions, non-verbal conversations by wave, handshake, nod, bow, or curtsy.

Gain Chi: Gain Chi when you are honest, blunt, direct, or eat.

Ordeal Gain Chi when you play a ♣ to attack

Psychosocial Location: TemperamentEveryone has a temperament, sure sometimes the Character will go silent or explode in rage, but mostly they are fairly stable, and display a limited number of emotional states. Some people for example are known for being anxious, afraid and timid, others are brash, reckless and angry a lot of the time. Essentially, what are the emotional states that the Character is most familiar with and most “comfortable” with being. A Character who is always irritated with others does not “enjoy” being irritated, but they are completely used to that irritation, it is not going to make them do or say something they will regret later, unlike the anger or rage they are not so familiar with. Beyond the emotions that a Character is used to experiencing as part of their temperament, you will find the less trodden emotional paths, should you wish to create them in a Character. Typically a Character that enters their Temperament State will change their emotional state, usually to one of their normal emotional states, although occasionally they may change an emotion in the Temperament, especially as a result of Psych Wounds, Traumas or Soul-Stakes Ordeals.

Quest: DestroyFury Quests are about destruction, whether they are tasked with tossing a ring in a volcano, killing the future leader of the resistance, or collapsing the AI rebellion before it can begin. The Quest may target a Character, a Descendant, a Location, a Pact for destruction as required.

Question: SimpleFury asks us simple questions, that usually have a one word answer (often yes or no), such as “Did I stutter?”.

Resolved Hitch: PersistentThe resolution of an Unstable Hitch creates a furious stability that we call Persistent. Persistent Characters and Descendants add +1 Success Level at any Action they have tried before.

Rule: NoiseThe Rule of Fury is called Noise and it states that every action, no matter how secret or small must make some noise. The noise it makes may be quieter than the background noises, in which case it may be called silent, but the Rule of Noise states that true silence is actually impossible. In T13, this rule models how all Actions create evidence and information that the senses of the Characters may perceive, although there is always a Difficulty involved in extracting this information from the world. Tiny noises may be difficult to hear, but loud noises are so obvious that they may hurt. A Character is unlikely to hear a noise quieter than their own Fury Score, and is unlikely to flinch at a noise quieter than their own Fury Boon. In general, an Action makes noise equal to the Score of the Action automatically, although this can be muffled or amplified to half or double depending upon the Action and logic. Some Actions such as Psionics, Magic and so on, are technically near silent, but may result in screams, grunts or audible effects under some circumstances, such effects may be double muffled.

Style: FuriousThe Furious Style is favoured by angry, physical types, it is commonly used by Barbarians and many Athletes. The Furious Style cannot Play only 1 card at a time, it must play at least two cards at the same time and a minimum of a third of the current Furious Style Reserve. Additionally Cards stored in the Furious Style Reserve count towards the Character’s POIS Initiative order, exactly like those normally in the Pool.

Success: FierceFierce Success is an aggressive success, these are the sorts of Successes where you might take it too far, where you just wanted to scare the guy, not murder his whole family. 1 Fierce Success lets you Play an extra card from your Ordeal Pool on the Action, and it either counts as a 1 card Negative Emotional Effect on the Target or another Opponent, or it will also set to the Tone to match that of the Action. 2 Fierce Successes lets you Draw and Play two extra cards as a 2 card Negative Emotional Effect, the larger of the Two cards may also be added to the Action you are taking. 3+ Fierce Successes allows you to Draw 4 cards and Play 3 to create a 3 card Emotional Effect that also adds all the Pips to the Action.

Sway: SurgesFury Sway is known as Surges, and can be spent on emotional effects, such as floods of emotion, surges of strength, shrugging off damage with a surge of adrenaline, or powering psionics. Bold Surges can be used to negate Stress, Strains (2 Surges) and Shocks (5 Surges).

Tangle: NoiseThe Tangle of Fury is noise, as it is almost impossible to do something furiously and quietly. Each Aura Proficiency will add some component to the noise, you can pick one per Proficiency from, Loud (Brassy, ear-splitting, howling, noisy, roaring, blaring, screeching etc), Irritating (Caterwauling, clashing, beeping, honking, screeching, shrill, blaring), Distinctive (Screaming, squealing, scratching, whistling, voices) or Rhythmic (drumming, humming, grinding, pulsating, clanking, rattling, musical, pounding).

Test: Anger / Brute Force / Emotions / Psionics / Noise makingA Fury test is good for demonstrating how angry some one can be, how much brute force and ignorance they can bring to bear, emotional intensity, power of psionic attacks, and how loud a noise they can make.

Tone: ActionWhether its diving through plate glass, car chases, shoot outs, punch-ups, dangling over precipices, or just buckling that swash, action is about movement, quickly rising body counts, and danger. The Action Tone is low in Tension, being more about explosions and set pieces, more than tactical Ordeals or complex situations, but it can get gritty and realistic as well. Action Tone is the only Tone where gunfire is not always at least High Stakes, but can vary between Medium and Extreme as the Yarn-Teller decides.

Turn: Wrath of Nature/GodWrath of Nature/God is when the plot throws a natural disaster at the Characters. It may be a huge, roiling wall of tsunami water sweeping the landscape, or a rumbling of a volcano, or thunder and a divine wind. The Wrath can destroy invasion fleets, wash away villages and armies, crush hopes and harvests and ruin kingdoms. Generally speaking Wrath of Nature is a natural disaster that just happens, Wrath of god is more retributive, paying back those affected by the disaster for their sins, as such it can feel very “Ex Machina” if it happens too late in the plot or without foreshadowing.

Twisted: EmotionsThe Character’s emotional responses are confused and muddled somehow, with the emotions of one Facet (usually the Character’s Persona or Core) swapping for those of one the Character’s Hitches. Positive and Negative Emotions can also be swapped as part of this emotional Twisting. For example, if Fury Emotions were swapped with Nature, the Character might feel hunger instead of fervour, and delight instead of rage. These Twisted Emotions can lead Characters into very unusual situations, where starving to death makes them happy, or someone attempting to annoy you makes you trust them.

Umbral: WetThe Umbral of Fury is wet, the umbral demands the presence of liquids, and if they are not completely surrounded by it then the Umbral will create more. Tears are the first liquid required by one Umbral which is usually paid with Surges (Fury Sway) equal to the Umbral Draw. Sweat is the second liquid required, and sweat is paid in Chi equal to the Umbral Draw (a single Umbral Draw even though two are in the Annex), the third liquid gives you a choice either take an automatic Unsoakable Flesh Wound as you pay in blood or take a two card Emotional Psych Wound as you pay in humiliation and are covered in some liquid or wet yourself / vomit publicly.

G

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.

Facet Name: Gossamer

Description: Gossamer is the dynamic Yang Facet of light, airy strength. It is sticky silken threads drifting in the wind, strength of tendons, the forces that pull, rip and blow, it is attachment, connections, and bonding, tying, binding and grappling things together, it is the air itself, entangled by spoken words into language and a way of connecting people. Gossamer is the light, airy, tangling strength opposite of Burden.

Action: PullingThe Action of Gossamer is Pulling, this can be heaving on line, wind tugging at clothes or even climbing against the inevitable draw of gravity.

Annex Channel: Spinning Annexes that channel through Gossamer use verbs like: Bind / Breathe / Cast / Drag / Drift / Entangle / Float / Glue / Grab / Grip / Hang / Hold / Lift / Pluck / Pull / Rend / Rip / Send / Snatch / Speak / Spin / Spread / Strum / Talk / Tear / Throw / Tie / Tug / Weave / Whip / Wrap

Annex Root: Fine Annexes rooted in Gossamer, or Descendants or Characters that use them are described as: Aerial / Airy / Breezy / Buoyant / Elastic / Elegant / Ethereal / Flexible / Hands / Gaseous / Grip / Intricate / Knotted / Lean / Long / Silken / Skinny / Sticky / Strong / Thin / Threads / Windblown

Attack: Rip (

Mode:

Name: Physical

Text: The simplest forms of wounding are nothing but bashing and cutting physical wounds. Physical attacks are usually performed with weapons (Prop Descendants) or Martial Arts Annexes, which means they can be blocked, parried and so on by another weapon or Martial Art.

Active-Defences:

Mode:

Type: Active

Name: Parry

Text: Deflecting the incoming blade with your own, also works with spears, hammers, maces, vibro-halberd, or magic spells and counter-magics, whatever really, except energy, you can’t Parry lasers or electricity with a sword (blaster bolts on the other hand).

Rule:

  • The Descendant or Annex draws Cards as normal, then plays One (1) card from their Pool.
  • If they can match any attack card in Suit (or Clubs ♣ as Defence Trump) and Pips (including Additional Style and Penetration Pips, or additional Wound / Success Levels, or +2 Pips for Trumps) then the attack has been Parried (Wildcards automatically Parry).
  • What happens next depends upon the suit of the Defending card (see the Suit Parry details)

👣

Mode: 👣

Type: Active

Name: Dodge

Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.

Rule:

  • All Physical and Energy Attacks that do not Splash can be dodged fully.
  • Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
  • To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
  • If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3,J has 5 Pips of Penetration, an A cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3 with +5 Pips of Penetration

🛡

Mode: 🛡

Type: Active

Name: Blocking

Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.

Rule:

  • The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
  • Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7 and 4.
  • If any Block Card exactly matches in Pips and Suit (or is a Club ) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7 matches the 7 (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
  • If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7 as damage however.
  • If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4 is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4 now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
  • The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.

Passive-Defences:

🔲

Mode: 🔲

Type: Passive

Name: Prepared Defence

Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.

Rule: Prepared defences must be prepared with Diamonds () or Clubs () as a Suitable Style Reserve and create a Pip Wall that must be worked through.

  • The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs () with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
  • The defence stops all Cards within this range, as long as there are still any Pips left.
  • Each attacking Card removes those Pips from the remaining Pip Score — e.g. If the defence prepared with a A amd 10 is attacked with a J that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
  • Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
  • You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5 (+7), 7(+9) and K (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).

👟

Mode: 👟

Type: Passive

Name: Passive Dodge

Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.

Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.

Mode:

Type: Passive

Name: Soak

Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.

Rule:

  • The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annex’s normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
  • Compare the Soak cards to the Attack cards.
    • Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
      TypeMinimum SoakMaximum Soak
      Facet / “Saving Throw” 510
      Skill 511
      Talent513 (K)
      Power515
      Super-Annex 216+ (any)
      Mud / Clay / Foam810
      Cloth/Wool/Fur Descendant37
      Silk / Padding Descendant28
      Leather Descendant49
      Foam Plastic Descendant38
      Hard Plastic Descendant711 (J)
      Advanced Polymer Descendant3 14
      Chainmail Descendant913 (K)
      Thin Wood Descendant47
      Thick Wood Descendant311 (J)
      Laminated Wood Descendant312
      Turtle Shell Armour711 (J)
      Stone Armour912 (Q)
      Bronze plate Descendant812 (Q)
      Steel plate Descendant614 (A)
      Orichalcum plate Descendant515 (Joker)
      Vibro-field Descendant410
      Power field Descendant12 (Q)15 (Joker)
      Force-field Descendant815 (Joker)
      Toon/Femite Descendant616 (suited Ace)
      Nullite Descendant416 (suited Ace)
      Magickal/Alchemical Enhancement-2 compared to normal+2 compared to normal
    • If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
    • If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
    • If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6 if you play a 2 then both cards are Soaked and 2 × 2 pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
    • Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6 10 and J is soaked by a 7 then you will see the Soak Layer take the J, 10, Stalls the 6 and the 4 on the Soak-Layer, which Discards the 7, then two copies of the 7 also pass on into the next layer of Soak.
  • The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
  • If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
  • The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Character’ Ordeal Pool before you move to the next Soak-Layer.

💰

Mode: 💰

Name: Resource

Text: Damage is intended to be paid by a specific Facet Sway. The damage may be soaked or dodged by appropriate defences, but are rare for Characters not focused on the Resource. Wounds are usually taken in a specific targeted Facet Sway (often Wealth, Health, or Support) or Yarn as Pips, with any excess taken as Yarn, so a 23 Pip Economic attack will cost the Target 23 Wealth or Yarn if they had no Wealth, if they had 13 Wealth, it would cost them that and 10 Yarn. It should be noted that Yarn is taken as Chi from the total that a Character has (e.g. a Character with 66 Chi losing 10 Yarn would have only 8 Chi left, but a Character with 45 Chi would lose everything). Resource Attacks may also Maim, Cripple or “Destroy” suitable Descendants and can create Hitches, (such as Lacking, Binding, etc.) if the target does not have enough of the targeted Facet Sway / Chi.

Active-Defences:

👣

Mode: 👣

Type: Active

Name: Dodge

Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.

Rule:

  • All Physical and Energy Attacks that do not Splash can be dodged fully.
  • Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
  • To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
  • If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3,J has 5 Pips of Penetration, an A cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3 with +5 Pips of Penetration

🛡

Mode: 🛡

Type: Active

Name: Blocking

Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.

Rule:

  • The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
  • Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7 and 4.
  • If any Block Card exactly matches in Pips and Suit (or is a Club ) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7 matches the 7 (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
  • If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7 as damage however.
  • If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4 is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4 now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
  • The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.

Passive-Defences:

🔲

Mode: 🔲

Type: Passive

Name: Prepared Defence

Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.

Rule: Prepared defences must be prepared with Diamonds () or Clubs () as a Suitable Style Reserve and create a Pip Wall that must be worked through.

  • The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs () with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
  • The defence stops all Cards within this range, as long as there are still any Pips left.
  • Each attacking Card removes those Pips from the remaining Pip Score — e.g. If the defence prepared with a A amd 10 is attacked with a J that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
  • Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
  • You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5 (+7), 7(+9) and K (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).

👟

Mode: 👟

Type: Passive

Name: Passive Dodge

Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.

Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.

Mode:

Type: Passive

Name: Soak

Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.

Rule:

  • The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annex’s normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
  • Compare the Soak cards to the Attack cards.
    • Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
      TypeMinimum SoakMaximum Soak
      Facet / “Saving Throw” 510
      Skill 511
      Talent513 (K)
      Power515
      Super-Annex 216+ (any)
      Mud / Clay / Foam810
      Cloth/Wool/Fur Descendant37
      Silk / Padding Descendant28
      Leather Descendant49
      Foam Plastic Descendant38
      Hard Plastic Descendant711 (J)
      Advanced Polymer Descendant3 14
      Chainmail Descendant913 (K)
      Thin Wood Descendant47
      Thick Wood Descendant311 (J)
      Laminated Wood Descendant312
      Turtle Shell Armour711 (J)
      Stone Armour912 (Q)
      Bronze plate Descendant812 (Q)
      Steel plate Descendant614 (A)
      Orichalcum plate Descendant515 (Joker)
      Vibro-field Descendant410
      Power field Descendant12 (Q)15 (Joker)
      Force-field Descendant815 (Joker)
      Toon/Femite Descendant616 (suited Ace)
      Nullite Descendant416 (suited Ace)
      Magickal/Alchemical Enhancement-2 compared to normal+2 compared to normal
    • If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
    • If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
    • If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6 if you play a 2 then both cards are Soaked and 2 × 2 pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
    • Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6 10 and J is soaked by a 7 then you will see the Soak Layer take the J, 10, Stalls the 6 and the 4 on the Soak-Layer, which Discards the 7, then two copies of the 7 also pass on into the next layer of Soak.
  • The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
  • If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
  • The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Character’ Ordeal Pool before you move to the next Soak-Layer.

🔫

Mode: 🔫

Name: Normal

Text: The Standard against which other Attacks are measured. Everything is standard, no weird rules.

Rules: No Special Rules. Normal Attacks obey the normal rules for Reach and Range additional Targets cost +3 Pips per Target.

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Rip attacks are the types of attacks made by strong powerful forces, like a bear’s claws. They are normally Physical, but can be Economic (then called a “Rip-Off”) and do Normal Damage. Rip attacks can become Grip attacks that Restrain their targets with a Restrain critical on any Critical.

Core: PoserGain Chi whenever you recite a catchphrase, cliché, or strike a dramatic pose.

Critical: Restrain 10♠Restrain Criticals let a Character grapple another Character, tie them up, or even arrest them. Restraining an Opponent stops them from being able to dodge and parry your (or an Ally’s) attacks and restricts the attacks they make. The Character restraining should play at least one card as a Restraint. The Restraint card will act to Soak any attacks the Restrained Character may make, and will count towards any attacks that the Restrained Character attempts to Dodge or Parry. However, if the Restrained Character can beat twice the Pips of the Restraint cards then they free themselves. The Restrain Critical technically adds the 🎭 damage type to any attack.

Descendants: AeryGossamer Descendants are as light and strong as silk, or the wind. Fine clothing, aetheric engines, strange mists, gasses, spores or perfumes, parachutes and aerial devices are all good Descendants.

Edge: GrapplingA Grappling Edge makes an Annex or Descendant grab things (possibly with Reach or Range). Grabbing a Character will Restrain them by playing a card as a Restraint (see Gossamer Critical). Grabbing a Prop would allow it to be “Tugged” (Possession Magic) by Actions. Grabbing a Location would allow Actions with the Annex or Descendant to move the Character (a grappling hook allows you to climb) at walking pace.

Emotion Negative:

  • Attachment — A sense of liking someone.
  • Longing— A strong sense of wanting someone, or something (such as wanting to leave a place and return home, or even the longings associated with addictions).
  • Envy — A strong longing for something someone else has or is.

Emotion Positive:

  • Affinity — A sense of having something in common with another.
  • Attraction —A sense or feeling of liking someone, particularly in a romantic or sexual way
  • Bonding —A sense of deep personal or intimate connection with another.

Failure: FumbleFumbles vary by Facet but a Failure Level in Gossamer will usually trigger a Drop Fumble. Specific Fumbles can be triggered by drawing specific cards (a 5♠ triggers a Drop Fumble).

Fumble: Drop 5♠Drop is usually the uncoordinated dropping of a Descendant. This can be a minor inconvenience, a complete dropping of a Descendant, or even a loss, as your sword falls from the rope bridge into the lava below. Descendants can be damaged and lost entirely as they slip from your grip, and even if they aren’t actually damaged you will have to move to their new position and work out how to pick them up again without getting shot, stabbed or otherwise hurt. Draw a card, this indicates how far from you the Descendant has been “thrown” based on the current Range, with Court cards indicating it has been damaged, according to the Stakes. Picking up a dropped Descendant will involve spending a card with Pips equal to the Base Descendant cost (2 for a Skill Descendant, 5 for a Talent Descendant, 7 for a Power Descendant, 12 for a Super-Annex). Of course, the worst time to get a Drop Fumble is when you are dangling from your finger tips above a mist-filled abyss… Then the card indicates how much damage the Character takes from the fall.

Glow: GrapplingA Grappling Glow increases the ability of the Grappling Annex or Descendant so that it now behaves almost as an extension of the Character’s arms and hands. Multiple opponents may be Grappled at once, and each Restrained by the same card. Props may be “Puppeted” (Possession magic) by the Actions of the Annex or Descendant. Grabbing a Location allows the Character to move as though Flying with the Actions of the Annex or Descendant. Additionally Gossamer Score may be added to the Reach or Range to increase it.

Gnarl: TanglingThe 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.

Herald: WindThe Herald of Gossamer is the movement of the air, sometimes a wind, sometimes a breeze, sometimes a hissing, whispering, whistling or howling. Wind can carry noises, smells and even papers that can act as heralds of their own.

Hitch: BindingThe 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”.

  • Quirk — A Binding Quirk indicates some minor restraint or restriction upon the Character, such as being bound by a restraining order to keep a certain distance from another individual, breaking this binding is not difficult, but will result in unpleasant legal matters. Triggers usually indicate the nature of the binding, e.g. “Ropes”, “Law” or “Oath”.
  • Flaw — A Binding Flaw indicates some major restriction or restraint that a Character or Descendant has been inflicted with. Most commonly this is being tied up, hand-cuffed or similarly restrained, although profound curses, legal restraints, and contracts also work. Triggers are most likely to indicate the circumstances of a breach of the binding such as “Moving hands apart”, “Selling Inventory on the Black Market”, “Character Closer than 200 Metres”, etc
  • Woe — A Binding Woe indicates a constraint or restriction upon the Character that is so severe that it affects all aspects of their being or threatens their life somehow. Profound magical bindings, such as binding a soul into a physical form requires this level of binding, as does a hanging. Triggers may indicate what is required to breach or undo the binding, such as “Until Death”, “Blood Sacrifices”, “Handcuff Keys”, etc

Hurdle: BindingsThe hurdle of Gossamer is bindings, this can be wrapping string around a broken handle as a fix, gluing something together, or having to take prisoners and bind them (and watch them, feed them, etc if things go on long enough). The Hurdle of Gossamer often complicates a test or quest by breaking something that then needs fixing, often by a show of misapplied strength, or creating a situation where something must be bound to, glued on, or merged with something else. Occasionally the

Incarna: AirNot just Elemental Air, but any gas uses this Incarna. Need to build a gaseous weapon, gas leak, gas giant planet, or want to play a Sylph, a Zephyr, a Wind-giant, an literal Airy-Fairy, some Djinn, or a truly silent-but-deadly ninja fart? Then Gossamer is the Incarna for you.

Location: AiryAiry Locations are often open to the elements, or may be incredibly tall, strong, thin, or high-ceiling-ed. Dangling from the tether between a flying mountain and an airship, lost above the clouds would be the ultimate Airy Location.

Lore: RumourRumour Lores tell us things that are probably not true about a character, but something of the truth lies within the rumour somewhere. If the gossip is that the bad guy has drug-fueled parties with super-models at his mansion, then that is a pretty good indicator that he knows some people who take drugs, has connections, and probably a lot of money. If the gossip is that people who argue with him disappear, then the conclusion is either they don’t argue with a lot of people, or someone knows where a lot of bodies are buried.

Monster: GoonThe Goon Monster is immensely physically powerful and brutish in nature.

  • Goons are typically known for their strength and violence, but rarely for any intellectual or supernatural abilities.
  • The Goon Monster can Draw cards to its Monster Pool whenever they “flex”, showing off their muscles, intimidating or overpowering another, or performing a feat of strength (such as ripping a corpse in twain, or shoulder-charging a brick wall open).
  • A Goon Monster may add their Monster Pool Bonus to any physical, muscle or strength-based, Action.
  • Goons must spend cards from their Monster Pool when they perform intellectual Actions.
Goons come in a number of types from the hulking henchmen, hulking gun-armed security drone, hulking hand-stitched reanimated corpse, or smash-happy hulking gamma-ray enhanced scientists.

Narration Technique: DialogueThe Yarn-Teller speaks “In Character”, narrating as an actor would play the Character. This spoken dialogue is often an excuse for an info-dump, but a careful Yarn-Teller can use dialogue to “show” as well as “tell”. Clues about a Character’s hitches, persona, core and geometry can all be expressed through dialogue, additionally Psychosocial data such as Character’s current impressions of each other should be revealed during dialogue, with Characters often reacting immediately upon another Character they have strong feelings about immediately and unreservedly, although even a guarded reaction can tell you things.

Narrative Moment: Bad Hair DayMaybe the Character didn’t get a good night’s sleep, or perhaps they annoyed an elf, but they are having a bad hair day. Sometimes this means a day full of minor annoyances and headaches, but it is also possible that the Character just has unmanageable hair. The Bad Hair Day is a good Character event to place a little stress on the Character during an otherwise normal day; this makes it a slightly more interesting take on the day-in-a-life than it might otherwise appear.

Nimbed: EntanglingThe Nimbed of Gossamer is entangling, sticky and strong just like spider webs. The first Entangling Proficiency adds the Gossamer Nimbed score to the Annex score if the Annex is used in conjunction with environmental factors such as the layout of the scenery, weather conditions, and opportunistic positioning. A second Nimbed Gossamer Proficiency will add the Grappling Edge, a third will add the Grappling Glow and each additional one after will add a Ribbon Gossamer Success.

Ordeal: StrengthStrength Ordeals include the following examples, “Lifting and Carrying”, “Clinging and Climbing”, “Grappling and Wrestling”, and “Hauling and Dragging”

Persona: Adventurer

Motivation: Adventurers are extraordinary individuals who are noted for their great acts of strength, courage, and other enormous achievements. Adventurers often act selflessly to protect the weak and exploited, but pride and a desire for adventures are also often to blame.

Avoid: Adventurers claim to avoid boredom, say they hate being beaten, and it is known that an adventurer’s pride will often make them hide and ignore injuries. However the thing that all adventurers really avoid is being vulnerable, so Adventurers Gain Stress when they are vulnerable, such as when having Wounds treated or healed.

Shadow: The Shadow of an Adventurer feeds on thrills and exhilaration and will create more if they aren’t getting enough. This can lead to Adventurers becoming thrill-seekers, risk-takers, dare-devils and worse.

Gain Chi: Gain Chi when you take a risk, help another, volunteer, attempt a feat of physical strength (or endurance), or are thanked.

Ordeal Gain Chi when attacked.

Psychosocial Location: LanguageThis Psychosocial State deals with the parts of the human mind that are used in communication and languages. Language in this context does mean the Language the Character speaks, such as English, but it also refers to specifics of the language used by the Character. Accent, Dialect, even stylistic word-choices, they all tell us a lot about a Character, and tell us more if they are capable of using multiple languages, dialects or styles. All ability to communicate between Characters must pass through their Language zone to another Character’s language zone, changes made in this zone can have profound effects on how the Character can communicate, removing an ability to use slang, jargon, or formal language can have dire consequences for a Character and their career. Typically Characters enter this State when they are communicating with another, the Language State is receptive and perceptual, as well as purely linguistic, so you can learn via language.

Quest: HoldRemember the Alamo? Helmsdeep? Well, these are examples of t+he Gossamer Quest, so is any Quest to keep a Character prisoner, or perhaps keep hold of a treasure. You can use a Hold Quest in other contexts too, such as to holding a conversation, holding onto love, holding hands with your sweetheart, or keeping hold of a rope, hand or cliff edge.

Question: WhichGossamer asks us the question which, a question that usually asks us to pick from a selection of answers (although that list may not necessarily be presented). Examples include “Which side are you working for?”, “Which day of the week did it happen?”, “Which flavour is your favourite?”, or “Which do you wanna lose?”

Resolved Hitch: UnboundThe resolution of a Binding Hitch is that a Character or Descendant will be unbound, whether they are released, let go, set free, discharged, or disenchanted. A Character or Descendant that is Unbound may add +1 Success Level to any Action that will keep them from being bound in a similar way again.

Rule: CommunicationsThe Rule of Gossamer is Communications, and is often described as “The Word of God” which simply states that what has been stated by an Author, Yarn-Teller, or the Referee (in that Order) is a fact in the setting. Now sometimes Authors and Yarn-Tellers may reveal later that a given fact was, in fact, a lie, and that is okay, but the Referee should know the truth the whole time, or will assume the lie was true until it is revealed. As you can imagine finding out that for example, magic doesn't really work in this setting, might effect some other part of the universe beyond that Yarn-Teller’s story. Such activities will annoy larger Plots that were planning with the old truth in mind, and it behooves Yarn-Tellers to not annoy Plots on any level.

Style: GrappleThe Grapple Style is mainly used to grab and hold another. Grapple Style Reserves may be used to perceive, grab, hold, move, heal and soak, however it is usually a Style restricted to a single Range class (Close, Reach or Ranged as appropriate). Grapple Style can come in Sub-Styles such as Martial Arts (or Wrestling), Roping, Binding, or Webbing. Which may add +2 Pip bonuses to certain uses. E.g. Martial Arts adds +2 Pips to all Normal Physical Attacks. Roping adds +2 Pips to Rip, Throw, and Snare attacks.

Success: RibbonRibbon Successes can be used a number of ways. 1 Ribbon Success can make a Sway Gain, or pass a short message (Card Pips Syllables) to the Target who may respond with a gesture or a one syllable word. 2 Ribbon Successes can let you make a Chi Gain, or it can be used to Draw and Play an extra card to act as binding (Restraint), pay for additional Targets (+3 Pips per Target) or to allow aerial and acrobatic movements, such as jumping while shooting, swinging on a grappling line while spell-casting, etc. 3+ Ribbon Successes can bounce attacks, as the “Ribbon” connects multiple Targets (Draw and Play a card. Card Pips give a Group Size in Chi, the Ribbon may be straight, zig-zagged, curved etc). Incoming attacks can be bounced back by 3+ Ribbon Successes toward a new Target including the Source.

Sway: BreathGossamer Sway is also known as Breath, and Breath can be spent as Chi spent on conversations, and physical exertion (such as moving large objects). Bold Breaths can be used to make Psych Attacks such as Lectures or Curses into Energy (Sonic) Attacks instead, as they pierce eardrums and even blow people over..

Tangle: FumblingThe Gossamer Tangle is all to do with dropping, slipping, falling and so on, or Fumbles as they are often known. Each Aura Proficiency that is in the Annex will add a chance to Fumble to the Annex roll or card Draw. The first makes it so that if the Annex die rolls minimum then a Facet Fumble has occurred e.g. a roll of 3d6-3 would have to roll 0 to Fumble. Every Proficiency also adds a Fumble card to the list (usually a 2-7 of a suit – check the cards), if the Annex draws the Fumble Card then a Fumble of that Facet is triggered.

Test: Conversing / Floating / Gossip / Gripping / Hauling / Holding / Kite-Flying / Lifting / Sailing / Strength / Stress and Strain / Strum StringsGossamer Tests are diverse, covering everything from airy conversations, harnessing the wind with sailing or kite flying, or the strength in a rope, ligament, or thread

Tone: ConversationalWhether its a bunch of off-duty army doctors playing cards, men or women in the barbershop or beauty parlour, or an interview or legal situation, there’s plenty to like about the Conversational tone of the Gossamer Facet. You can tell whole stories and examine deep into a conflict with nothing more than a conversation. Conversational Tone emphasises Characters, rather than Plots, and is often good for a change of pace.

Turn: ShuffleA Shuffle Turn occurs whenever something is presented as being important to the plot or conflict, but it turns out it was not. This may be done with a false or misleading Revelation, but is more likely due to a later Retcon. The most common form is the McGuffin Shuffle where the McGuffin required changes (or more likely what we thought the McGuffin was turns out to be wrong). The next most common form is the Bad Guy Shuffle, where first one Character is presented as the Big Bad, but it turns out they were controlled by someone else all along. Another variant is the Kansas City Shuffle, where it is obvious that a con is happening, but the target believes a different con is happening, or that there is a different target?

Twisted: Unnatural WeaponryThe Twisted Character has a decidedly unnatural natural weapon, this maybe flame breath, or corrosive acid blood sprays, zombie halitosis, toxic stingers, or time-rending claws. The point is that the Character can draw and play Ordeal cards equal to the number of Twists Reduced that they currently have on an Attack with this weaponry. Spending Twists will draw and play another card.

Umbral: WordsThe Umbral of Gossamer demands words before an Annex can activate. These words may be password, catch phrase, improvised joke, a called strike, a martial arts “Kia!”, the name of the move that you are using, or some magical incantation, litany, recital, or reading of the safety procedure. Each Umbral Gossamer Proficiency adds Umbral Gossamer Score Syllables that must be uttered to activate the Annex.

H

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).

Facet Name: Heresy

Description: Heresy is the Yang Facet of lies, deceit, fiction and those things believed to be false. It is the governor of error, the ancestor of dissent and the blame for impiety. It is the dynamic opposite of Orthodox.

Action: LieThe Action of heresy is to lie, whether a bold-faced lie or a more subtle fiction, or even a truth that is heretical.

Annex Channel: Lying Annexes that channel through Heresy use verbs like: Accuse / Bad-mouth / Beguile / Belittle / Cheat / Deceive / Defame / Defraud / Discredit / Disguise / Distract / Fabricate / Falsify / Feign / Fool / Hallucinate / Imagine / Lie / Masquerade / Mislead / Plot / Story-Telling / Trick

Annex Root: Heretical Annexes rooted in Heresy, or Descendants or Characters that use them are described as: Absurd / Banned / Blasphemous / Cosmetic / Deceitful / Defamatory / Delusional / Effacing / Euphemistic / False / Fake / Fictional / Illusory / Impious / Heretical / Malignant / Masked / Mendacious / Mischievous / Plausible / Scandalous / Shameless / Venal

Attack: Malign (

👤

Mode: 👤

Name: Psych

Text: Psych (pronounced ‘Sigh-k’) attacks target the Target’s mind and emotions — which means they are only useful on Characters (even if those Characters may be Intelligent Descendants or Extras). All Wounds are targeted on the Personality Annex (or Master Annex for an Intelligent Descendant / Extra). Psych Attacks typically have an emotional or Psychosocial outcome.

Active-Defences:

🔍

Mode: 🔍

Type: Active Psych

Name: Focus

Text: Focus is a Psych Parry. The defender focuses on one aspect of the attack, and thereby turns it around on the attacker. They might retort to the attack, with a biting insult, or just refute one point so well that the attack is ruined, then again they might just react so badly to the attack that they effect the attacker back. The problem with Focus as a defence is that it requires specific cards to work at all.

Rule:

  • Draw a number of cards equal to the number of Hitches Reduced, and add the cards to your Ordeal Pool. Then Play One Card.
  • The card must match exactly one Attack card’s Pips and Suit — Jokers may be Wild. Clubs will Trump with +2 Pips, which means an 8 can be matched by a 6,7, or 8).
  • If they can match an Attack card, then the Attack has been stopped. Discard the matched Attack card and all Attack cards Higher than the Focus card.
  • Attack cards lower than the Focus card are immediately added to the Defender’s Ordeal Pool as “Fight-or-Flight” cards that may be immediately played or prepared without RT or GRT penalties.
  • If no match can be made then Focus has failed. The Defender takes the full effect of the Attack as Focus has been used the Personality Annex cannot now Soak.
🦋

Mode: 🦋

Type: Active Psych

Name: Ignore

Text: Ignoring a Psych attack is a great choice, if you can. However ignoring is an all or nothing defence, fail to ignore the whole attack and you will have ignored nothing at all.

Rule:

  • Draw a number of cards equal to the total number of Hitches Reduced and add them to the Defender’s Ordeal Pool.
  • Play Hitches Reduced number of cards to try and Ignore the Psych Attack.
  • Ignore cards must beat the total Pips of the Attack. Beat the Pips and the Attack is Discarded. Otherwise the Defender takes all the Psych Damage and since they used their Personality Annex to Ignore, they cannot use it to Psych Soak.

Passive-Defences:

🔲

Mode: 🔲

Type: Passive

Name: Prepared Defence

Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.

Rule: Prepared defences must be prepared with Diamonds () or Clubs () as a Suitable Style Reserve and create a Pip Wall that must be worked through.

  • The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs () with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
  • The defence stops all Cards within this range, as long as there are still any Pips left.
  • Each attacking Card removes those Pips from the remaining Pip Score — e.g. If the defence prepared with a A amd 10 is attacked with a J that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
  • Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
  • You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5 (+7), 7(+9) and K (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).

💭

Mode: 💭

Type: Passive Psych

Name: Passive Psych Soak

Text: When someone yells an insult at you, it might sting, or it might not. If you see someone killed in front of you, it might scare you, or may not. You can decide which with a Passive Psych Soak.

Rule:

  • Personality Annex Plays a number of Soak cards equal to number of Hitches Reduced (½ to 4 Cards) from their Ordeal Pool.
  • If any Soak Card exactly matches in Pips and Suit (or Clubs ♣ with +2 Trump bonus) any Attack Card then the Attack Card is discarded and the Defender may Pull and Play a ‘Fight-or-Flight’ Ordeal card. If a Soak card exactly matches the Highest Card of the Attack then the whole Attack is Discarded.
  • If any Psych Soak card is higher in Pips than an Attack card, then those Attack cards are Blocked and Discarded immediately. The Soak card is then kept, but is turned sideways, Stalled. It will be added to the next Psych Attack automatically unless moved by a Defence Glow to a Prepared Defence. A card in this state is considered Stalled.
  • If any Psych Soak card has less Pips than an Attack card (or a Stalled card) then the Attack card is Soaked and immediately Discarded. The Defender takes a copy of the Soak card for each card Blocked. The Attacker may add some of the Penetration Pips to increase the Attack cards Pips at this point.
  • Psych Attacks that begin with more than 3 cards (such as most Tricks) always cause Extreme Emotional responses, rather than Normal emotional responses. All Psych Attacks must affect the Target’s Active Personality Annex (or its Profs). Psych Wounds automatically stack together whenever they can (2 Psych Distracts Wounds automatically become a Psych Flesh Wound).
  • Once the incoming attacks have been dealt with (or not) the Character may now Draw as many cards as they Played earlier to their Ordeal Pool.

Mode:

Name: Magic

Text: Magic may just be technology we don’t understand, or it can be a mysterious force unknowable and frightening to the common man. Magic can parry magic, and so sometimes can silver or cold iron, it depends on the magic. Magic attacks are rarely dodgeable (and the few that are are usually actually spells that perform energy attacks), and usually ignore Range, but instead must pierce the target’s Liberty or Wyrd Score (-4 Pips as standard).

Active-Defences:

Mode:

Type: Active

Name: Parry

Text: Deflecting the incoming blade with your own, also works with spears, hammers, maces, vibro-halberd, or magic spells and counter-magics, whatever really, except energy, you can’t Parry lasers or electricity with a sword (blaster bolts on the other hand).

Rule:

  • The Descendant or Annex draws Cards as normal, then plays One (1) card from their Pool.
  • If they can match any attack card in Suit (or Clubs ♣ as Defence Trump) and Pips (including Additional Style and Penetration Pips, or additional Wound / Success Levels, or +2 Pips for Trumps) then the attack has been Parried (Wildcards automatically Parry).
  • What happens next depends upon the suit of the Defending card (see the Suit Parry details)

🛡

Mode: 🛡

Type: Active

Name: Blocking

Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.

Rule:

  • The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
  • Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7 and 4.
  • If any Block Card exactly matches in Pips and Suit (or is a Club ) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7 matches the 7 (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
  • If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7 as damage however.
  • If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4 is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4 now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
  • The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.

Passive-Defences:

🔲

Mode: 🔲

Type: Passive

Name: Prepared Defence

Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.

Rule: Prepared defences must be prepared with Diamonds () or Clubs () as a Suitable Style Reserve and create a Pip Wall that must be worked through.

  • The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs () with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
  • The defence stops all Cards within this range, as long as there are still any Pips left.
  • Each attacking Card removes those Pips from the remaining Pip Score — e.g. If the defence prepared with a A amd 10 is attacked with a J that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
  • Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
  • You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5 (+7), 7(+9) and K (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).

👟

Mode: 👟

Type: Passive

Name: Passive Dodge

Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.

Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.

Mode:

Type: Passive

Name: Soak

Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.

Rule:

  • The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annex’s normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
  • Compare the Soak cards to the Attack cards.
    • Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
      TypeMinimum SoakMaximum Soak
      Facet / “Saving Throw” 510
      Skill 511
      Talent513 (K)
      Power515
      Super-Annex 216+ (any)
      Mud / Clay / Foam810
      Cloth/Wool/Fur Descendant37
      Silk / Padding Descendant28
      Leather Descendant49
      Foam Plastic Descendant38
      Hard Plastic Descendant711 (J)
      Advanced Polymer Descendant3 14
      Chainmail Descendant913 (K)
      Thin Wood Descendant47
      Thick Wood Descendant311 (J)
      Laminated Wood Descendant312
      Turtle Shell Armour711 (J)
      Stone Armour912 (Q)
      Bronze plate Descendant812 (Q)
      Steel plate Descendant614 (A)
      Orichalcum plate Descendant515 (Joker)
      Vibro-field Descendant410
      Power field Descendant12 (Q)15 (Joker)
      Force-field Descendant815 (Joker)
      Toon/Femite Descendant616 (suited Ace)
      Nullite Descendant416 (suited Ace)
      Magickal/Alchemical Enhancement-2 compared to normal+2 compared to normal
    • If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
    • If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
    • If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6 if you play a 2 then both cards are Soaked and 2 × 2 pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
    • Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6 10 and J is soaked by a 7 then you will see the Soak Layer take the J, 10, Stalls the 6 and the 4 on the Soak-Layer, which Discards the 7, then two copies of the 7 also pass on into the next layer of Soak.
  • The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
  • If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
  • The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Character’ Ordeal Pool before you move to the next Soak-Layer.

🌙

Mode: 🌙

Name: Waning

Text: Waning attacks are diminished, and fading, but like the moon, they never really go away.

Rules: All Waning Wounds are one Level lower than the card Limit suggests, however they can never be below the Distract Level. Waning Wounds will always remain at least a Distract, even after Soak-Levels or Chi expenditure. The Waning Wound can never be completely cancelled by a Defence and a Distract will be passed in to the Target.

)
Malign attacks are never physical in nature, as Psych attacks they destroy the perceived character of the target, as Magic they represent Harmful spells that aren’t specifically Curses. Malign attacks do Waning Damage.

Core: PretenderCharacter may choose a second Persona and Gain Chi from it also. Characters may change this second Persona for Heresy Boon points of Yang (Heresy Score Chi).

Critical: Ploy J♥A Ploy Critical allows a Character to mislead, double-cross, or bluff an opponent. This allows the Character to take one card the target has Prepared from their Style Reserve (or a random card from their Pool if they have no Prepared cards) and add it to the attack they are making, as the target has fallen for the Ploy and done exactly what the Character wanted.

Descendants: UnorthodoxHeresy Descendants are unorthodox, they might be fictions — untrue things, lies, or deceptions, such as a fake passport or disguise — or perhaps a good book, or an ugly rumour. Then again they may be true, but strange, banned, or perhaps occult in nature, not accepted as legitimate or legal.

Edge: BeguilingA Beguiling Edge lets an Annex or Descendant lie and create false impressions and illusions. A Beguiling Edge has a lie that it tells and tries to convince the universe of, with a Heresy Score. The lie can be something simple like “These are not the robots you are looking for” or more complex like “Whoever holds this Descendant will be mistaken for the King”.

Emotion Negative:

  • Dissatisfaction — A feeling of discontent and displeasure.
  • Disappointment— A sense of dissatisfaction caused by another not meeting your expectations.
  • Frustration — A feeling of being thwarted in your goals, dreams or desires.

Emotion Positive:

  • Scepticism — A disbelief in something claimed without proof.
  • Disbelief —A feeling of not believing something, or someone, even with some (usually inconclusive) proof
  • Rejection —A refusal to accept, approve or believe something, or someone, despite supporting proof.

Failure: DisbeliefThe failure level will result in something being unbelievable. This disbelief can cause stories to be checked, or even investigated, in a worst case the failure could even cause you be convicted of some crime.

Fumble: Tricked 4♥The Tricked Fumble means that not only did you fail to accomplish what you wished, but you got tricked out of something along the way. In an Ordeal this usually means that the Opponent gets to add a card from the Round Pool to their attack as though they had played a Trick with it (usually as a Pair). In the case where this Fumble coincides with an actual Trick being played then they may add an extra card to the Trick.

Glow: BeguilingA Beguiling Glow tells lies that become truths, such as face-dancing, shape-shifters, or fairy glamours can do. The Target, User or Location can be altered by the lie as though Side-Stepped by the Annex Score (Rolled) as Yarn when the Annex is used or (Master Annex in the case of Descendants) Descendant is entered, held, drawn or used as appropriate.

Gnarl: DistortedThe 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.

Herald: ViewViews are the Heralds of Heresy, the view that the mask, camouflage, or disguise presents that hides who is beneath, the world view of the person who thinks they tell the truth when they lie, the poker face of the cardsharp presents a view they’d have the other players believe after they have viewed their cards.

Hitch: DoubtDoubt 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”

  • Quirk — A Doubt Quirk indicates a Character who occasionally is stuck between believing and disbelieving some fact, such doubt is often infrequent and illogical. Typically Doubt Triggers are the question that the Character is uncertain about the answer to e.g. “Does God Exist?”.
  • Flaw — A Doubt Flaw indicates a Character or Descendant who doubts or disbelieves some usually accepted fact or truth. Doubt Flaws can make a Character or Descendant lie, be wildly inaccurate, and misrepresent, reject or doubt even obvious truths. Triggers usually indicate the fact or truth that is not believed, e.g a Flat-Earther Hitch could have a “Round-Earth” Trigger.
  • Woe — A Doubt Woe indicates a Character or Descendant that is continually, painfully, skeptical or suspicious. Such powerful Doubts will cause a Character to mistrust their own senses, reason and beliefs, profoundly altering their outlook, and can make a Descendant completely untrustworthy. Triggers for Doubt Woes can include broad beliefs “Question Authority”, “Science lies” and “Don’t believe your senses”.

Hurdle: ScepticismThe hurdle of Heresy is scepticism, simply put, someone will not believe you, or you can’t fool all the people all the time. Heresy’s Hurdle can make it difficult to make someone follow you as you go against conventional wisdom, which can complicate any Test or Quest by making someone suddenly call into doubt what you are saying.

Incarna: FictionWhether you are constructing a delicately balanced web of deceit, writing a pulp sci-fi e-book, or want to play an escaped fictional character on the run in the real world, a Character from a digital simulation or a simulation of a real mind, such as a Toon or Cyberwraith, or a lie brought to life by magic, then Heresy is the Incarna Facet for you.

Location: BohemianBohemian Locations are where the arty party crowd like to hang out, get their groove on and shake their thing. Smoky inner-city (ideally Parisian or at least European) cafés, restaurants, nightclubs and bars, are all good examples, as are art galleries, community theatres, opera houses, music or dance halls, or cinemas. Often they may just be student digs, illegal squats, or other cheap housing. Even natural locations can get their weird bohemian beauty on, in the form of parks, picturesque pools, or forest groves. Bohemian Locations can also indicate a Psychosocial component, such as dream-worlds, drug-induced hallucinations and criminal and artistic Underworlds.

Lore: MythA Myth Lore is a lie about a character that reveals more about their character than a lot of the true stories about them. Examples might include tales of their prowess that have become inflated and exaggerated through retelling (“A thousand died by his own hand in that battle”), as well as stories invented by their friends to explain things about them that they keep secret (“His eye was sold to a witch so that his father would gain second sight”), or the lies they have told about themselves that have become accepted explanations for something about their nature (“They say his mother was raped by a devil, and that is why he has magic”).

Monster: MaskerThe Monster is a Masker, whatever it really is it looks entirely like something else.

  • Masker Monsters will often have some strange power that they can deploy that indicates they are not what they seem. Occasionally the strange power will be the ability to disguise themselves, as they shape-shift or project realistic holograms / toons / illusions / telepathic projections.
  • The Masker may Draw cards to their Monster Pool whenever they don a diguise, or their disguise is tested, regardless of whether it is successful or fails.
  • The Monster Pool Bonus applies to any Action to do with disguise, misdirection, maintaining the mask, or lying.
  • The Masker must play at least one card from their Monster Pool on any Action where they show their true face, motives, alliegences or powers.
Maskers vary a lot, from a Demon or robotic AI in the form of an innocent child, or reptillian shape-shifters who-control-everything, to rich industrialists / play-boys who dress up in domino masks and janitors in spooky costumes.

Narration Technique: Red HerringRed Herrings are often clues that mislead or misdirect characters. Sometimes they exist only to distract from some other clue, idea or Character. Other times the Red Herring Narration can be used to draw attention to something and then cause it to be discarded from further consideration.

Narrative Moment: Bluffs, Lies and SophistryWe can learn a lot about a Character from what they are honest about, but sometimes we can learn a lot from how they bluff, and what they lie about. Sometimes the lies are those they tell themselves, other times they are subterfuge and tactics, and sometimes they are just trying to maintain a lie someone else has told (often a friend). These are strong Character moments, but can be difficult to arrange in some genres, so are often avoided in games.

Nimbed: IndirectThe Nimbed of Heresy is indirect the first Indirect Proficiency makes the Annex able to work through another Character or Descendant (called the Pigeon). This allows for two Range Difficulties, the Range from User to the Pigeon and the Range from the Pigeon to the Target. The second Indirect Proficiency adds the Beguiling Edge and the third the Glow, each additional Indirect Proficiency will add an automatic Diversion success to the Annex.

Ordeal: DeceptionDeception Ordeals include the following examples, “Disguises and Masks”, “Lies, Damn Lies and Statistics”, “It’s All Done WIth Mirrors”, “Red Herrings and Misleading” and “Fiction”

Persona: Misfit

Motivation: Misfits are motivated by embracing something unorthodox or weird. This might be a belief, such as a religion, conspiracy theory, or arcane lore, this may be a dangerous, banned, or illegal practice, it varies from Misfit to Misfit. Misfits can present in a lot of different ways, some wear almost a misfit uniform, so you can spot them from a mile away, others look normal until you get to know them, and find out what their particular form of weirdness is. For some, it is a twisted sense of humour, for others something more perverse.

Avoid: Misfits tend to avoid normal life, or some specific normality that they cannot tolerate. They may not be good at holding down normal jobs, maintaining normal relationships, or keeping normal hours. Of course, these are different for every misfit. Misfits Gain Stress when they have to conform with others and hide rather than exault in their weirdness.

Shadow: The Shadow of the Misfit feeds on disturbances, usually the small disturbances the Misfit creates around them, by shocking, surprising or perturbing people are enough to keep them fed, but if they are not, the Shadow will create disturbances of its own. Misfits can be driven more weird, deviant or perverse, then again other disturbances can occur, with spirits (like poltergeists) disturbing the area, the misfit may draw violent attacks, or some profound event may disturb the spirit world or society.

Gain Chi: Gain Chi when you act or react differently to everyone else, or when you deceive, surprise, weird or freak out another.

Ordeal Gain Chi when you play a ♥ to attack.

Psychosocial Location: MasksThe Psychosocial State of Masks (or Masking) is all about the faces that the Character presents to the world. Some people present one way at work, but with their friends they are very different, and behave differently again when they are alone, other people always seem the same. Masks can be seen as an extension of some Character’s Nominative Geometries, with each Geometry having a separate Mask. Typically Characters enter their Masks State when they are trying present something about themselves in a positive light, act a certain way (such as professionally, or theatrically), to lie, or hide something, often a negative impression. Masks are closely related to language and often even overlap if the Character often has a need to hide some truth while communicating.

Quest: Infiltrate / Lie If characters must infiltrate a secret society or enemy town, or spread disinformation, lies or propaganda, then Heresy is probably the Quest they are on.

Question: LoadedA Loaded Question presupposes the answer before the question is fully formed. Examples might include, “Have you stopped beating your wife?” – presupposing that you started, or “What was happening when you lost control?” – presupposes you lost control

Resolved Hitch: SuperstitionThe resolution of a Doubt Hitch can lead a Character to new beliefs that others do not accept as true. However, these Superstitions are true for the Character or Descendant. They will add +1 Success Level to any Action as long as it aligns with their Superstition e.g. They are wearing their lucky socks while they attempt the dangerous inverted wormhole slingshot manoeuvre so +1 Success Level.

Rule: PretendThe Rule of Heresy is known as Pretend, and is how the whole game works. Every Player pretends to be a Character, every Yarn-Teller pretends to be at least one Character and sometimes a bunch of them, Referees pretend to be not just Characters, but Locations, and even Plots. All the Players pretend the model universe that the Referee creates and maintains is accurate, so that we can have fun inside it. We also pretend that the Referee really can calculate Difficulties by looking up something similar on the Sway Table, for whatever crazy plan you just came up with.

Style: MisdirectionThe Misdirection Style is favoured by rogue and trickster types. It is a Style that favours Hiding, Stealth, Feints, Tricks and Perception (when it grants +2 Pips to each card). Misdirection Style Reserves cannot be used to Soak, Block or Heal damage, but can be used to Dodge and Parry.

Success: DiversionDiversion Successes can be used to divert another some how. 1 Diversion Success allows you to Draw and Play an extra card if you Play a Distract Level card in the Action. 2 Diversion Successes create an Unsoakable Distract on the Target, or someone following, tracking or investigating the event. 3+ Diversion Successes create (Nimbed Score) Red Herring clues, such as false trails, dead ends, terrain changes and so on (Individual Clues may be Spotted as False early with a Difficulty of Nimbed Boon, but otherwise add Nimbed Score to Difficulty to Track / Find / Solve).

Sway: GuisesHeresy Sway is also sometimes known as Guises. Guises can be spent to hide truths, make lies believable, creating, or maintaining, a fiction. Bold Guises can create Stress for any Character that does not accept the lie, or learns the truth, adding 1 Stress for each Guise spent

Tangle: FabricationsThe Tangle of Heresy is Fabrications, things touched by Heresy are not as strong as they appear, not as intimidating as they first seem, and generally not as permanent as other effects. The effects of the Annex can always be undone, countered, fixed or destroyed by “dispelling” the effect (normally Double the Score or Pips that the Action rolled or were spent on it). Each Aura Proficiency will provide a method (usually a Test, Quest or Ordeal) by which the effects may be countered that reduces the Difficulty to “dispell” by the Facet Score. Stacking multiple methods can negate the dispel Difficulty altogether unmaking the effect completely including destroying Descendants, removing Wounds or even Hitches the Annex has created.

Test: Blaspheme / Deceive / Fib / Lie / Mislead / Reject Doctrine / Tale-tellingHeresy tests either ask that a fiction is created, be it a tiny fib or an epic fantasy tale; or that a Taboo is broken, often in the form of Blasphemy or some other rejection of doctrine.

Tone: FantasyWhether we are talking about fighting dragons in lonely mountain caves, facing ten thousands orcs from a fortress wall, creeping through the secret passageways of a wizard’s tower or disarming megalithic dead-fall traps created by long-lost inhuman civilizations then you might be playing in a Fantasy Tone. A fantasy can be packed with magic, and a complete lack of realism, but more normally there is a logic that binds the fantasy together, and makes suspension of disbelief easier, such as complex rules of magic, or apparently reasonable fantasy ecologies, this stops it becoming Surreal Tone instead, but many fantasies will cross the line. Fantasy emphasises situations over characterisation usually.

Turn: DeceptionsDeception Turns occur when a plot uses misdirection, or lies, to confuse the Characters about what the Plot wants. Examples of Deception include Villains and Heroes lying about what their goals are, or which side they are on. Deceptions can make Revelations incorrect, or lie to Characters about what is required of them. This can create situations where Characters are promised rewards that don’t happen, such as the cake that is a lie.

Twisted: TruthsIt becomes impossible for this Character to tell the Truth or lie properly. Things they make up, like prophesies, have a tendency to turn out true. When they tell the truth, it turns out that that wasn’t true after all. As long as the Character has Twists the difference between truth and lies is largely irrelevant to them.

Umbral: InaccurateHeresy is rarely accurate, even being deliberately misinforming. For this reason, the Yarn-Teller or Referee may Draw and Play an additional Ordeal card for each Umbral Heresy Proficiency as inaccuracies (these may attack random targets in the Scene, create Obstacles for the User, create Umbral Heresy Score Stress for the User, or add a Failure Level from the card’s suggested Facet to the User’s current action).

I

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.

Facet Name: Inertia

Description: Inertia is the Yin Facet of time, motion, inexorable momentum, falling and sliding. The mother of indolence and lassitude, the patron of procrastination and patience, this receptive facet will out-wait and out-last its opposite Zeal.

Action: WaitThe Action of Inertia is to wait, often until something else happens.

Annex Channel: Passing Annexes that channel through Inertia use verbs like: Endure / Exhaust / Coast / Continue / Cut / Drift / Drop / Fall / Flog / Glide / Graze / Lacerate / Move / Orbit / Pace / Pass / Persevere / Roll / Rub / Scrape / Scratch / Skid / Slash / Slice / Slide / Swing / Thresh / Time / Tumble / Wait / Withstand

Annex Root: Inert Annexes rooted in Inertia, or Descendants or Characters that use them are described as: Aged / Ancient / Chronological / Historical / Immense / Inert / Massive / Momentum / Old / Persistent / Relentless / Rhythmic / Seasoned / Strenuous / Stubbornness / Temporal / Tenacious / Timely / Unstoppable / Unwieldy / Veteran

Attack: Slash (

Mode:

Name: Physical

Text: The simplest forms of wounding are nothing but bashing and cutting physical wounds. Physical attacks are usually performed with weapons (Prop Descendants) or Martial Arts Annexes, which means they can be blocked, parried and so on by another weapon or Martial Art.

Active-Defences:

Mode:

Type: Active

Name: Parry

Text: Deflecting the incoming blade with your own, also works with spears, hammers, maces, vibro-halberd, or magic spells and counter-magics, whatever really, except energy, you can’t Parry lasers or electricity with a sword (blaster bolts on the other hand).

Rule:

  • The Descendant or Annex draws Cards as normal, then plays One (1) card from their Pool.
  • If they can match any attack card in Suit (or Clubs ♣ as Defence Trump) and Pips (including Additional Style and Penetration Pips, or additional Wound / Success Levels, or +2 Pips for Trumps) then the attack has been Parried (Wildcards automatically Parry).
  • What happens next depends upon the suit of the Defending card (see the Suit Parry details)

👣

Mode: 👣

Type: Active

Name: Dodge

Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.

Rule:

  • All Physical and Energy Attacks that do not Splash can be dodged fully.
  • Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
  • To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
  • If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3,J has 5 Pips of Penetration, an A cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3 with +5 Pips of Penetration

🛡

Mode: 🛡

Type: Active

Name: Blocking

Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.

Rule:

  • The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
  • Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7 and 4.
  • If any Block Card exactly matches in Pips and Suit (or is a Club ) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7 matches the 7 (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
  • If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7 as damage however.
  • If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4 is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4 now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
  • The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.

Passive-Defences:

🔲

Mode: 🔲

Type: Passive

Name: Prepared Defence

Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.

Rule: Prepared defences must be prepared with Diamonds () or Clubs () as a Suitable Style Reserve and create a Pip Wall that must be worked through.

  • The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs () with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
  • The defence stops all Cards within this range, as long as there are still any Pips left.
  • Each attacking Card removes those Pips from the remaining Pip Score — e.g. If the defence prepared with a A amd 10 is attacked with a J that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
  • Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
  • You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5 (+7), 7(+9) and K (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).

👟

Mode: 👟

Type: Passive

Name: Passive Dodge

Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.

Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.

Mode:

Type: Passive

Name: Soak

Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.

Rule:

  • The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annex’s normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
  • Compare the Soak cards to the Attack cards.
    • Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
      TypeMinimum SoakMaximum Soak
      Facet / “Saving Throw” 510
      Skill 511
      Talent513 (K)
      Power515
      Super-Annex 216+ (any)
      Mud / Clay / Foam810
      Cloth/Wool/Fur Descendant37
      Silk / Padding Descendant28
      Leather Descendant49
      Foam Plastic Descendant38
      Hard Plastic Descendant711 (J)
      Advanced Polymer Descendant3 14
      Chainmail Descendant913 (K)
      Thin Wood Descendant47
      Thick Wood Descendant311 (J)
      Laminated Wood Descendant312
      Turtle Shell Armour711 (J)
      Stone Armour912 (Q)
      Bronze plate Descendant812 (Q)
      Steel plate Descendant614 (A)
      Orichalcum plate Descendant515 (Joker)
      Vibro-field Descendant410
      Power field Descendant12 (Q)15 (Joker)
      Force-field Descendant815 (Joker)
      Toon/Femite Descendant616 (suited Ace)
      Nullite Descendant416 (suited Ace)
      Magickal/Alchemical Enhancement-2 compared to normal+2 compared to normal
    • If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
    • If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
    • If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6 if you play a 2 then both cards are Soaked and 2 × 2 pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
    • Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6 10 and J is soaked by a 7 then you will see the Soak Layer take the J, 10, Stalls the 6 and the 4 on the Soak-Layer, which Discards the 7, then two copies of the 7 also pass on into the next layer of Soak.
  • The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
  • If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
  • The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Character’ Ordeal Pool before you move to the next Soak-Layer.

Mode:

Name: Magic

Text: Magic may just be technology we don’t understand, or it can be a mysterious force unknowable and frightening to the common man. Magic can parry magic, and so sometimes can silver or cold iron, it depends on the magic. Magic attacks are rarely dodgeable (and the few that are are usually actually spells that perform energy attacks), and usually ignore Range, but instead must pierce the target’s Liberty or Wyrd Score (-4 Pips as standard).

Active-Defences:

Mode:

Type: Active

Name: Parry

Text: Deflecting the incoming blade with your own, also works with spears, hammers, maces, vibro-halberd, or magic spells and counter-magics, whatever really, except energy, you can’t Parry lasers or electricity with a sword (blaster bolts on the other hand).

Rule:

  • The Descendant or Annex draws Cards as normal, then plays One (1) card from their Pool.
  • If they can match any attack card in Suit (or Clubs ♣ as Defence Trump) and Pips (including Additional Style and Penetration Pips, or additional Wound / Success Levels, or +2 Pips for Trumps) then the attack has been Parried (Wildcards automatically Parry).
  • What happens next depends upon the suit of the Defending card (see the Suit Parry details)

🛡

Mode: 🛡

Type: Active

Name: Blocking

Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.

Rule:

  • The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
  • Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7 and 4.
  • If any Block Card exactly matches in Pips and Suit (or is a Club ) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7 matches the 7 (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
  • If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7 as damage however.
  • If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4 is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4 now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
  • The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.

Passive-Defences:

🔲

Mode: 🔲

Type: Passive

Name: Prepared Defence

Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.

Rule: Prepared defences must be prepared with Diamonds () or Clubs () as a Suitable Style Reserve and create a Pip Wall that must be worked through.

  • The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs () with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
  • The defence stops all Cards within this range, as long as there are still any Pips left.
  • Each attacking Card removes those Pips from the remaining Pip Score — e.g. If the defence prepared with a A amd 10 is attacked with a J that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
  • Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
  • You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5 (+7), 7(+9) and K (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).

👟

Mode: 👟

Type: Passive

Name: Passive Dodge

Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.

Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.

Mode:

Type: Passive

Name: Soak

Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.

Rule:

  • The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annex’s normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
  • Compare the Soak cards to the Attack cards.
    • Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
      TypeMinimum SoakMaximum Soak
      Facet / “Saving Throw” 510
      Skill 511
      Talent513 (K)
      Power515
      Super-Annex 216+ (any)
      Mud / Clay / Foam810
      Cloth/Wool/Fur Descendant37
      Silk / Padding Descendant28
      Leather Descendant49
      Foam Plastic Descendant38
      Hard Plastic Descendant711 (J)
      Advanced Polymer Descendant3 14
      Chainmail Descendant913 (K)
      Thin Wood Descendant47
      Thick Wood Descendant311 (J)
      Laminated Wood Descendant312
      Turtle Shell Armour711 (J)
      Stone Armour912 (Q)
      Bronze plate Descendant812 (Q)
      Steel plate Descendant614 (A)
      Orichalcum plate Descendant515 (Joker)
      Vibro-field Descendant410
      Power field Descendant12 (Q)15 (Joker)
      Force-field Descendant815 (Joker)
      Toon/Femite Descendant616 (suited Ace)
      Nullite Descendant416 (suited Ace)
      Magickal/Alchemical Enhancement-2 compared to normal+2 compared to normal
    • If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
    • If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
    • If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6 if you play a 2 then both cards are Soaked and 2 × 2 pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
    • Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6 10 and J is soaked by a 7 then you will see the Soak Layer take the J, 10, Stalls the 6 and the 4 on the Soak-Layer, which Discards the 7, then two copies of the 7 also pass on into the next layer of Soak.
  • The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
  • If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
  • The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Character’ Ordeal Pool before you move to the next Soak-Layer.

💰

Mode: 💰

Name: Resource

Text: Damage is intended to be paid by a specific Facet Sway. The damage may be soaked or dodged by appropriate defences, but are rare for Characters not focused on the Resource. Wounds are usually taken in a specific targeted Facet Sway (often Wealth, Health, or Support) or Yarn as Pips, with any excess taken as Yarn, so a 23 Pip Economic attack will cost the Target 23 Wealth or Yarn if they had no Wealth, if they had 13 Wealth, it would cost them that and 10 Yarn. It should be noted that Yarn is taken as Chi from the total that a Character has (e.g. a Character with 66 Chi losing 10 Yarn would have only 8 Chi left, but a Character with 45 Chi would lose everything). Resource Attacks may also Maim, Cripple or “Destroy” suitable Descendants and can create Hitches, (such as Lacking, Binding, etc.) if the target does not have enough of the targeted Facet Sway / Chi.

Active-Defences:

👣

Mode: 👣

Type: Active

Name: Dodge

Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.

Rule:

  • All Physical and Energy Attacks that do not Splash can be dodged fully.
  • Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
  • To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
  • If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3,J has 5 Pips of Penetration, an A cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3 with +5 Pips of Penetration

🛡

Mode: 🛡

Type: Active

Name: Blocking

Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.

Rule:

  • The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
  • Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7 and 4.
  • If any Block Card exactly matches in Pips and Suit (or is a Club ) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7 matches the 7 (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
  • If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7 as damage however.
  • If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4 is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4 now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
  • The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.

Passive-Defences:

🔲

Mode: 🔲

Type: Passive

Name: Prepared Defence

Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.

Rule: Prepared defences must be prepared with Diamonds () or Clubs () as a Suitable Style Reserve and create a Pip Wall that must be worked through.

  • The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs () with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
  • The defence stops all Cards within this range, as long as there are still any Pips left.
  • Each attacking Card removes those Pips from the remaining Pip Score — e.g. If the defence prepared with a A amd 10 is attacked with a J that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
  • Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
  • You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5 (+7), 7(+9) and K (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).

👟

Mode: 👟

Type: Passive

Name: Passive Dodge

Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.

Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.

Mode:

Type: Passive

Name: Soak

Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.

Rule:

  • The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annex’s normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
  • Compare the Soak cards to the Attack cards.
    • Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
      TypeMinimum SoakMaximum Soak
      Facet / “Saving Throw” 510
      Skill 511
      Talent513 (K)
      Power515
      Super-Annex 216+ (any)
      Mud / Clay / Foam810
      Cloth/Wool/Fur Descendant37
      Silk / Padding Descendant28
      Leather Descendant49
      Foam Plastic Descendant38
      Hard Plastic Descendant711 (J)
      Advanced Polymer Descendant3 14
      Chainmail Descendant913 (K)
      Thin Wood Descendant47
      Thick Wood Descendant311 (J)
      Laminated Wood Descendant312
      Turtle Shell Armour711 (J)
      Stone Armour912 (Q)
      Bronze plate Descendant812 (Q)
      Steel plate Descendant614 (A)
      Orichalcum plate Descendant515 (Joker)
      Vibro-field Descendant410
      Power field Descendant12 (Q)15 (Joker)
      Force-field Descendant815 (Joker)
      Toon/Femite Descendant616 (suited Ace)
      Nullite Descendant416 (suited Ace)
      Magickal/Alchemical Enhancement-2 compared to normal+2 compared to normal
    • If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
    • If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
    • If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6 if you play a 2 then both cards are Soaked and 2 × 2 pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
    • Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6 10 and J is soaked by a 7 then you will see the Soak Layer take the J, 10, Stalls the 6 and the 4 on the Soak-Layer, which Discards the 7, then two copies of the 7 also pass on into the next layer of Soak.
  • The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
  • If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
  • The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Character’ Ordeal Pool before you move to the next Soak-Layer.

💦

Mode: 💦

Name: Splash

Text: The Attack affects multiple targets, but a bit less than what it says on the Card.

Rules: Splash Damage affects multiple targets as well as the first. The Splash Damage is -1 Wound Level from the Limit (so a Flesh will splash Distracts). The Splash radius is equal to the Pips of the Limit Card as a Range in the Action Space. Additional Pips may still pay for additional targets +3 for each full target, +1 for each Splash target.

)
Slash attacks are usually physical, claws, swords and knives often cause them, but they can be Magical and even Economic in nature. Slash Wounds Splash as the sword or claws sweep through multiple Targets, or long cuts count as two Wounds.

Core: WorkerIf the character takes their time at some task they commonly do, they will automatically completely succeed (during an Ordeal add 2 Success Levels to each draw) for a cost of one Chi.

Critical: Shove 9♠A Shove critical allows a Character to push another one around. This adds a 🎭 Stage Damage type to an attack. Normally this will function as a Kick or Yank attack, but unlike them a Shove can move a Target aside, around, over or under the Character.

Descendants: TimeFor the Inertia Descendant Time is all, it might be an antique clock, or Chronolith allowing you to view a fixed event in the past or future, past-lives and ancient artefacts, anachronisms and of course vehicles, especially time-machines are all good examples.

Edge: PulseAn Pulse Edge indicates an Annex or Descendant that acts semi-autonomously, often it will be started by the User, but it will continue on its own until stopped. After initial activation the Pulse Edge will activate the same Annex again, usually on the same Target, as soon as the RT and GRT are paid off. These Pulse activations do not incur GRT themselves.

Emotion Negative:

  • Nostalgia — A feeling of comfort and happiness thinking about the past, or idealistically and sentimentally “re-imagining” the past.
  • Regret— A feeling of sadness or sorrow when thinking about the past.
  • Bitterness — A feeling of anger and sadness when thinking about the past.

Emotion Positive:

  • Decided — The sense that you have made a decision.
  • Determination —The sense that you will defend a decision that you have made
  • Resolute —The sense of extreme determination where you will die to defend your decision

Failure: DelayedThe Failure levels cost the Character time, this might mean that they are late, or have to rush something else to complete in time. The Failure Levels may mean that a technical Success may not be realised as such at first. Normally, the time lost is based on the Difficulty of the Test taken as a Chi Limit Duration, but the Chi (or Duration if the Yarn-Teller prefers) is multiplied by the Failure Levels.

Fumble: Slip 6♠The Slip Fumble is fairly self-explanatory, due to poor footing or slippery conditions when the Character tries to take an Action they slip. Slipping can result in a fall, or it can simply involve heading off course. A Slip Fumble Draws an additional card, and causes the Character to move as the Opponent decides. If the Pips of the card are more than the Character’s Inertia Score then they have lost balance and fallen, taking the card as a Wound. In Paradoxical Stakes, or High Strangeness situations the Slip Fumble can be instead a Time-Slip, where the Character experiences (usually a Scene at most) from another Era, before returning confused to the exact moment, while their Opponent experiences no discontinuity, this can easily get a Character sucker-punched as they return.

Glow: PulseA Pulse Glow raises the bar on the Pulse Edge, by reducing the RT of all Actions that take place at the “Tempo” time (including the Tempo itself) by the User’s Inertia Score. The Tempo of the Annex has a minimum “beat” equal to its GRT.

Gnarl: TimeThe 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.

Herald: PatternsThe Herald of Inertia is a pattern, such as the rhythm of rattling of the wheels on a train, or the slap of waves against a hull. Patrol patterns and even images can also show the presence of Inertia.

Hitch: LamentsThe 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 Character’s 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”.

  • Quirk — A Lament Quirk indicates a Character or Descendant has some signs of this tragedy, however slight, perhaps a small scar, mark or crack or a look that appears when a certain name is mentioned. Triggers are usually the specific event, such as the night their parents died in that alley.
  • Flaw — A Lament Flaw indicates a Character (or Descendant) that seems to be constantly retelling the Lament, bringing it up in conversation, or actually reliving it in hallucinations, flashbacks or nightmares (and occasionally for real). Triggers for Lament Flaws are often broad reminders of the event, like an anniversary. a similar location or sometimes a particular emotion.
  • Woe — A Lament Woe causes the Character (or in the case of a Descendant, the User of the Descendant) to relive the Lament as though they had reloaded back to it. Usually the Character or User will be unable to alter the event, as changes will be at Paradoxical Stakes and represent an extreme retcon to the Character, and at least a minor retcon to the Universe they lived in at the time. When the Lament event has run its course the the Character or User will be returned to the time and place they were previously as though a few seconds (while they were in GRT) had passed. Triggers may be vague or specific, such as every night at the exact same time, or whenever the wind carries the scent of blossom.

Hurdle: PatienceThe hurdle of Inertia is patience, as in bearing with whatever restlessness or annoyance befalls them by perseverance and a lack of irritation, despite everything that may be going on. In another Ordeal or Test the hurdle will often be a case of hurry up and wait, but occasionally it will consist of a number of smaller irritations during each of the Stages.

Incarna: TimeIf you want to manipulate time, create a save-point Chronolith event, build a time-machine (whether Tunnel, Delorean, Clock, Police-Box, Phone-Booth, Train, Plane, Cannon-Class Destroyer Escort ship or UFO) or play a being that is a living weaponised moment, a quantum-phase-locked chronovore that looks like a statue of an angel, timeflies (who famously like arrows), or a Lord Temporal, then you will be wanting an Inertia Incarna.

Location: HistoricalInertia Locations are usually old, they might be a historic old castle or mansion, they are perhaps a ruined, ancient city, or some old memorial, perhaps a tomb, mausoleum or graveyard, then again some places are Historical because they were the first of their kind, like the Orichalcum bridge (or Iron bridge in our history). Historical Locations can have a Psychosocial Space, but this is usually more of an impact on the local Underworlds.

Lore: HistoryHistory Lores tell us facts about the character’s past, such as “They won the land in the battle of Fellpeak” says that this character is landed and has some combat experience, “They lived through the plague, wiped out their whole village apart from them” says that the character is probably immune to that plague, and either history also tells us that the character probably has some Laments and Scars.

Monster: InexorableThe Monster is inexorable, it does not normally stop and cannot be killed by any normal means.

  • Inexorables cannot, will not stop, they best you can do is slow or put them down for a bit, but they usually get up again.
  • Unstoppable Monsters Draw cards to their Monster Pool whenever they approach a threshold or barrier, or when they are attacked.
  • Inexorables add their Monster Pool Bonus to any Actions that either defend the Monster or keep it moving towards its target.
  • An Inexorable Monster that is Wounded with Crippling Wounds, or worse, must Discard at least 1 card from their Monster Pool along with the Wound card. The Inexorable Monster will appear inert or even dead for a Chi Extend Duration equal to the number of Monster Pool cards Discarded (the initial card is instant, the next discard takes an action, then a second takes a few seconds, the third Wound takes an Ordeal Round, 25 Wounds would take a week).
Examples of the Inxorable include most robotic assassins (especially ones from the future or in theme-parks), some alien hunters and several demonic entities, including some undead.

Narration Technique: TimedTimed Narration is a trick similar to pacing, but instead the Yarn-Teller sets an absolute time-limit on a Scene. When the timer ends, regardless of what is happening in the Narration will stop. This may mean an alarm will go off, a time-bomb will explode, a race will begin, or whatever Timed event is occurring occurs. Ideally during the Timed narration a big clock will display the countdown so that everyone knows exactly how much time is wasted and by whom… Clever Yarn-Tellers can pause and start multiple clocks so that split parties will not burn through linear time simultaneously.

Narrative Moment: CallbackCharacters have back-stories, who they are now is never exactly the same as who they were in the past, but this moment is an echo of who they used to be. Perhaps, it is a police inspector who was once a charms-man, muttering a little spell during an interrogation, a grizzled war-veteran who was once an altar-boy crossing himself when he stumbles upon a bloody pentagram and goat’s head, or a former-assassin turned butler checking one of the concealed weapons he has stashed around the residence. In games, this usually plays out as some callback, recall or reminiscence of some former adventure, or something from their back-story. These moments are usually fleeting, often nothing more than a gesture, or a phrase dropped into conversation, but they can carry a wealth of information.

Nimbed: MomentumThe Nimbed of Inertia is Momentum. The first Momentum Proficiency grants the Annex the ability to affect momentum directly or indirectly, this means that each Pip the User spends on Movement during the Annex action also adds Penetration to any and all Attacks created by the Annex during this action. The second Momentum Proficiency adds the Pulse Edge and the third the Pulse Glow, each additional Nimbed Inertia Proficiency adds one Continuity Success.

Ordeal: PersistentPersistent Ordeals are ongoing difficulties such as, “Burning the Candle at Both Ends”, “Gotta Keep Moving”, “Push Through, Press On”, “Never Surrender” and “Bed Rest”.

Persona: Sloth

Motivation: The Sloth isn’t motivated at all, that’s the problem. This can express as them wanting to have an easy life, not making hard decisions, never drawing attention to themselves in any way, or being motivated to preserve a status-quo that doesn’t see them having to do more work. If a sloth does find motivation, it is usually due to a hedonistic drive, such as a favourite food, or an attractive love interest.

Avoid: Work, especially the hard jobs, making difficult choices (or any choices), and always tasks they personally would rather not do, a Sloth may end up doing more work to avoid a specific job sometimes. Sloths Gain Stress when they complete a task alone or make any decision that cannot be later changed or backed out of (including making purchases).

Shadow: The Shadow of a Sloth feeds on incomplete tasks, and if enough tasks are not left undone the Shadow will create more. This can cause bosses to micromanage, new team-leaders are assigned who want to create a fresh start, workloads may suddenly multiply, accidents increase, new pointless procedures will be trialled often following accidents, inspectors start inspecting things, workmates vanish, leave, get sick, fall into machinery, or get promoted, supply and manufacturing lines often bottle-neck, and clients suddenly pull out of contracts, accountants appear for audits, or inspectors will shut everything down. Anything that can cause work to back up and ideally not get done.

Gain Chi: Gain Chi when you take the easy way out, cut corners, slack off, pretend to be busy, or avoid completing a task.

Ordeal Gain Chi when you take half-Actions, rather than full.

Psychosocial Location: MemoriesMemories are that Psychosocial State that holds the long-term memories of the Character. Technically a Character may have more than one Memory zone, as memories from different contexts tend to be stored in separate contextual areas. School and childhood memories are not stored near work or adult memories, but may be stored near Secrets, Language, or Musicle-Memory. Typically a Character enters their Memories either to recall specific information, or as a moment of nostalgia. Entering and leaving memories in this way will cause GRT, as a Character pauses and reflects. Nostalgia can Relieve Stress however, so visiting memories can be useful when Stressed.

Quest: SurviveWhether a Location, a Descendant, a Character, a Monster or a Trial, sometimes, when winning is not an option, the Quest just becomes about survival; whether it’s surviving on a desert island, not being blown up by a mine-field, not getting killed by a rival gang, or surviving a rite of passage then you might be in an Inertia Quest.

Question: TimeInertia asks the Question about Time, as in at what time will or did something occur? These are usually, but not always “When” questions, examples include: “When will we get there?”, “What time is it?”, “What time did he say he would be there?” and “How long until the bomb goes off?”

Resolved Hitch: PastimeThe resolution of a Lament Hitch leads to a Descendant or Character gaining a pastime. This may be a hobby or new occupation that they threw themselves into to occupy their mind and body while they were working through their Hitch. Add +1 Skill Annex Slot for free.

Rule: TimeThe Rule of Inertia is called Time and is how T13 models the complexities of time and time travel. Referees have special rules for handling time passing and temporal mechanics that begin with Ordeals and Actions. Every Character, Descendant and Plot has their own subjective timeline, but time-travel will allow those individual timelines to intersect in almost any potential order. This can result in continuity errors, which if unchecked can become gaping paradoxes. Various individuals, groups and entities are available to come and patch the time-line where necessary, from Time-Agencies, Faeries, Hypergeometric entities, Paradox Spirits, Temporal Demons, the Demon-Princes Tick and Tock, Wyrd herself or the Prime Anomaly. Characters are advised not to meddle with them when they come as their power level will inevitably be just enough to patch the paradox, or a more powerful group or entity will have come.

Style: MomentumThe Momentum Style is favoured by both strong, heavy types and lighter, nimble Characters. The Momentum Style Reserve can be used to any effect as long as at least one card is being played to move the Character at a pace faster than Crawling. The Momentum Style Reserve automatically grants +2 Pip to any card paying for movement. It can never be used for Perception.

Success: ContinuityContinuity Successes allow a Character to continue something from before, picking up where they left off, or putting it down in a way that they can pick up later. 1 Continuity Success will let you mildly retcon a situation (“I actually have one bullet left”) and make a Sway Gain. 2 Continuity Successes will allow you retcon more complex situations changing Descendants or Annexes for specific needs (“Just like flying a T-16… back home.”) which can also be a Chi Gain, or you may Draw and Play an Ordeal Card to continue moving in the direction you last moved. 3+ Continuity Successes can be used to perform Extreme Retcons under some circumstances (“No, my friends, this IS my house!”) with Yarn Gains being made at the same time, or a Yarn Card being Drawn to and Played from your Ordeal Pool to create Frays, Snags, Hitches or Obstacles for the Target of the Retcon.

Sway: EnduranceInertia Sway is sometimes known as Endurance, and Endurance can be spent on any act of resistance or keeping going, from walking for hours, surviving torture without breaking, to ignoring wounds while crawling to safety. Bold Endurance can be used to effectively ignore anything (Stress, Strains, Shocks, Wounds) for a Bold Extend Duration e.g. 6 Endurance can be spent to ignore all Shocks for the rest of a Quick Ordeal.

Tangle: DelayThe Inertia Tangle is delay, delays make things happen later than we would like. Delays work differently for Umbral and Nimbed Aura Proficiencies. Nimbed Proficiencies cause a Pre-Draw Delay. Umbral Proficiencies cause a Delay between Drawing Cards and Playing Cards. For each one add the Aura Fact Draws for that type of Aura this creates a Nimbed Draw RT and an Activation RT. Nimbed Activation Delay RT must be paid before the Annex can Activate. Then Ordeal Cards may be Drawn. Then Activation RT will apply causing a Delay before that Annex can play Cards. Delay RT does not stop a Character from performing another Action, but the same Annex cannot be used again until that RT is fully paid. After the Delay normal RT and GRT apply.

Test: Coasting / Enduring / Hold-firm / Keep-moving / Momentum / Persistence / Sliding Inertia tests are all about carrying on, usually in the face of adversity.

Tone: SagaWhen a story or scene occasionally has to skip months, years or generations of time, or if the plot is of world-shattering importance, then you might be involved in an Inertia Tone Saga. Sagas care little about Characters (those involved may easily be perceived as super-humans), but emphasise dramatic, even cataclysmic changes to the situation the Characters find themselves in. Characterisation is mostly a case of reacting to these extreme changes.

Turn: CallbackThe Callback Turn is a plot Turn where events that might even pre-date the plot are important to it. This callback might be the return of a Villain from an earlier Plot, or a nod to some earlier evil plan the bad guy had, that has finally come to fruition.

Twisted: ImmortalityThe Twists the Character has stored stop them from dying, ever. They may still age, and certainly feel pain, but they cannot actually die. Woe Hitches of the “Dying” or “Dead” varieties are always renamed as “Undying” or “Undead” instead. Twisted Immortality allows a Character to stabilize every Wound they currently have with a single Twist, but does not give them accelerated healing or anything similar.

Umbral: CoastingThe Umbral of Inertia is coasting, coasting relies on using your inertia to keep moving and going with the minimum of effort. Coasting works by being forced to take the minimum roll for the Annex die the same number of times in a row as you have Umbral Inertia Proficiencies. This sounds terrible (and would be if that were all) however, the difference in Score between the forced minimum roll and the Average Score for the die is added to an Annex Score Reserve. The Score Reserve may be spent to increase rolls, only after it has stored a Score equal to the number of Umbral Inertia Proficiencies multiplied by the Umbral Inertia Score. So a Boon 13 Inertia Umbral in a Boon 30 Talent that has a die of 3d6-3, would force a Coasting roll every other use. This is because it will roll 0 when coasting, but store 7 Score in the Annex Score Reserve, since the Annex Score must hold more than 4 Score to be accessed the Character would be able to access it on the second action (and every other action after) rolling and adding up to +7. It should be noted that you can spend Score from the Reserve while coasting as long as the Reserve is above the Score limit.

J

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).

Facet Name: Jeer

Description: Jeer is the Yin Facet of emotions. It is the chuckling king of fools, the master of mimicry and mockery, the home of humour and is of course the joke behind its opposite Awe.

Action: JokeThe Action of Jeer is to joke, to try and make someone else laugh.

Annex Channel: Jeering Annexes that channel through Jeer use verbs like: Boo / Cheer / Conjure / Disenchant / Entertain / Flatter / Fool / Freeze / Halt / Heckle / Immobilize / Joke / Kid / Laugh / Mimic / Mock / Perform / Pretend / Resemble / Ridicule / Satirise / Smile / Suspend / Suspend-disbelief

Annex Root: Funny Annexes rooted in Jeer, or Descendants or Characters that use them are described as: Absurd / Amusing / Arrested / Awkward / Cold / Confused / Droll / Embarrassing / Foolish / Frozen / Funny / Hilarious / Humorous / Illusionary / Imitative / Jarring / Jerky / Joking / Laughable / Mimetic / Ridiculous / Rude / Sarcastic / Satirical / Silly / Steady / Stylistic / Unreal

Attack: Freeze (

👤

Mode: 👤

Name: Psych

Text: Psych (pronounced ‘Sigh-k’) attacks target the Target’s mind and emotions — which means they are only useful on Characters (even if those Characters may be Intelligent Descendants or Extras). All Wounds are targeted on the Personality Annex (or Master Annex for an Intelligent Descendant / Extra). Psych Attacks typically have an emotional or Psychosocial outcome.

Active-Defences:

🔍

Mode: 🔍

Type: Active Psych

Name: Focus

Text: Focus is a Psych Parry. The defender focuses on one aspect of the attack, and thereby turns it around on the attacker. They might retort to the attack, with a biting insult, or just refute one point so well that the attack is ruined, then again they might just react so badly to the attack that they effect the attacker back. The problem with Focus as a defence is that it requires specific cards to work at all.

Rule:

  • Draw a number of cards equal to the number of Hitches Reduced, and add the cards to your Ordeal Pool. Then Play One Card.
  • The card must match exactly one Attack card’s Pips and Suit — Jokers may be Wild. Clubs will Trump with +2 Pips, which means an 8 can be matched by a 6,7, or 8).
  • If they can match an Attack card, then the Attack has been stopped. Discard the matched Attack card and all Attack cards Higher than the Focus card.
  • Attack cards lower than the Focus card are immediately added to the Defender’s Ordeal Pool as “Fight-or-Flight” cards that may be immediately played or prepared without RT or GRT penalties.
  • If no match can be made then Focus has failed. The Defender takes the full effect of the Attack as Focus has been used the Personality Annex cannot now Soak.
🦋

Mode: 🦋

Type: Active Psych

Name: Ignore

Text: Ignoring a Psych attack is a great choice, if you can. However ignoring is an all or nothing defence, fail to ignore the whole attack and you will have ignored nothing at all.

Rule:

  • Draw a number of cards equal to the total number of Hitches Reduced and add them to the Defender’s Ordeal Pool.
  • Play Hitches Reduced number of cards to try and Ignore the Psych Attack.
  • Ignore cards must beat the total Pips of the Attack. Beat the Pips and the Attack is Discarded. Otherwise the Defender takes all the Psych Damage and since they used their Personality Annex to Ignore, they cannot use it to Psych Soak.

Passive-Defences:

🔲

Mode: 🔲

Type: Passive

Name: Prepared Defence

Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.

Rule: Prepared defences must be prepared with Diamonds () or Clubs () as a Suitable Style Reserve and create a Pip Wall that must be worked through.

  • The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs () with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
  • The defence stops all Cards within this range, as long as there are still any Pips left.
  • Each attacking Card removes those Pips from the remaining Pip Score — e.g. If the defence prepared with a A amd 10 is attacked with a J that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
  • Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
  • You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5 (+7), 7(+9) and K (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).

💭

Mode: 💭

Type: Passive Psych

Name: Passive Psych Soak

Text: When someone yells an insult at you, it might sting, or it might not. If you see someone killed in front of you, it might scare you, or may not. You can decide which with a Passive Psych Soak.

Rule:

  • Personality Annex Plays a number of Soak cards equal to number of Hitches Reduced (½ to 4 Cards) from their Ordeal Pool.
  • If any Soak Card exactly matches in Pips and Suit (or Clubs ♣ with +2 Trump bonus) any Attack Card then the Attack Card is discarded and the Defender may Pull and Play a ‘Fight-or-Flight’ Ordeal card. If a Soak card exactly matches the Highest Card of the Attack then the whole Attack is Discarded.
  • If any Psych Soak card is higher in Pips than an Attack card, then those Attack cards are Blocked and Discarded immediately. The Soak card is then kept, but is turned sideways, Stalled. It will be added to the next Psych Attack automatically unless moved by a Defence Glow to a Prepared Defence. A card in this state is considered Stalled.
  • If any Psych Soak card has less Pips than an Attack card (or a Stalled card) then the Attack card is Soaked and immediately Discarded. The Defender takes a copy of the Soak card for each card Blocked. The Attacker may add some of the Penetration Pips to increase the Attack cards Pips at this point.
  • Psych Attacks that begin with more than 3 cards (such as most Tricks) always cause Extreme Emotional responses, rather than Normal emotional responses. All Psych Attacks must affect the Target’s Active Personality Annex (or its Profs). Psych Wounds automatically stack together whenever they can (2 Psych Distracts Wounds automatically become a Psych Flesh Wound).
  • Once the incoming attacks have been dealt with (or not) the Character may now Draw as many cards as they Played earlier to their Ordeal Pool.

Mode:

Name: Energy

Text: Energy attacks are blasts of radiation that are not entirely physical in nature. They might still have a physical impact, but the damage is usually radiation, or electrical burns and sensory overloads.

Active-Defences:

👣

Mode: 👣

Type: Active

Name: Dodge

Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.

Rule:

  • All Physical and Energy Attacks that do not Splash can be dodged fully.
  • Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
  • To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
  • If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3,J has 5 Pips of Penetration, an A cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3 with +5 Pips of Penetration

🛡

Mode: 🛡

Type: Active

Name: Blocking

Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.

Rule:

  • The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
  • Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7 and 4.
  • If any Block Card exactly matches in Pips and Suit (or is a Club ) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7 matches the 7 (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
  • If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7 as damage however.
  • If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4 is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4 now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
  • The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.

Passive-Defences:

🔲

Mode: 🔲

Type: Passive

Name: Prepared Defence

Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.

Rule: Prepared defences must be prepared with Diamonds () or Clubs () as a Suitable Style Reserve and create a Pip Wall that must be worked through.

  • The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs () with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
  • The defence stops all Cards within this range, as long as there are still any Pips left.
  • Each attacking Card removes those Pips from the remaining Pip Score — e.g. If the defence prepared with a A amd 10 is attacked with a J that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
  • Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
  • You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5 (+7), 7(+9) and K (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).

👟

Mode: 👟

Type: Passive

Name: Passive Dodge

Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.

Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.

Mode:

Type: Passive

Name: Soak

Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.

Rule:

  • The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annex’s normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
  • Compare the Soak cards to the Attack cards.
    • Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
      TypeMinimum SoakMaximum Soak
      Facet / “Saving Throw” 510
      Skill 511
      Talent513 (K)
      Power515
      Super-Annex 216+ (any)
      Mud / Clay / Foam810
      Cloth/Wool/Fur Descendant37
      Silk / Padding Descendant28
      Leather Descendant49
      Foam Plastic Descendant38
      Hard Plastic Descendant711 (J)
      Advanced Polymer Descendant3 14
      Chainmail Descendant913 (K)
      Thin Wood Descendant47
      Thick Wood Descendant311 (J)
      Laminated Wood Descendant312
      Turtle Shell Armour711 (J)
      Stone Armour912 (Q)
      Bronze plate Descendant812 (Q)
      Steel plate Descendant614 (A)
      Orichalcum plate Descendant515 (Joker)
      Vibro-field Descendant410
      Power field Descendant12 (Q)15 (Joker)
      Force-field Descendant815 (Joker)
      Toon/Femite Descendant616 (suited Ace)
      Nullite Descendant416 (suited Ace)
      Magickal/Alchemical Enhancement-2 compared to normal+2 compared to normal
    • If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
    • If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
    • If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6 if you play a 2 then both cards are Soaked and 2 × 2 pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
    • Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6 10 and J is soaked by a 7 then you will see the Soak Layer take the J, 10, Stalls the 6 and the 4 on the Soak-Layer, which Discards the 7, then two copies of the 7 also pass on into the next layer of Soak.
  • The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
  • If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
  • The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Character’ Ordeal Pool before you move to the next Soak-Layer.

Mode:

Name: Physical

Text: The simplest forms of wounding are nothing but bashing and cutting physical wounds. Physical attacks are usually performed with weapons (Prop Descendants) or Martial Arts Annexes, which means they can be blocked, parried and so on by another weapon or Martial Art.

Active-Defences:

Mode:

Type: Active

Name: Parry

Text: Deflecting the incoming blade with your own, also works with spears, hammers, maces, vibro-halberd, or magic spells and counter-magics, whatever really, except energy, you can’t Parry lasers or electricity with a sword (blaster bolts on the other hand).

Rule:

  • The Descendant or Annex draws Cards as normal, then plays One (1) card from their Pool.
  • If they can match any attack card in Suit (or Clubs ♣ as Defence Trump) and Pips (including Additional Style and Penetration Pips, or additional Wound / Success Levels, or +2 Pips for Trumps) then the attack has been Parried (Wildcards automatically Parry).
  • What happens next depends upon the suit of the Defending card (see the Suit Parry details)

👣

Mode: 👣

Type: Active

Name: Dodge

Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.

Rule:

  • All Physical and Energy Attacks that do not Splash can be dodged fully.
  • Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
  • To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
  • If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3,J has 5 Pips of Penetration, an A cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3 with +5 Pips of Penetration

🛡

Mode: 🛡

Type: Active

Name: Blocking

Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.

Rule:

  • The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
  • Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7 and 4.
  • If any Block Card exactly matches in Pips and Suit (or is a Club ) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7 matches the 7 (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
  • If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7 as damage however.
  • If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4 is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4 now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
  • The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.

Passive-Defences:

🔲

Mode: 🔲

Type: Passive

Name: Prepared Defence

Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.

Rule: Prepared defences must be prepared with Diamonds () or Clubs () as a Suitable Style Reserve and create a Pip Wall that must be worked through.

  • The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs () with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
  • The defence stops all Cards within this range, as long as there are still any Pips left.
  • Each attacking Card removes those Pips from the remaining Pip Score — e.g. If the defence prepared with a A amd 10 is attacked with a J that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
  • Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
  • You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5 (+7), 7(+9) and K (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).

👟

Mode: 👟

Type: Passive

Name: Passive Dodge

Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.

Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.

Mode:

Type: Passive

Name: Soak

Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.

Rule:

  • The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annex’s normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
  • Compare the Soak cards to the Attack cards.
    • Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
      TypeMinimum SoakMaximum Soak
      Facet / “Saving Throw” 510
      Skill 511
      Talent513 (K)
      Power515
      Super-Annex 216+ (any)
      Mud / Clay / Foam810
      Cloth/Wool/Fur Descendant37
      Silk / Padding Descendant28
      Leather Descendant49
      Foam Plastic Descendant38
      Hard Plastic Descendant711 (J)
      Advanced Polymer Descendant3 14
      Chainmail Descendant913 (K)
      Thin Wood Descendant47
      Thick Wood Descendant311 (J)
      Laminated Wood Descendant312
      Turtle Shell Armour711 (J)
      Stone Armour912 (Q)
      Bronze plate Descendant812 (Q)
      Steel plate Descendant614 (A)
      Orichalcum plate Descendant515 (Joker)
      Vibro-field Descendant410
      Power field Descendant12 (Q)15 (Joker)
      Force-field Descendant815 (Joker)
      Toon/Femite Descendant616 (suited Ace)
      Nullite Descendant416 (suited Ace)
      Magickal/Alchemical Enhancement-2 compared to normal+2 compared to normal
    • If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
    • If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
    • If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6 if you play a 2 then both cards are Soaked and 2 × 2 pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
    • Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6 10 and J is soaked by a 7 then you will see the Soak Layer take the J, 10, Stalls the 6 and the 4 on the Soak-Layer, which Discards the 7, then two copies of the 7 also pass on into the next layer of Soak.
  • The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
  • If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
  • The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Character’ Ordeal Pool before you move to the next Soak-Layer.

Mode:

Name: Magic

Text: Magic may just be technology we don’t understand, or it can be a mysterious force unknowable and frightening to the common man. Magic can parry magic, and so sometimes can silver or cold iron, it depends on the magic. Magic attacks are rarely dodgeable (and the few that are are usually actually spells that perform energy attacks), and usually ignore Range, but instead must pierce the target’s Liberty or Wyrd Score (-4 Pips as standard).

Active-Defences:

Mode:

Type: Active

Name: Parry

Text: Deflecting the incoming blade with your own, also works with spears, hammers, maces, vibro-halberd, or magic spells and counter-magics, whatever really, except energy, you can’t Parry lasers or electricity with a sword (blaster bolts on the other hand).

Rule:

  • The Descendant or Annex draws Cards as normal, then plays One (1) card from their Pool.
  • If they can match any attack card in Suit (or Clubs ♣ as Defence Trump) and Pips (including Additional Style and Penetration Pips, or additional Wound / Success Levels, or +2 Pips for Trumps) then the attack has been Parried (Wildcards automatically Parry).
  • What happens next depends upon the suit of the Defending card (see the Suit Parry details)

🛡

Mode: 🛡

Type: Active

Name: Blocking

Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.

Rule:

  • The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
  • Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7 and 4.
  • If any Block Card exactly matches in Pips and Suit (or is a Club ) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7 matches the 7 (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
  • If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7 as damage however.
  • If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4 is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4 now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
  • The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.

Passive-Defences:

🔲

Mode: 🔲

Type: Passive

Name: Prepared Defence

Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.

Rule: Prepared defences must be prepared with Diamonds () or Clubs () as a Suitable Style Reserve and create a Pip Wall that must be worked through.

  • The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs () with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
  • The defence stops all Cards within this range, as long as there are still any Pips left.
  • Each attacking Card removes those Pips from the remaining Pip Score — e.g. If the defence prepared with a A amd 10 is attacked with a J that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
  • Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
  • You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5 (+7), 7(+9) and K (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).

👟

Mode: 👟

Type: Passive

Name: Passive Dodge

Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.

Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.

Mode:

Type: Passive

Name: Soak

Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.

Rule:

  • The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annex’s normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
  • Compare the Soak cards to the Attack cards.
    • Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
      TypeMinimum SoakMaximum Soak
      Facet / “Saving Throw” 510
      Skill 511
      Talent513 (K)
      Power515
      Super-Annex 216+ (any)
      Mud / Clay / Foam810
      Cloth/Wool/Fur Descendant37
      Silk / Padding Descendant28
      Leather Descendant49
      Foam Plastic Descendant38
      Hard Plastic Descendant711 (J)
      Advanced Polymer Descendant3 14
      Chainmail Descendant913 (K)
      Thin Wood Descendant47
      Thick Wood Descendant311 (J)
      Laminated Wood Descendant312
      Turtle Shell Armour711 (J)
      Stone Armour912 (Q)
      Bronze plate Descendant812 (Q)
      Steel plate Descendant614 (A)
      Orichalcum plate Descendant515 (Joker)
      Vibro-field Descendant410
      Power field Descendant12 (Q)15 (Joker)
      Force-field Descendant815 (Joker)
      Toon/Femite Descendant616 (suited Ace)
      Nullite Descendant416 (suited Ace)
      Magickal/Alchemical Enhancement-2 compared to normal+2 compared to normal
    • If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
    • If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
    • If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6 if you play a 2 then both cards are Soaked and 2 × 2 pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
    • Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6 10 and J is soaked by a 7 then you will see the Soak Layer take the J, 10, Stalls the 6 and the 4 on the Soak-Layer, which Discards the 7, then two copies of the 7 also pass on into the next layer of Soak.
  • The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
  • If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
  • The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Character’ Ordeal Pool before you move to the next Soak-Layer.

💰

Mode: 💰

Name: Resource

Text: Damage is intended to be paid by a specific Facet Sway. The damage may be soaked or dodged by appropriate defences, but are rare for Characters not focused on the Resource. Wounds are usually taken in a specific targeted Facet Sway (often Wealth, Health, or Support) or Yarn as Pips, with any excess taken as Yarn, so a 23 Pip Economic attack will cost the Target 23 Wealth or Yarn if they had no Wealth, if they had 13 Wealth, it would cost them that and 10 Yarn. It should be noted that Yarn is taken as Chi from the total that a Character has (e.g. a Character with 66 Chi losing 10 Yarn would have only 8 Chi left, but a Character with 45 Chi would lose everything). Resource Attacks may also Maim, Cripple or “Destroy” suitable Descendants and can create Hitches, (such as Lacking, Binding, etc.) if the target does not have enough of the targeted Facet Sway / Chi.

Active-Defences:

👣

Mode: 👣

Type: Active

Name: Dodge

Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.

Rule:

  • All Physical and Energy Attacks that do not Splash can be dodged fully.
  • Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
  • To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
  • If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3,J has 5 Pips of Penetration, an A cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3 with +5 Pips of Penetration

🛡

Mode: 🛡

Type: Active

Name: Blocking

Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.

Rule:

  • The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
  • Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7 and 4.
  • If any Block Card exactly matches in Pips and Suit (or is a Club ) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7 matches the 7 (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
  • If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7 as damage however.
  • If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4 is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4 now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
  • The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.

Passive-Defences:

🔲

Mode: 🔲

Type: Passive

Name: Prepared Defence

Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.

Rule: Prepared defences must be prepared with Diamonds () or Clubs () as a Suitable Style Reserve and create a Pip Wall that must be worked through.

  • The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs () with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
  • The defence stops all Cards within this range, as long as there are still any Pips left.
  • Each attacking Card removes those Pips from the remaining Pip Score — e.g. If the defence prepared with a A amd 10 is attacked with a J that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
  • Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
  • You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5 (+7), 7(+9) and K (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).

👟

Mode: 👟

Type: Passive

Name: Passive Dodge

Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.

Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.

Mode:

Type: Passive

Name: Soak

Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.

Rule:

  • The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annex’s normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
  • Compare the Soak cards to the Attack cards.
    • Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
      TypeMinimum SoakMaximum Soak
      Facet / “Saving Throw” 510
      Skill 511
      Talent513 (K)
      Power515
      Super-Annex 216+ (any)
      Mud / Clay / Foam810
      Cloth/Wool/Fur Descendant37
      Silk / Padding Descendant28
      Leather Descendant49
      Foam Plastic Descendant38
      Hard Plastic Descendant711 (J)
      Advanced Polymer Descendant3 14
      Chainmail Descendant913 (K)
      Thin Wood Descendant47
      Thick Wood Descendant311 (J)
      Laminated Wood Descendant312
      Turtle Shell Armour711 (J)
      Stone Armour912 (Q)
      Bronze plate Descendant812 (Q)
      Steel plate Descendant614 (A)
      Orichalcum plate Descendant515 (Joker)
      Vibro-field Descendant410
      Power field Descendant12 (Q)15 (Joker)
      Force-field Descendant815 (Joker)
      Toon/Femite Descendant616 (suited Ace)
      Nullite Descendant416 (suited Ace)
      Magickal/Alchemical Enhancement-2 compared to normal+2 compared to normal
    • If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
    • If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
    • If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6 if you play a 2 then both cards are Soaked and 2 × 2 pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
    • Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6 10 and J is soaked by a 7 then you will see the Soak Layer take the J, 10, Stalls the 6 and the 4 on the Soak-Layer, which Discards the 7, then two copies of the 7 also pass on into the next layer of Soak.
  • The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
  • If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
  • The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Character’ Ordeal Pool before you move to the next Soak-Layer.

😱

Mode: 😱

Name: Shocking

Text: Shocking Attacks cause the Defender to pause for some reason (fright, laughter, stunning damage, or whatever) if any Wound actually makes it to the Character

Rules: Each attack that Wounds automatically causes Stress equal to the Wound Pips to the Target. If the Wound is greater than a Flesh Wound this also automatically creates 1 Shock on the Defender (see Rules for Stress, Strain and Shock) which will usually result in a GRT penalty, but can create Traumas in extreme cases.

)
Freeze attacks can consist of any Attack Type, they can be Psych attacks (“Freeze!” or a good punchline), Energy (Cold Rays, Hypothermia), Physical (Tickling), magical or Economic. The Damage caused is usually Shocking.

Core: JokerGain Chi and +1 success level when another nearby laughs.

Critical: Zinger 10♥Zingers are actions that have a special bite or twist. Often this is because of an riposte or extra insult on top of the normal action. Zingers can Draw and Play an extra card as either a Psych based quip, a physical riposte, or to add Pips of Penetration to an Attack, as you wish.

Descendants: GameJeer Descendants are called games, as they represent pure entertainments. It could be a haunted board game, or a living toy, but more likely games are banter, shows, jokes, stunts, plays, tricks, movies,hallucinations, illusions, holograms and Toons.

Edge: RetortingA Retorting Edge lets an Annex or Descendant respond with an Emotional Effect in response to a certain circumstance (often being attacked). It allows the Annex or Descendant to play the User’s Jeer Draw cards from their Ordeal Pool as an Emotional Effect on the Attacker, this incurs Jeer Score RT on the Annex or Descendant Master Annex or Gaining Jeer Score Stress as preferred.

Emotion Negative:

  • Impertinence — A feeling or display lacking in respect for another.
  • Insolent— A feeling marked by casual disrespect for another.
  • Contempt — A feeling of complete disrespect for another.

Emotion Positive:

  • Amused — A sense of being entertained pleasantly.
  • Mirthful —A sense of happiness and amusement, usually marked by laughter.
  • Joy —A sense of great happiness and mirth.

Failure: HumiliationHumiliation Failure Levels result in a loss of honour or prestige, they often involve being laughed at, or being publicly ridiculed, or a more serious humiliation may result in dishonour or even loss of Pact membership or similar Laments. Humiliation Failures are usually Emotional effects, that affect the failing Character negatively but Splash those around them positively. Our humiliation often amuses others.

Fumble: Amusing 5♥Amusing fumbles are funny. They may not be so dangerous, but they are always humorous, there may be an element of humiliation, but it is short lived and unlikely to cause lasting damage. Amusing Fumbles include, pratfalls, swords and guns refusing to leave scabbards or holsters, magazines falling out of guns, threatening someone with the wrong Descendant, or whatever will make everyone laugh at the time. Amusing Fumbles Draw and Add a Positive Psych effect (Amusement) on everyone that witnesses it, as well as the Fumbler themselves, usually. Amusing Fumbles can also lower Tension by a level (but you may need to immediately rebuild Tension following).

Glow: RetortingA Retorting Glow lets an Annex or Descendant responds as a Retorting Edge without incurring any RT penalties, but it can also respond with a full instant Action, Drawing as normal and performing a full-action that was decided when the Glow was created (often attacking the Attacker or Preparing a Defence). Retorting Glows do have a cost, they must Relieve Jeer Score Stress with each activation. Lack of Stress will result in the Glow not activating.

Gnarl: FeelingsThe 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 Proficiency’s – 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.

  Facet    Emotion Positive    Emotion Negative  
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 Defender’s 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.

  1. Fascination — A sense of interest in something.
  2. Wonder — A sense of interest and amazement combined.
  3. Reverence — Wonder mixed with deep respect and a hint of fear.
  1. Fear — A sense of anticipation or foreboding of pain or danger.
  2. Terror — An overwhelming or paralysing sense of fear or dread.
  3. Horror — Fear or Terror mixed with revulsion or disgust.
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.

  1. Acceptance — A sense of agreeing to take what was offered by another.
  2. Trust — A sense of confidence in another and their actions and morals.
  3. Admiration — A feeling of deep respect and approval in another.
  1. Impatience — A feeling of irritation or a desire for change or excitement
  2. Unsatisfied — A feeling of discontentment and wanting more.
  3. Ambition — An insatiable desire for something or someone (usually power, wealth, or a particular career).
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 Defender’s 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.

  1. Hope — A sense or feeling that something you want to happen, will actually happen.
  2. Assured — A sense of confidence and belief in something or someone.
  3. Certain — A feeling that something is undoubtedly true (or false depending upon context).
  1. Anxious — An often mild sense of usually unspecific worry about the future.
  2. Concerned — A sense of worry about a specific thing.
  3. Disturbed — A sense of extreme worry and upset usually about some specific event that either may occur, or has occurred and may again.
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.

  1. Sympathy — A sense of support for another who is suffering.
  2. Compassion — A deep sense of sympathy that stems from having suffered through what another is suffering.
  3. Empathy — A sense of feeling the suffering (or other emotions) another is feeling.
  1. Embarrassment — A sense of nervousness about what people might think of you.
  2. Shame — A feeling of embarrassment mixed with guilt that you feel because of something that you have done, or that people think you have done.
  3. Humiliation — A sense of disgrace and loss of self-respect that goes beyond shame and embarrassment.
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).

  1. Ambiguity — A mixture of feelings and sensations that is not easy to understand.
  2. Puzzlement — A state of not being able to understand something properly, that usually results from not having all the required information.
  3. Confusion — A state of not being able to understand anything, usually as a result of extreme emotional, physical, mental or pharmaceutical stress.
  1. Sheepishness — A sense of embarrassment about yourself and your own behaviour.
  2. Ashamed — A mix of sheepishness and mild guilt because of something you have done.
  3. Guilt — A feeling of being ashamed and sorry because of your actions.
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.

  1. Approval — A feeling that someone, or something, is suitable.
  2. Fun — A sense of enjoyment, playfulness, mirth or amusement.
  3. Fervour — An intense sense of emotional arousal often marked by earnestness.
  1. Irritation — A sense of mild annoyance or impatience usually caused by a specific individual, thing, or event.
  2. Anger — A sense of displeasure and belligerence caused by you believing you have been mistreated or wronged by another.
  3. Rage — A sense of violent anger, that is often beyond logical reason.
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.

  1. Affinity — A sense of having something in common with another.
  2. Attraction — A sense or feeling of liking someone, particularly in a romantic or sexual way
  3. Bonding — A sense of deep personal or intimate connection with another.
  1. Attachment — A sense of liking someone.
  2. Longing — A strong sense of wanting someone, or something (such as wanting to leave a place and return home, or even the longings associated with addictions).
  3. Envy — A strong longing for something someone else has or is.
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).

  1. Scepticism — A disbelief in something claimed without proof.
  2. Disbelief — A feeling of not believing something, or someone, even with some (usually inconclusive) proof
  3. Rejection — A refusal to accept, approve or believe something, or someone, despite supporting proof.
  1. Dissatisfaction — A feeling of discontent and displeasure.
  2. Disappointment — A sense of dissatisfaction caused by another not meeting your expectations.
  3. Frustration — A feeling of being thwarted in your goals, dreams or desires.
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.

  1. Decided — The sense that you have made a decision.
  2. Determination — The sense that you will defend a decision that you have made
  3. Resolute — The sense of extreme determination where you will die to defend your decision
  1. Nostalgia — A feeling of comfort and happiness thinking about the past, or idealistically and sentimentally “re-imagining” the past.
  2. Regret — A feeling of sadness or sorrow when thinking about the past.
  3. Bitterness — A feeling of anger and sadness when thinking about the past.
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).

  1. Amused — A sense of being entertained pleasantly.
  2. Mirthful — A sense of happiness and amusement, usually marked by laughter.
  3. Joy — A sense of great happiness and mirth.
  1. Impertinence — A feeling or display lacking in respect for another.
  2. Insolent — A feeling marked by casual disrespect for another.
  3. Contempt — A feeling of complete disrespect for another.
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.

  1. Interest — A feeling of wanting to know about or take part in something.
  2. Focused — A feeling of great interest and concentration.
  3. Immersion — A feeling of complete focus and involvement in a subject.
  1. Preoccupation — A feeling where you are distracted by thoughts about someone or something.
  2. Obsession — A feeling where you find it hard not to think about the object of your preoccupation.
  3. Compelled — A feeling that you must act upon your preoccupation.
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).

  1. Tolerant — A feeling of acceptance when faced with adversity.
  2. Caring — A feeling of concern and empathy for others, particularly those who oppose them.
  3. Selfless — A feeling where your needs are unimportant compared to the needs of others.
  1. Nervous — A feeling of worried excitement.
  2. Agitated — A feeling of over-stimulation by nervousness.
  3. Distraught — A sense of deeply agitated emotion that is often bordering on derangement.
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.

  1. Bemusement — A feeling of confusion that usually stems from missing information.
  2. Giddiness — A feeling of excited confusion that results in scatterbrained impulsiveness.
  3. Silliness — A feeling of excited, often hysterical or drunken, confusion that results in ludicrous folly.
  1. Sadness — A sense of unhappiness or mild sorrow.
  2. Sorrow — An overwhelming sense of sadness and loss.
  3. Despair — A sense of paralysis that extends from a feeling that nothing you can do will change anything.
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).

  1. Comfort — A pleasant relaxed feeling.
  2. Relief — A pleasant relaxed feeling that you get when something bad doesn’t happen or ends.
  3. Delight — A feeling of great pleasure and relaxation.
  1. Inclination — A feeling that you might want to have or do something.
  2. Desire — A strong feeling that you want to have or do something.
  3. Hunger — An overwhelming feeling that you must have or do something.
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 Defender’s 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.

  1. Knowing — A feeling of being informed about a subject.
  2. Understanding — A feeling of knowledge and comprehension about a subject or individual.
  3. Epiphany — A profound and sudden understanding that leads to discovery or invention.
  1. Aversion — A feeling of dislike for a person or topic.
  2. Disgust — A strong feeling of aversion.
  3. Revulsion — A feeling of disgust so strong that it sickens you.
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).

  1. Warmth — A feeling of generous happiness usually directed towards another.
  2. Fondness — A strong feeling of affection or love directed towards a person or less often a thing.
  3. Passion — An uncontrollably strong enthusiasm or affection for a person or thing.
  1. Ruffled — A feeling of mild annoyance usually caused by the actions of another.
  2. Irritated — A feeling of annoyed impatience often caused by perceived bad actions of another.
  3. Hate — A feeling of intense dislike for something, or someone.
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 Defender’s 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.

  1. Patience — A feeling of good natured tolerance to a situation or delay.
  2. Composure — A feeling of mental steadiness when under stress.
  3. Serenity — A feeling of blissful mental repose despite any external stress.
  1. Reserve — A feeling of doubt about a person or action.
  2. Timidity — A feeling of fear of speaking out.
  3. Dumbfounded — A feeling of surprise or fear that stops you from speaking coherently.
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.

  1. Attentive — A feeling of interest and thoughtful examination.
  2. Alert — A feeling of attentive awareness and observance.
  3. Vigilance — A feeling of heightened awareness where you pay special attention to a specific person or thing.
  1. Uneasy — To be nervous or uneasy because of something or someone.
  2. Worried — A feeling of being uneasy, troubled and anxious about something or someone.
  3. Desperate — A feeling of extreme worry, feeling almost hopeless about someone or something.
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.

  1. Contentment — A feeling of happiness when you have what you wanted.
  2. Satisfaction — A feeling of very pleasurable contentment.
  3. Fulfilment — An intense feeling of contentment.
  1. Schadenfreude — A feeling of amusement in another’s misfortune.
  2. Smug — A feeling of self-satisfaction.
  3. Conceited — A feeling of excessive pride.
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.

  1. Confidence — A feeling of hopefulness that you are up to a challenge.
  2. Courage — A feeling that occurs when one overcomes fear and pain to accomplish a goal.
  3. Valour — A feeling of extreme courage in the face of great adversity, danger and pain.
  1. Discomfort — A feeling of pain usually stemming from tension.
  2. Suffering — A feeling of pain accompanied by misery, often caused by injury.
  3. Torment — A feeling of intense suffering usually caused by prolonged afflictions or tortuous injuries.
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 Defender’s 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.

  1. Tenderness — A feeling of compassion for the welfare of another.
  2. Affection — A feeling of caring for someone or something.
  3. Love — A very strong feeling of caring, that may include romantic or sexual attraction, but can be platonic or familial.
  1. Cocky — A feeling of self-assertive confidence, that is usually not appropriate.
  2. Self-Righteous — A feeling that you morally justified in your actions and beliefs and others are not.
  3. Vainglorious — An excessively pompous, sanctimonious and self-righteous pride in your own abilities and accomplishments.
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.

  1. Considering — A feeling of weighing choices in a decision.
  2. Contemplating — A feeling of thinking deeply about a subject or decision.
  3. Cogitate — A feeling where you are thinking so deeply about a subject that almost nothing will disturb you from those thoughts.
  1. Indifference — A mild feeling of apathy and lack of caring.
  2. Resentment — An angry and unhappy feeling that is directed toward someone you feel wronged or ignored you.
  3. Spite — A feeling of wanting others to suffer for a perceived slight.
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.

  1. Excited — A feeling of happy enthusiasm about what you believe is happening.
  2. Elated — A feeling of happiness and excitement.
  3. Euphoria — A feeling of great, if often short-lived elation
  1. Disaffection — A feeling of being distant from a group or individual that you were once close with.
  2. Loneliness — A feeling of sadness usually caused by isolation from a group or individual.
  3. Alienation — A feeling that you do not belong to any group, that you have no place in society.
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 Defender’s 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.

  1. Enthusiastic — A feeling of being very interested or excited about something.
  2. Ardent — A feeling of strong emotion associated with someone or something.
  3. Ecstatic — A feeling of great happiness that may involve mystic transcendence, usually about something or someone.
  1. Surprise — A feeling that you get when the unexpected happens.
  2. Amazed — A feeling of not believing someone or something especially unexpectedly
  3. Shocked — A feeling of being very surprised when something bad happens unexpectedly.
  Facet    Emotion Positive    Emotion Negative  

Herald: PrideThe Herald of Jeer is Pride, the hubris, swagger, smugness and egotism that comes before a humiliation so great that everyone will laugh.

Hitch: OddThe 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”

  • Quirk — An Odd Quirk indicates a Character or Descendant is just occasionally a little weird, most of the time they are probably normal, but every now and then they just go abit odd. Triggers can indicate the specific oddity of the Character or Descendant, for example, “Loves Mashed potatoes too much” or “Reacts weirdly to compliments”.
  • Flaw — An Odd Flaw indicates a Character who isn’t a bit odd, they are known for it. They are just a strange person, sometimes they are just a bit off, wear weird clothes and say strange things, but again there are those ones who just like give off weird vibes, you know? Triggers can be quite broad situations such as “Social Encounter”, “Sun is shining” etc.
  • Woe — An Odd Woe gets in the way for this Character, they might be so odd that they are bright blue and twice the size of a normal person, or it could be something more subtle, but more disturbing, such as they never blink. Others will always notice, the Oddity cannot be hidden, although it can be not recognised or disguised as a different oddity (such as wearing dark glasses indoors or at night). Triggers can be almost constantly activated, “Glowing Blue Body”, “Shape shifts constantly while awake”, “Makes foghorn noise when breathing”, etc.

Hurdle: PerformanceThe hurdle of Jeer is always about performance, although in the case of Jeer the performance refers to how well you can win over your audience. Some audiences are hostile from the start, can you put them at ease, win their confidence, make them laugh? The hurdle adds the complication that not only must you perform some test or ordeal, but that you must do it in front of an audience, who may be heckling, or asking questions the whole time.

Incarna: Mockery (Illusion)Whether you want to create an illusionary wall, a hologram, or if you want to play a Toon, hallucination, or a mockery of human life risen from the grave, then the Jeer Incarna is for you.

Location: EntertainmentsJeer Locations are entertainment centres, which range in type with the ages from swimming holes, and natural amphitheatres, through racecourses, stadia, theatres, circuses, pleasure domes and gardens, carnivals, cinemas, leisure centres, cinemas, theme-parks, all the way up to Toon Worlds. Entertainments can include Psychosocial Spaces, such as imagination and hallucinations, especially in the layered contextual spaces of theatre, cinema, music appreciation and especially Virtual Reality gaming.

Lore: JokeJoke lores represent the jokes that people make at the character’s expense. Jokes can tell a lot about how people perceive the character, what do political cartoonists think of them, or the satirists? However Jokes are not facts and may be highly misleading, just like rumours and mysteries.

Monster: MockeryThe monster is a mockery — created to poke fun at, criticize, or mimic something else.

  • A Mockery Draws cards to their Monster Pool whenever they are aknowledged as existing, in anyway confused or mistaken for what they mock or mimic.
  • Mockeries may use their Monster Pool Bonus for any Action that the mockery may require that mimics what it mocks.
  • Mockeries that are ignored, examined too closely, or actively disbelieved in must immediately Discard 1 card from their Monster Pool.
It might be illusionary, something from a dream, a mad Toon, Undead (a corpse animated by a low-level Increated or Necromantic magic is a mockery of life), a machine that seems to mimic biology, or perhaps an Orc.

Narration Technique: HumourNarration should often include humour, this can be limited to purely in dialogue, with funny characters saying funny things, but can include concepts as diverse as ludicrous premises, silly situations with comedic consequences, and juxtapositions including bathos.

Narrative Moment: Awkward MomentAwkward and embarrassing situations can be the worst, situation comedies can, of course, raise this awkwardness to cringe levels that no one in reality would ever blunder through. However, knowing what embarrasses a Character has a powerful effect of grounding and humanising them, which can be very useful for building sympathetic bad guys.

Nimbed: WittyThe Nimbed of Jeer is wit and makes an Annex with it witty, this is the power of heroes who jape and quip to throw their enemies off guard or anger them into making a mistake. The first Witty Proficiency allows the Annex to add the Nimbed Jeer Die (Boon+Scale) to the Annex Score and directly to the Pips of any played card, if the action is intended to be humorous, mimics another, or the idea makes someone laugh (especially the Ref or the current Yarn-Teller). The second Witty Proficiency grants the Annex the Retorting Edge, the third the Retorting Glow, the fourth and any subsequent Witty Proficiencies add a Comic Success.

Ordeal: HumourHumour Ordeals are quiet varied, and include examples such as “Making Fun”, “Heckles and Comebacks”, “Making Mockeries (Fakes, Copies, Clones and Illusions)”, and “Make ’em Laugh”

Persona: Mocker

Motivation: Mockers say they are motivated by humour, that they like to put a smile on someone’s face, and this is in part true. Mockers are able to observe people and extract the essence of them, distilling it down so that they can mimic it perfectly, or deconstruct it for mockery. They can use this power to make someone laugh, to cause insult, derision and offence or to sway the opinions of others.

Avoid: Mockers tend to avoid responsibility and never want to be seen as boring, but worst yet, a mocker never wants to be bored themselves, and will always find someone to mock instead. Mockers Gain Stress when they take a person or situation seriously.

Shadow: The Shadow of a Mocker will feed on affronts and resentments around the Mocker. If the mocker doesn’t create enough affronts, or wounded pride, then the Shadow will create their own .

Gain Chi: Gain Chi when they mock (make jokes about, deride, or scorn another) or mimic (copy another’s action), or create a mockery or copy of something.

Ordeal Gain Chi when you play a card the same suit or Face Value (Pips) as the last card played.

Psychosocial Location: HumourWhat does a Character find funny, are they a master of puns, implying their Humour is close to their Language, or are they a surrealist, with Imagination or Dreams being closer to their Humour. Humour basically moves around a lot between Characters, and varies in size depending upon how much Jeer the Character has, but always relates to Folk, Language, Masks, Perceptions, and/or Temperament somehow. Typically a Character enters their Humour State when they hear or see something they find funny, or they wish to make another person laugh. Entering the Humour State always Relieves some Stress, although at times leaving it again can cause the Character to Gain Stress.

Quest: Mock/CopyJeer Quests are about trying to duplicate or deride a particular Descendant or Character, perhaps you need a counterfeit ID, or want a copy of battle plans, or maybe need to lead political smear campaign.

Question: TrickA Trick Question is often similar to a Loaded Question, but the answer is more often a joke. Examples include, “What did the ocean say to the beach? Nothing; it waved.” or ” How many sides does a circle have? Two, because it has an inside and an outside.”

Resolved Hitch: IndividualThe resolution of an Odd Hitch leads to a Character or Descendant that has a unique individuality. They add +1 Success Level to any Action that they perform alone, with an individual style, or differently to anyone else.

Rule: PlotsThe Rule of Jeer we call the rule of Plots, and it states that every Character has a Plot that is guiding them somewhere. Plots are hidden everywhere, some big and some small, but all hidden away behind the scenes and essentially borrowing each others Characters to help them work out their own argument or Conflict. Plots are aways hidden, never directly confronted, but this hidden nature should be thought of as more like directors, set-dressers, prompts and stage hands in theatrical productions rather than as script writers. A Plot cannot force any Character to do or say something, but they can arrange a situation where they can force a Character to choose something, usually a side. Often a Plot can pick a Character to Embody at least one Facet of their Conflict just because they are a prominent example of that Facet, the sides are then formed around them, introducing them to potential allies and enemies, and placing them in tense, dramatic and perilous situations, but how the Character acts is up to their Player always.

Style: TricksterThe Trickster Style Reserve is favoured by cowards and the crafty. It can be used to any affect, although adds +1 Pip Style bonus to each card if they are played to deceive, or trick another. The real power of the Trickster Style Reserve though is that any two cards Prepared to the Reserve that have a combined Pips of 15+ may be combined into a Wild-pair. Wild-pairs are kept as two cards crossed and face-down, each Wild-pair is equivalent to a Joker.

Success: ComicComic Success is meant to make something funny, which is a pure narrative effect, but Comic Successes can have other uses. 1 Comic Success can directly invoke the Rule of Funny, and change the Tone to Comedy, or empower something already funny (usually in the Referee’s opinion based on Player reactions to the Narration) by Drawing and Playing an extra card. 2 Comic Successes can be used to ignore a barrier, shield, soak-layer or obstacle, this works by Drawing and Playing an Unsoakable Wound directly on the Target for any barrier overcome by 2 Comic Successes, this can be narrated in a number of ways, including them slipping in their armour, not realising the bush they dived into for cover is filled with nettles, thorns or poison-ivy, not seeing the top of the door because of their helmet, powered armour weighing too much for the floor, etc. 3+ Comic Successes lowers the Tension Level one, this also empties the Drama Pool (if used), each die removed from the Drama Pool Relieves 1 Stress from each Character allied to the Success. If the Drama Pool is not being used, remove 1d6 Stress from each Ally and the User.

Sway: CheersJeer Sway points are sometimes called Cheers. Cheers can be spent whenever your actions have an audience who can react emotionally whether with a cheer, clap, jeer, boo or laugh. Bold Cheers when spent automatically transfer 2 Stress per Cheers spent from the Character to random Characters in the Audience or may Relieve 1 Stress from each Audience member as the Player prefers.

Tangle: DurationThe Jeer Tangle adds a limited duration to the effect of the Annex. This works as follows, all Aura Proficiency Boons are totalled up and looked up as a Chi Limit Duration. After the Duration is complete all effects created by the Annex are completely undone. However, secondary effects may remain. For example, if the Annex has a Gossamer (Umbral) of Boon 16 and a Key (Nimbed) of Boon 15 , that gives a total Boon of 31 and a Duration of a maximum of 3 days, if used to possess a Character then the possession would end after 3 days, but the events that the possessed Character performed would remain. Events that are removed by limited Duration typically work as a minimal, mild, limited, moderated or full Retcon based on the Boon of the Limit Duration, shorter limits require harder retcons.

Test: Joking / Mocking / ImitationJeer tests involve Characters making or telling jokes (often at another’s expense, if mocking them), or imitating something, or someone.

Tone: ComedyComedies come in many types, from the classic confusion based comedy, or a comedy of manners, through to slap-stick and gross-out comedies of the modern age. The only thing that unites them all is that it is meant to be funny. There may be witty banter, spoof scenarios, parody plots, or just general tomfoolery but it is all Jeer Tone. Comedies emphasise humour and situations, rarely characterisation.

Turn: PunchlineThe Turn is a comedic one, it could be the set-up which arranges the joke, primes the pun, or sets up a logical premise, but this is usually done during the Frame Revelation. It can be the feed, but more often the feed simply confirms the logical premises and rules that have been established, or puts some distance between the story and the primed pun. No, the Punchline is where the Turn lies, it is the sudden grammatical twist that reveals the hidden pun, the knot of logic that unravels in an unexpected way. This can be doubly unexpected when the Turn is an improvised punchline, leading the Plot in a whole new direction.

Twisted: HumourThe Character’s sense of humour is twisted. They suddenly find something utterly normal, like wanting a glass of water, utterly hilarious and things that previously tickled their funny bone are boring, or even annoying to them now. This change in humour replaces a Character Core with, Gain Chi When you laugh at something trivial, mundane, or mortal when no one else does, or don’t laugh when others do.

Umbral: IndignityThe Umbral of Jeer is indignity, something about using the Annex causes a loss of face or a risk of humiliation. Each Umbral Jeer Proficiency demands that someone in the scene already be laughing (it doesn’t have to be at the User of the Annex) or it will add either a Humiliation Failure Level, or an Amusing Fumble, as appropriate.

K

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.

Facet Name: Key

Description: Key is the Yang Facet of solutions, answers, ingress and interpretation. It is the patron of perception and penetration, the source of science and the ’key’ to the cipher of its opposite Enigma. It is interesting to note that while Key is Yang Facet and unlocking something is always active, perception is often used passively.

Action: InvestigateThe Action of Key is to investigate, to perceive, and comprehend.

Annex Channel: Piercing Annexes that channel through Key use verbs like: Ask / Bolt / Breach / Detect / Dig / Discover / Experience / Guess / Hook / Identify / Investigate / Inquire / Jab / Locate / Lock / Look / Open / Pierce / Perceive / Poke / Probe / Punch / Search / Sense / Sharpen / Solve / Spot / Stab / Sting / Think / Thrust / Turned / Uncover / Unlock / Verify

Annex Root: Incisive Annexes rooted in Key, or Descendants or Characters that use them are described as: Acerbic / Acute / Aware / Cardinal / Clear / Clever / Closed / Lockable / Logical / Important / Incisive / Intellectual / Insightful / Keen / Open / Perceptive / Perceptual / Rational / Sarcastic / Sensible / Sensory / Serious / Sharp / Smart / Thrusting

Attack: Jab (

👤

Mode: 👤

Name: Psych

Text: Psych (pronounced ‘Sigh-k’) attacks target the Target’s mind and emotions — which means they are only useful on Characters (even if those Characters may be Intelligent Descendants or Extras). All Wounds are targeted on the Personality Annex (or Master Annex for an Intelligent Descendant / Extra). Psych Attacks typically have an emotional or Psychosocial outcome.

Active-Defences:

🔍

Mode: 🔍

Type: Active Psych

Name: Focus

Text: Focus is a Psych Parry. The defender focuses on one aspect of the attack, and thereby turns it around on the attacker. They might retort to the attack, with a biting insult, or just refute one point so well that the attack is ruined, then again they might just react so badly to the attack that they effect the attacker back. The problem with Focus as a defence is that it requires specific cards to work at all.

Rule:

  • Draw a number of cards equal to the number of Hitches Reduced, and add the cards to your Ordeal Pool. Then Play One Card.
  • The card must match exactly one Attack card’s Pips and Suit — Jokers may be Wild. Clubs will Trump with +2 Pips, which means an 8 can be matched by a 6,7, or 8).
  • If they can match an Attack card, then the Attack has been stopped. Discard the matched Attack card and all Attack cards Higher than the Focus card.
  • Attack cards lower than the Focus card are immediately added to the Defender’s Ordeal Pool as “Fight-or-Flight” cards that may be immediately played or prepared without RT or GRT penalties.
  • If no match can be made then Focus has failed. The Defender takes the full effect of the Attack as Focus has been used the Personality Annex cannot now Soak.
🦋

Mode: 🦋

Type: Active Psych

Name: Ignore

Text: Ignoring a Psych attack is a great choice, if you can. However ignoring is an all or nothing defence, fail to ignore the whole attack and you will have ignored nothing at all.

Rule:

  • Draw a number of cards equal to the total number of Hitches Reduced and add them to the Defender’s Ordeal Pool.
  • Play Hitches Reduced number of cards to try and Ignore the Psych Attack.
  • Ignore cards must beat the total Pips of the Attack. Beat the Pips and the Attack is Discarded. Otherwise the Defender takes all the Psych Damage and since they used their Personality Annex to Ignore, they cannot use it to Psych Soak.

Passive-Defences:

🔲

Mode: 🔲

Type: Passive

Name: Prepared Defence

Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.

Rule: Prepared defences must be prepared with Diamonds () or Clubs () as a Suitable Style Reserve and create a Pip Wall that must be worked through.

  • The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs () with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
  • The defence stops all Cards within this range, as long as there are still any Pips left.
  • Each attacking Card removes those Pips from the remaining Pip Score — e.g. If the defence prepared with a A amd 10 is attacked with a J that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
  • Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
  • You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5 (+7), 7(+9) and K (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).

💭

Mode: 💭

Type: Passive Psych

Name: Passive Psych Soak

Text: When someone yells an insult at you, it might sting, or it might not. If you see someone killed in front of you, it might scare you, or may not. You can decide which with a Passive Psych Soak.

Rule:

  • Personality Annex Plays a number of Soak cards equal to number of Hitches Reduced (½ to 4 Cards) from their Ordeal Pool.
  • If any Soak Card exactly matches in Pips and Suit (or Clubs ♣ with +2 Trump bonus) any Attack Card then the Attack Card is discarded and the Defender may Pull and Play a ‘Fight-or-Flight’ Ordeal card. If a Soak card exactly matches the Highest Card of the Attack then the whole Attack is Discarded.
  • If any Psych Soak card is higher in Pips than an Attack card, then those Attack cards are Blocked and Discarded immediately. The Soak card is then kept, but is turned sideways, Stalled. It will be added to the next Psych Attack automatically unless moved by a Defence Glow to a Prepared Defence. A card in this state is considered Stalled.
  • If any Psych Soak card has less Pips than an Attack card (or a Stalled card) then the Attack card is Soaked and immediately Discarded. The Defender takes a copy of the Soak card for each card Blocked. The Attacker may add some of the Penetration Pips to increase the Attack cards Pips at this point.
  • Psych Attacks that begin with more than 3 cards (such as most Tricks) always cause Extreme Emotional responses, rather than Normal emotional responses. All Psych Attacks must affect the Target’s Active Personality Annex (or its Profs). Psych Wounds automatically stack together whenever they can (2 Psych Distracts Wounds automatically become a Psych Flesh Wound).
  • Once the incoming attacks have been dealt with (or not) the Character may now Draw as many cards as they Played earlier to their Ordeal Pool.

Mode:

Name: Energy

Text: Energy attacks are blasts of radiation that are not entirely physical in nature. They might still have a physical impact, but the damage is usually radiation, or electrical burns and sensory overloads.

Active-Defences:

👣

Mode: 👣

Type: Active

Name: Dodge

Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.

Rule:

  • All Physical and Energy Attacks that do not Splash can be dodged fully.
  • Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
  • To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
  • If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3,J has 5 Pips of Penetration, an A cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3 with +5 Pips of Penetration

🛡

Mode: 🛡

Type: Active

Name: Blocking

Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.

Rule:

  • The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
  • Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7 and 4.
  • If any Block Card exactly matches in Pips and Suit (or is a Club ) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7 matches the 7 (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
  • If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7 as damage however.
  • If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4 is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4 now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
  • The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.

Passive-Defences:

🔲

Mode: 🔲

Type: Passive

Name: Prepared Defence

Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.

Rule: Prepared defences must be prepared with Diamonds () or Clubs () as a Suitable Style Reserve and create a Pip Wall that must be worked through.

  • The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs () with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
  • The defence stops all Cards within this range, as long as there are still any Pips left.
  • Each attacking Card removes those Pips from the remaining Pip Score — e.g. If the defence prepared with a A amd 10 is attacked with a J that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
  • Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
  • You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5 (+7), 7(+9) and K (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).

👟

Mode: 👟

Type: Passive

Name: Passive Dodge

Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.

Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.

Mode:

Type: Passive

Name: Soak

Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.

Rule:

  • The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annex’s normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
  • Compare the Soak cards to the Attack cards.
    • Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
      TypeMinimum SoakMaximum Soak
      Facet / “Saving Throw” 510
      Skill 511
      Talent513 (K)
      Power515
      Super-Annex 216+ (any)
      Mud / Clay / Foam810
      Cloth/Wool/Fur Descendant37
      Silk / Padding Descendant28
      Leather Descendant49
      Foam Plastic Descendant38
      Hard Plastic Descendant711 (J)
      Advanced Polymer Descendant3 14
      Chainmail Descendant913 (K)
      Thin Wood Descendant47
      Thick Wood Descendant311 (J)
      Laminated Wood Descendant312
      Turtle Shell Armour711 (J)
      Stone Armour912 (Q)
      Bronze plate Descendant812 (Q)
      Steel plate Descendant614 (A)
      Orichalcum plate Descendant515 (Joker)
      Vibro-field Descendant410
      Power field Descendant12 (Q)15 (Joker)
      Force-field Descendant815 (Joker)
      Toon/Femite Descendant616 (suited Ace)
      Nullite Descendant416 (suited Ace)
      Magickal/Alchemical Enhancement-2 compared to normal+2 compared to normal
    • If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
    • If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
    • If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6 if you play a 2 then both cards are Soaked and 2 × 2 pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
    • Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6 10 and J is soaked by a 7 then you will see the Soak Layer take the J, 10, Stalls the 6 and the 4 on the Soak-Layer, which Discards the 7, then two copies of the 7 also pass on into the next layer of Soak.
  • The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
  • If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
  • The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Character’ Ordeal Pool before you move to the next Soak-Layer.

Mode:

Name: Physical

Text: The simplest forms of wounding are nothing but bashing and cutting physical wounds. Physical attacks are usually performed with weapons (Prop Descendants) or Martial Arts Annexes, which means they can be blocked, parried and so on by another weapon or Martial Art.

Active-Defences:

Mode:

Type: Active

Name: Parry

Text: Deflecting the incoming blade with your own, also works with spears, hammers, maces, vibro-halberd, or magic spells and counter-magics, whatever really, except energy, you can’t Parry lasers or electricity with a sword (blaster bolts on the other hand).

Rule:

  • The Descendant or Annex draws Cards as normal, then plays One (1) card from their Pool.
  • If they can match any attack card in Suit (or Clubs ♣ as Defence Trump) and Pips (including Additional Style and Penetration Pips, or additional Wound / Success Levels, or +2 Pips for Trumps) then the attack has been Parried (Wildcards automatically Parry).
  • What happens next depends upon the suit of the Defending card (see the Suit Parry details)

👣

Mode: 👣

Type: Active

Name: Dodge

Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.

Rule:

  • All Physical and Energy Attacks that do not Splash can be dodged fully.
  • Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
  • To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
  • If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3,J has 5 Pips of Penetration, an A cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3 with +5 Pips of Penetration

🛡

Mode: 🛡

Type: Active

Name: Blocking

Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.

Rule:

  • The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
  • Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7 and 4.
  • If any Block Card exactly matches in Pips and Suit (or is a Club ) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7 matches the 7 (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
  • If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7 as damage however.
  • If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4 is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4 now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
  • The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.

Passive-Defences:

🔲

Mode: 🔲

Type: Passive

Name: Prepared Defence

Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.

Rule: Prepared defences must be prepared with Diamonds () or Clubs () as a Suitable Style Reserve and create a Pip Wall that must be worked through.

  • The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs () with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
  • The defence stops all Cards within this range, as long as there are still any Pips left.
  • Each attacking Card removes those Pips from the remaining Pip Score — e.g. If the defence prepared with a A amd 10 is attacked with a J that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
  • Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
  • You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5 (+7), 7(+9) and K (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).

👟

Mode: 👟

Type: Passive

Name: Passive Dodge

Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.

Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.

Mode:

Type: Passive

Name: Soak

Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.

Rule:

  • The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annex’s normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
  • Compare the Soak cards to the Attack cards.
    • Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
      TypeMinimum SoakMaximum Soak
      Facet / “Saving Throw” 510
      Skill 511
      Talent513 (K)
      Power515
      Super-Annex 216+ (any)
      Mud / Clay / Foam810
      Cloth/Wool/Fur Descendant37
      Silk / Padding Descendant28
      Leather Descendant49
      Foam Plastic Descendant38
      Hard Plastic Descendant711 (J)
      Advanced Polymer Descendant3 14
      Chainmail Descendant913 (K)
      Thin Wood Descendant47
      Thick Wood Descendant311 (J)
      Laminated Wood Descendant312
      Turtle Shell Armour711 (J)
      Stone Armour912 (Q)
      Bronze plate Descendant812 (Q)
      Steel plate Descendant614 (A)
      Orichalcum plate Descendant515 (Joker)
      Vibro-field Descendant410
      Power field Descendant12 (Q)15 (Joker)
      Force-field Descendant815 (Joker)
      Toon/Femite Descendant616 (suited Ace)
      Nullite Descendant416 (suited Ace)
      Magickal/Alchemical Enhancement-2 compared to normal+2 compared to normal
    • If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
    • If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
    • If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6 if you play a 2 then both cards are Soaked and 2 × 2 pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
    • Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6 10 and J is soaked by a 7 then you will see the Soak Layer take the J, 10, Stalls the 6 and the 4 on the Soak-Layer, which Discards the 7, then two copies of the 7 also pass on into the next layer of Soak.
  • The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
  • If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
  • The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Character’ Ordeal Pool before you move to the next Soak-Layer.

Mode:

Name: Magic

Text: Magic may just be technology we don’t understand, or it can be a mysterious force unknowable and frightening to the common man. Magic can parry magic, and so sometimes can silver or cold iron, it depends on the magic. Magic attacks are rarely dodgeable (and the few that are are usually actually spells that perform energy attacks), and usually ignore Range, but instead must pierce the target’s Liberty or Wyrd Score (-4 Pips as standard).

Active-Defences:

Mode:

Type: Active

Name: Parry

Text: Deflecting the incoming blade with your own, also works with spears, hammers, maces, vibro-halberd, or magic spells and counter-magics, whatever really, except energy, you can’t Parry lasers or electricity with a sword (blaster bolts on the other hand).

Rule:

  • The Descendant or Annex draws Cards as normal, then plays One (1) card from their Pool.
  • If they can match any attack card in Suit (or Clubs ♣ as Defence Trump) and Pips (including Additional Style and Penetration Pips, or additional Wound / Success Levels, or +2 Pips for Trumps) then the attack has been Parried (Wildcards automatically Parry).
  • What happens next depends upon the suit of the Defending card (see the Suit Parry details)

🛡

Mode: 🛡

Type: Active

Name: Blocking

Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.

Rule:

  • The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
  • Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7 and 4.
  • If any Block Card exactly matches in Pips and Suit (or is a Club ) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7 matches the 7 (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
  • If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7 as damage however.
  • If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4 is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4 now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
  • The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.

Passive-Defences:

🔲

Mode: 🔲

Type: Passive

Name: Prepared Defence

Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.

Rule: Prepared defences must be prepared with Diamonds () or Clubs () as a Suitable Style Reserve and create a Pip Wall that must be worked through.

  • The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs () with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
  • The defence stops all Cards within this range, as long as there are still any Pips left.
  • Each attacking Card removes those Pips from the remaining Pip Score — e.g. If the defence prepared with a A amd 10 is attacked with a J that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
  • Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
  • You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5 (+7), 7(+9) and K (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).

👟

Mode: 👟

Type: Passive

Name: Passive Dodge

Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.

Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.

Mode:

Type: Passive

Name: Soak

Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.

Rule:

  • The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annex’s normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
  • Compare the Soak cards to the Attack cards.
    • Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
      TypeMinimum SoakMaximum Soak
      Facet / “Saving Throw” 510
      Skill 511
      Talent513 (K)
      Power515
      Super-Annex 216+ (any)
      Mud / Clay / Foam810
      Cloth/Wool/Fur Descendant37
      Silk / Padding Descendant28
      Leather Descendant49
      Foam Plastic Descendant38
      Hard Plastic Descendant711 (J)
      Advanced Polymer Descendant3 14
      Chainmail Descendant913 (K)
      Thin Wood Descendant47
      Thick Wood Descendant311 (J)
      Laminated Wood Descendant312
      Turtle Shell Armour711 (J)
      Stone Armour912 (Q)
      Bronze plate Descendant812 (Q)
      Steel plate Descendant614 (A)
      Orichalcum plate Descendant515 (Joker)
      Vibro-field Descendant410
      Power field Descendant12 (Q)15 (Joker)
      Force-field Descendant815 (Joker)
      Toon/Femite Descendant616 (suited Ace)
      Nullite Descendant416 (suited Ace)
      Magickal/Alchemical Enhancement-2 compared to normal+2 compared to normal
    • If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
    • If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
    • If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6 if you play a 2 then both cards are Soaked and 2 × 2 pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
    • Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6 10 and J is soaked by a 7 then you will see the Soak Layer take the J, 10, Stalls the 6 and the 4 on the Soak-Layer, which Discards the 7, then two copies of the 7 also pass on into the next layer of Soak.
  • The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
  • If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
  • The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Character’ Ordeal Pool before you move to the next Soak-Layer.

🗡

Mode: 🗡

Name: Penetrates

Text: Some attacks cut deeper than others. They penetrate, making the attack harder to block, soak and be stopped by armour.

Rules: Penetration adds the Cards Pips Reduced as Penetration Pips.

  • Penetration Pips add directly to card Pips of the card whenever the Attacker wants during the Soak process, but are each usable only once.
  • Against Prepared Defences 🔲 Penetration Pips can be used to bypass the Pip wall, by add.
  • Against Parry ⚔🔍 defences the Pips may be added to stop cards matching (The Defending weapon may also have Penetration Pips, and Refs may allow them to spend theirs too).
  • Dodges 👣🦋👟 that have to beat the Pips also have to beat the points of Penetration.
  • When Soaked ☔💭 or Blocked 🛡, Penetration allows Pips to leak from the original Attack Card to the Wound inside the Soak-Layer, whenever the Attacker wants to use them.

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Jab attacks are a standard of punches and quick stabs. Most bayonet wounds are Jab type; bullets also generally leave a Jab wound behind, but so do pointed conversational barbs and magic missiles. Jabs can be any attack mode except Economic, and always Penetrate.

Core: SensorThe character has an extra sense, often a danger sense or sixth sense. This is built as a free Annex based on the Key Facet Boon (1-11 Skill, 12-21 Talent, 22-26 Power).

Critical: Break Through Q♠A Break Through Critical is one that ignores the defences arrayed against it. An Attack becomes Unsoakable by armour, etc. Parries may still work, but all Parried cards are taken by the Parrying Descendant. Outside of combat actions a Break Through adds an Automatic Success Level and removes 1 Failure Level (if present).

Descendants: InspiredKey Descendants are quite varied, they might be a single thought, a flash of genius, or they may be the result of years of research and experimentation. They can be works of art, of science, or both as Technology is perfected. Mental powers and abilities, as well as Psychosocial Spaces can be inspired too, they too can be nothing but a thought.

Edge: PointedA Pointed Edge adds Nimbed Key Score Penetration to the Score (and all cards) of any Full-Action the Annex or Descendant makes.

Emotion Negative:

  • Preoccupation — A feeling where you are distracted by thoughts about someone or something.
  • Obsession— A feeling where you find it hard not to think about the object of your preoccupation.
  • Compelled — A feeling that you must act upon your preoccupation.

Emotion Positive:

  • Interest — A feeling of wanting to know about or take part in something.
  • Focused —A feeling of great interest and concentration.
  • Immersion —A feeling of complete focus and involvement in a subject.

Failure: CatchThe failure levels represent some trap, snag, clause or puzzle related to the action. You might catch your blade, pulling your sword from your hand, be caught by a leading question that cannot be answered without incriminating yourself, or it might mean that when you pick a lock, you trigger a silent alarm, or cause the door to lock permanently behind you.

Fumble: Dull 3♠A Dull Fumble is a stupid mistake, it might be that you had forgotten to sharpen your sword leaving it too blunt to cut, or it could be that you forgot your hand was in the way when you shot. Dull Fumbles can have one of the following effects. You hit the Target, but you also take the same Attack yourself or you miss the target and instead place the damage on your own equipment (hitting your sword into your shield hard enough to scar the shield and dull the sword. Beyond combat a Dull Fumble complicates the matter through the Fumblers own stupidity, placing themselves in danger or ruining their chances of success.

Glow: PointedA Pointed Glow can once per Scene make a Full-Action where the Annex or Descendant ignores all barriers and Obstacles within the Location (but not Range, Reach or Movement), and once per Story / Chapter / Episode or Session you may make ignore all barriers, Obstacles and Soak-Layers, making all Wounds played Unsoakable.

Gnarl: ExposedThe 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.

Herald: SensesSenses are the Herald of Key, everything that is perceived by Key comes from the senses of the Character. Any sense can act as the Herald of Key then, from vision to touch, or even the sense balance, pain, temperature or of thirst.

Hitch: ConfinedThe 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”.

  • Quirk — A Confined Quirk indicates a minor confinement, limitation or restriction. Triggers are typically specific limits or large confinement Locations, such as “Mental Block on Arithmetic”, or a “Don’t leave the Country” level of confinement.
  • Flaw — A Confined Flaw is a more literal confinement usually, this might just be an exceptionally proscriptive set of beliefs, but more normally is a level of confinement where their actions or personality is significantly and often impacted. This level of confinement can range drastically from “Town” sized locations down. Triggers can include “Leaving Town”, “Strict Religious Observations”, “Mental Mathematics”, or “In a Chest” as required.
  • Woe — A Confined Woe indicates a Character who is so restricted that almost any action may be impossible, this could be a case of being held in place, a locked-in syndrome, or a case of scripted behaviour, such as computer programs often use for NPCs. Triggers can be very varied, “Attempting to Move”, “Prejudges everyone” and “Thinking without lips moving” are all valid for a Confined Woe Trigger.

Hurdle: CatchThe hurdle of Key is usually a catch that complicates whatever is going on. Catches can be locks that must be unlocked, picked or bypassed, between you and your objective, or they can be traps and obstacles that are hidden in the Stages of an Ordeal, or they can be a riddle, puzzle, or conundrum that may require solving or they might be a deception, red herring or joke that must be discarded to get to the truth. Occasionally, the catch may be a contradiction, lose-lose situation, or paradox that cannot be resolved, but must be somehow avoided, worked around, or just accepted (a Catch-22).

Incarna: InspirationIf you want to build a meme, a memory, a thought, a culture-bomb, or play a being composed of pure thought, a monster from the Id, a powerfully psionic energy being, a higher being that has evolved beyond corporeal requirements, or a virus-like meme or concept that wants to spread and be known then Key is the Incarna for you.

Location: SignSign Locations are places where information is displayed or collected. It might be an obvious sign like a cave-painting, billboard, or signpost, or less obvious, like a stone marking a hilltop. Some are easily overlooked as a sign, such as a flag pole, folly, lighthouse, or beacon tower. They may be educational like a school, academy or college, or be about gathering information, as in lookout posts, observatories, laboratories or occasionally libraries. Sign Locations can also be locked, like a locked cupboard, safe, vault, jail, or dungeon (where info is collected, but not widely displayed), or semi-locked like a gallery, museum, or exhibition hall where the subject matter is protected, but also displayed.

Lore: SuspicionSuspicion Lores indicate things, rather than stating them absolutely. Police may suspect a character of being a murderer, but cannot prove it. Does that mean that they are really a murderer though? Only the Yarn-Teller knows.

Monster: HunterThe Monster is a hunter or tracker, it should favour harrying attacks, and hit and run tactics, early on before moving to powerful and devastating finishing moves. A Hunter will retreat if it is wounded, only to reappear once healed.

  • A Hunter may be fooled by false trails, but never for long, and will always change strategy when they are fooled, doubling back or even supernaturally predicting where the prey went.
  • Hunters may Draw cards to their Monster Pool whenever they spot a track, clue, or similar, that indicates the subject of their hunt.
  • Hunters receive a Monster Pool Bonus on any tracking or hunting actions.
  • When Hunters make an attack on their Target they must add at least Half their Monster Pool to the attack.
In T13, the archetypal Hunter is a Bulmäs Wild Hunt member, but in wider fiction helmeted space bounty hunters, Elven rangers, aliens, dinosaurs and a number of superheroes are also Hunter Monsters.

Narration Technique: SensoryThe Yarn-Teller can increase immersion for the audience, by focusing on sensory details the Character can perceive, this includes evocative imagery to engage the visual cortex, as well as environmental noises, smells, scents,and tastes, of course. But sensory details can also include information on temperature, humidity, the direction the wind is blowing and other emotional responses to subtle sensory signals.

Narrative Moment: Lost KeysIt might not be keys, but something important(ish) and sometimes quite personal, but ultimately replaceable has gone missing. Searching for the keys, phone, wallet, pen, or whatever, usually prompts whatever extra-dimensional entity that had borrowed it to return it, in either the first place the Character looked, or somewhere else that is slightly inexplicable (such as in a cupboard, bread-bin, laundry basket, or perhaps delicately balanced on the back of a chair, toilet, or door).

Nimbed: SharpThe Nimbed of Key is sharp, sharp Annexes glean additional information as well as probing defences. The first Nimbed Key Proficiency in the Annex grants the Annex the ability to Critical by playing specific cards in Ordeals (a Critical card must be specific to the Root or Channelling Facet of the Annex) or by the Annex naturally rolling the Maximum possible Score. The second and third Nimbed Key Proficiencies add the Pointed Edge and Glow respectively, and each additional Nimbed Key Proficiency thereafter adds an additional Probing Success.

Ordeal: UnravellingUnravelling Ordeals cover a number of situations, such as, “Finding Clues”, “Investigating”, “Solving a Problem”, “Locking The Door”, and “Picking The Lock”.

Persona: Sleuth

Motivation: Sleuths love to investigate and solve mysteries. Nothing gets a Sleuth motivated like a good puzzle for them to solve. It may not be a crime, or even a scientific mystery, some sleuths just love a daily crossword, and working on it in breaks will keep them motivated throughout the day.

Avoid: Sleuths avoid not knowing, and leaving jobs incomplete. To a Sleuth a question must be broken down, more questions asked, and only when you have all the answers is it finished. Sleuths Gain Stress when they cannot solve a puzzle alone, including when others tell them the answer, even as a spoiler.

Shadow: The Shadow of a Sleuth feeds on developments, and if the Sleuth is not providing enough, the Shadow will create its own. Sleuths can lose themselves into chasing these shadows, becoming suspicious, they turn their detective skills on those close to them, or become fixated on a particular signal, case, or experiment.

Gain Chi: Gain Chi when you ask or answer a question, look for clues, penetrate defences, or solve/finish something (puzzle / equation / mystery / task).

Ordeal Gain Chi when you play a ♠ to prepare

Psychosocial Location: PerceptionsPerceptions are that Psychosocial State that processes information from the outside world into the Psychosocial space. Perceptions are always tied to Imagination and Memories as infomation moves between these areas when being processed. Human minds cannot understand something perceived until it has been identified from memories or imagined. Typically a Character enters their Perceptions State when they are being vigilant, aware, and paying attention to their senses. Too much time spent in Perceptions though can be exahausting and stressful, so Characters will often wander to imagination, language, or a memory, and then back again, the exact amount of time depends upon the Key of the Character as a Tao Sway Extend Duration, after this Duration Stress will be gained or Perceptions must be left (if only briefly).

Quest: Investigate/SeekIf the Quest involves trying to find information about someone or something or trying to locate a place, person or thing then you probably have a Key Quest.

Question: SensesKey asks questions of environment via the senses, “What can I see?”, “Do you smell that?”, “Where is the laughing coming from?”, “How does it taste?” and of course “How does that make you feel?”

Resolved Hitch: InsightThe resolution of a Confined Hitch grants a Character or Descendant some special insight into something that they realised during their confinement. They may add +1 Success Level to any Action that would be affected by their insight.

Rule: SensesThe Rule of Key is the rule of Senses. In T13, because it is a roleplaying game and story engine, the Yarn-Tellers and Referee, as Narrators, are responsible for revealing all the information that a Character’s senses perceive to the Player of that Character. If a Player asks “What can my Character smell?” the current Yarn-Teller or Referee should answer with the appropriate scent or armoma. Perception and senses are governed by Key, Nature and Quiet and Perception Tests such as “Listen carefully” or “Spot Bleeding Obvious” may expand or limit the information that can be conveyed, a loud Character will have little ability to hear a quiet sound, but a high Key may let them spot and intuit the noise from others behaviour.

Style: ObservantThe Observant Style is favoured by those with Science-training, keen intelligence or sharp senses. The Observant Style can be used to any affect, it can Attack, Dodge, Soak etc. However, the Observant Style Reserve has two modes, Targeted and Passive. It always begins in Passive mode, where all cards Played from the Reserve have a +1 Pip for Perception effects for each card in the Reserve (including those currently being played). However, the Observant Style can be switched to a Targeted if the Reserve contains 3 (or more) cards and you Discard one card. The Target can be a specific Character (“that bandit”) or Descendant, such as a Location, but can also be a Question, Test, or Quest. When Targeted the Style Reserve can only Play cards to affect (including attack), answer, approach avoid, complete, hide from, observe, or research this specific Target. However the Reserve will add +1 Pip Penetration Style Bonus to each card Played for each card in the Reserve that affects the Target. It is impossible to re-target the Observant Style Reserve once it has been Targeted and still contains Cards. It can, however be switched back to Passive mode, by Discarding all Cards in the Reserve.

Success: ProbingProbing Successes are always useful, they can reveal pieces of information, 1 Probing Success may reveal an piece of information about a character such as their first name, age, nickname, or family name or may Draw an additional Card. 2 Probing Successes give something more interesting (such as a missed detail from an earlier Revelation and how it pertains to this Character, or an actual Clue), or Draw and Play a card that will add its Pips as Penetration to the attack. 3 Probing Successes can reveal an actual Revelation (hints from the Yarn-Teller) or you can completely ignore 1 Soak-Layer opposing the Action.

Sway: InsightKey Sway is sometimes called Insight, and Insight can be spent to gain access to places and information, knowledge of things that a Character perceives, as well as realising where the weak spot in armour is to gain Penetration. Bold Insight always lets the Character know if they have found out everything to be known about the situation when spent, in cases when they have not found everything out yet, the number of remaining unknowns may be revealed if more Insight than unknowns has been spent.

Tangle: AnswersThe Tangle of Key demands answers. Each answer is an answer to a Question posed by the Umbral Proficiency Facets. Each incorrect answer (and note some Questions may have no, or multiple, correct answers) adds a Failure Level of the Umbral Facet. Nimbed Proficiencies also ask Questions, but a correct answer can cancel a Failure Level caused by an Umbral Answer being wrong, but cannot create SUccess Levels or Failure Levels themself.

Test: Perception / Spot Hidden / Spot Bleeding Obvious / Lock-pickingKey tests are how Characters perceive the Narrative universe. They can use key checks to spot hidden or obvious things (difficulties may vary).

Tone: InvestigativeWhen a story or scene is about clues, answering questions, and puzzles that can be solved, whether it be a police procedural, scientific investigation, hard-boiled detective, or a gung-ho reporter, the Tone is Investigative and the Facet is Key. Investigations may focus on gathering evidence, finding clues, following leads, solving puzzles, seeing through deception, questioning suspects, building air-tight cases, unearthing motives, going with hunches, throwing punches, tricking confessions out of people, creative gun-play, or having lucky breaks, depending.

Turn: RevealA Reveal is sometimes just a Revelation, but it reveals some crucial piece of information (often a Detail) that is the Key to some aspect of the plot. A Reveal is sometimes enough to upset a whole Plot, as some Hidden Embodiment or secret identity is revealed, or some assumed Character back-story is revealed to be incorrect, examples include, “I am your Father”, as well as “I’m not your Father”, and of course a host that have nothing to do with parentage at all.

Twisted: SensesThe Character’s senses are Twisted and well, just weird. They might have synaesthesia, and see colours when they hear sounds, but if they do, they see the sounds rippling across surfaces and through the air around them, or perhaps loud sounds quiet and quiet sounds loud to them, or perhaps their sense of taste finds rotting meat sweet, or rotten eggs smell like roses, then again maybe their sense of balance is so extreme that they can balance on top of a pinhead, or just have a very silly walk. Sometimes the senses can include supernatural details, such as smelling the strength of a soul, or tasting oncoming death in the air.

Umbral: AbstractThe Umbral of Key is the abstract, Key is about Insights and thoughts, perceptions and concepts, sometimes these abstract thoughts can be difficult to embody in the world. The first Umbral Key Proficiency will make it so the Annex must have a mental effect only (such as knowing a piece of information) or it will leave material, traceable, witnessable effects (Umbral Key Score decides the upper limit of witnessable or traceable effect – how easily it is spotted is based on the Score of 27 − Umbral Key Boon )

L

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).

Facet Name: Liberty

Description: Liberty is the Yang Facet of freedom. It is the dream that is imagined, and the imagination itself, the freedom to dream, the license to leisure, the choice of chance, the autocrat of luck and the flexibility and flux to deny its opposite Wyrd.

Action: CelebrateThe Action of Liberty is to celebrate, whether it be a whoop of pleasure or a week long festival.

Annex Channel: Liberating Annexes that channel through Liberty use verbs like: Bend / Blind / Blow-out / Celebrate / Discharge / Deafen / Dream / Encounter / Escape / Experience / Fantasise / Gamble / Game / Guess / Hope / Law-breaking / Liberate / Overdose / Overload / Overwork / Participate / Party / Socialise / Short-circuit / Stargaze / Treason / Try / Unchain / Wish

Annex Root: Freedom Annexes rooted in Liberty, or Descendants or Characters that use them are described as: Addled / Chronic / Criminal / Dreamy / Drunk / Exciting / Excessive / Free / Friendly / Fuddled / High / Inebriated / Intoxicated / Liberal / Magical / Pixilated / Permissive / Spaced-out / Sporty / Stoned / Strange / Stupefied

Attack: Overload (

👤

Mode: 👤

Name: Psych

Text: Psych (pronounced ‘Sigh-k’) attacks target the Target’s mind and emotions — which means they are only useful on Characters (even if those Characters may be Intelligent Descendants or Extras). All Wounds are targeted on the Personality Annex (or Master Annex for an Intelligent Descendant / Extra). Psych Attacks typically have an emotional or Psychosocial outcome.

Active-Defences:

🔍

Mode: 🔍

Type: Active Psych

Name: Focus

Text: Focus is a Psych Parry. The defender focuses on one aspect of the attack, and thereby turns it around on the attacker. They might retort to the attack, with a biting insult, or just refute one point so well that the attack is ruined, then again they might just react so badly to the attack that they effect the attacker back. The problem with Focus as a defence is that it requires specific cards to work at all.

Rule:

  • Draw a number of cards equal to the number of Hitches Reduced, and add the cards to your Ordeal Pool. Then Play One Card.
  • The card must match exactly one Attack card’s Pips and Suit — Jokers may be Wild. Clubs will Trump with +2 Pips, which means an 8 can be matched by a 6,7, or 8).
  • If they can match an Attack card, then the Attack has been stopped. Discard the matched Attack card and all Attack cards Higher than the Focus card.
  • Attack cards lower than the Focus card are immediately added to the Defender’s Ordeal Pool as “Fight-or-Flight” cards that may be immediately played or prepared without RT or GRT penalties.
  • If no match can be made then Focus has failed. The Defender takes the full effect of the Attack as Focus has been used the Personality Annex cannot now Soak.
🦋

Mode: 🦋

Type: Active Psych

Name: Ignore

Text: Ignoring a Psych attack is a great choice, if you can. However ignoring is an all or nothing defence, fail to ignore the whole attack and you will have ignored nothing at all.

Rule:

  • Draw a number of cards equal to the total number of Hitches Reduced and add them to the Defender’s Ordeal Pool.
  • Play Hitches Reduced number of cards to try and Ignore the Psych Attack.
  • Ignore cards must beat the total Pips of the Attack. Beat the Pips and the Attack is Discarded. Otherwise the Defender takes all the Psych Damage and since they used their Personality Annex to Ignore, they cannot use it to Psych Soak.

Passive-Defences:

🔲

Mode: 🔲

Type: Passive

Name: Prepared Defence

Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.

Rule: Prepared defences must be prepared with Diamonds () or Clubs () as a Suitable Style Reserve and create a Pip Wall that must be worked through.

  • The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs () with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
  • The defence stops all Cards within this range, as long as there are still any Pips left.
  • Each attacking Card removes those Pips from the remaining Pip Score — e.g. If the defence prepared with a A amd 10 is attacked with a J that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
  • Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
  • You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5 (+7), 7(+9) and K (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).

💭

Mode: 💭

Type: Passive Psych

Name: Passive Psych Soak

Text: When someone yells an insult at you, it might sting, or it might not. If you see someone killed in front of you, it might scare you, or may not. You can decide which with a Passive Psych Soak.

Rule:

  • Personality Annex Plays a number of Soak cards equal to number of Hitches Reduced (½ to 4 Cards) from their Ordeal Pool.
  • If any Soak Card exactly matches in Pips and Suit (or Clubs ♣ with +2 Trump bonus) any Attack Card then the Attack Card is discarded and the Defender may Pull and Play a ‘Fight-or-Flight’ Ordeal card. If a Soak card exactly matches the Highest Card of the Attack then the whole Attack is Discarded.
  • If any Psych Soak card is higher in Pips than an Attack card, then those Attack cards are Blocked and Discarded immediately. The Soak card is then kept, but is turned sideways, Stalled. It will be added to the next Psych Attack automatically unless moved by a Defence Glow to a Prepared Defence. A card in this state is considered Stalled.
  • If any Psych Soak card has less Pips than an Attack card (or a Stalled card) then the Attack card is Soaked and immediately Discarded. The Defender takes a copy of the Soak card for each card Blocked. The Attacker may add some of the Penetration Pips to increase the Attack cards Pips at this point.
  • Psych Attacks that begin with more than 3 cards (such as most Tricks) always cause Extreme Emotional responses, rather than Normal emotional responses. All Psych Attacks must affect the Target’s Active Personality Annex (or its Profs). Psych Wounds automatically stack together whenever they can (2 Psych Distracts Wounds automatically become a Psych Flesh Wound).
  • Once the incoming attacks have been dealt with (or not) the Character may now Draw as many cards as they Played earlier to their Ordeal Pool.

Mode:

Name: Energy

Text: Energy attacks are blasts of radiation that are not entirely physical in nature. They might still have a physical impact, but the damage is usually radiation, or electrical burns and sensory overloads.

Active-Defences:

👣

Mode: 👣

Type: Active

Name: Dodge

Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.

Rule:

  • All Physical and Energy Attacks that do not Splash can be dodged fully.
  • Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
  • To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
  • If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3,J has 5 Pips of Penetration, an A cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3 with +5 Pips of Penetration

🛡

Mode: 🛡

Type: Active

Name: Blocking

Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.

Rule:

  • The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
  • Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7 and 4.
  • If any Block Card exactly matches in Pips and Suit (or is a Club ) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7 matches the 7 (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
  • If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7 as damage however.
  • If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4 is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4 now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
  • The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.

Passive-Defences:

🔲

Mode: 🔲

Type: Passive

Name: Prepared Defence

Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.

Rule: Prepared defences must be prepared with Diamonds () or Clubs () as a Suitable Style Reserve and create a Pip Wall that must be worked through.

  • The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs () with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
  • The defence stops all Cards within this range, as long as there are still any Pips left.
  • Each attacking Card removes those Pips from the remaining Pip Score — e.g. If the defence prepared with a A amd 10 is attacked with a J that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
  • Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
  • You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5 (+7), 7(+9) and K (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).

👟

Mode: 👟

Type: Passive

Name: Passive Dodge

Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.

Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.

Mode:

Type: Passive

Name: Soak

Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.

Rule:

  • The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annex’s normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
  • Compare the Soak cards to the Attack cards.
    • Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
      TypeMinimum SoakMaximum Soak
      Facet / “Saving Throw” 510
      Skill 511
      Talent513 (K)
      Power515
      Super-Annex 216+ (any)
      Mud / Clay / Foam810
      Cloth/Wool/Fur Descendant37
      Silk / Padding Descendant28
      Leather Descendant49
      Foam Plastic Descendant38
      Hard Plastic Descendant711 (J)
      Advanced Polymer Descendant3 14
      Chainmail Descendant913 (K)
      Thin Wood Descendant47
      Thick Wood Descendant311 (J)
      Laminated Wood Descendant312
      Turtle Shell Armour711 (J)
      Stone Armour912 (Q)
      Bronze plate Descendant812 (Q)
      Steel plate Descendant614 (A)
      Orichalcum plate Descendant515 (Joker)
      Vibro-field Descendant410
      Power field Descendant12 (Q)15 (Joker)
      Force-field Descendant815 (Joker)
      Toon/Femite Descendant616 (suited Ace)
      Nullite Descendant416 (suited Ace)
      Magickal/Alchemical Enhancement-2 compared to normal+2 compared to normal
    • If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
    • If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
    • If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6 if you play a 2 then both cards are Soaked and 2 × 2 pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
    • Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6 10 and J is soaked by a 7 then you will see the Soak Layer take the J, 10, Stalls the 6 and the 4 on the Soak-Layer, which Discards the 7, then two copies of the 7 also pass on into the next layer of Soak.
  • The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
  • If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
  • The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Character’ Ordeal Pool before you move to the next Soak-Layer.

Mode:

Name: Magic

Text: Magic may just be technology we don’t understand, or it can be a mysterious force unknowable and frightening to the common man. Magic can parry magic, and so sometimes can silver or cold iron, it depends on the magic. Magic attacks are rarely dodgeable (and the few that are are usually actually spells that perform energy attacks), and usually ignore Range, but instead must pierce the target’s Liberty or Wyrd Score (-4 Pips as standard).

Active-Defences:

Mode:

Type: Active

Name: Parry

Text: Deflecting the incoming blade with your own, also works with spears, hammers, maces, vibro-halberd, or magic spells and counter-magics, whatever really, except energy, you can’t Parry lasers or electricity with a sword (blaster bolts on the other hand).

Rule:

  • The Descendant or Annex draws Cards as normal, then plays One (1) card from their Pool.
  • If they can match any attack card in Suit (or Clubs ♣ as Defence Trump) and Pips (including Additional Style and Penetration Pips, or additional Wound / Success Levels, or +2 Pips for Trumps) then the attack has been Parried (Wildcards automatically Parry).
  • What happens next depends upon the suit of the Defending card (see the Suit Parry details)

🛡

Mode: 🛡

Type: Active

Name: Blocking

Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.

Rule:

  • The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
  • Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7 and 4.
  • If any Block Card exactly matches in Pips and Suit (or is a Club ) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7 matches the 7 (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
  • If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7 as damage however.
  • If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4 is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4 now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
  • The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.

Passive-Defences:

🔲

Mode: 🔲

Type: Passive

Name: Prepared Defence

Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.

Rule: Prepared defences must be prepared with Diamonds () or Clubs () as a Suitable Style Reserve and create a Pip Wall that must be worked through.

  • The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs () with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
  • The defence stops all Cards within this range, as long as there are still any Pips left.
  • Each attacking Card removes those Pips from the remaining Pip Score — e.g. If the defence prepared with a A amd 10 is attacked with a J that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
  • Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
  • You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5 (+7), 7(+9) and K (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).

👟

Mode: 👟

Type: Passive

Name: Passive Dodge

Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.

Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.

Mode:

Type: Passive

Name: Soak

Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.

Rule:

  • The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annex’s normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
  • Compare the Soak cards to the Attack cards.
    • Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
      TypeMinimum SoakMaximum Soak
      Facet / “Saving Throw” 510
      Skill 511
      Talent513 (K)
      Power515
      Super-Annex 216+ (any)
      Mud / Clay / Foam810
      Cloth/Wool/Fur Descendant37
      Silk / Padding Descendant28
      Leather Descendant49
      Foam Plastic Descendant38
      Hard Plastic Descendant711 (J)
      Advanced Polymer Descendant3 14
      Chainmail Descendant913 (K)
      Thin Wood Descendant47
      Thick Wood Descendant311 (J)
      Laminated Wood Descendant312
      Turtle Shell Armour711 (J)
      Stone Armour912 (Q)
      Bronze plate Descendant812 (Q)
      Steel plate Descendant614 (A)
      Orichalcum plate Descendant515 (Joker)
      Vibro-field Descendant410
      Power field Descendant12 (Q)15 (Joker)
      Force-field Descendant815 (Joker)
      Toon/Femite Descendant616 (suited Ace)
      Nullite Descendant416 (suited Ace)
      Magickal/Alchemical Enhancement-2 compared to normal+2 compared to normal
    • If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
    • If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
    • If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6 if you play a 2 then both cards are Soaked and 2 × 2 pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
    • Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6 10 and J is soaked by a 7 then you will see the Soak Layer take the J, 10, Stalls the 6 and the 4 on the Soak-Layer, which Discards the 7, then two copies of the 7 also pass on into the next layer of Soak.
  • The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
  • If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
  • The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Character’ Ordeal Pool before you move to the next Soak-Layer.

💰

Mode: 💰

Name: Resource

Text: Damage is intended to be paid by a specific Facet Sway. The damage may be soaked or dodged by appropriate defences, but are rare for Characters not focused on the Resource. Wounds are usually taken in a specific targeted Facet Sway (often Wealth, Health, or Support) or Yarn as Pips, with any excess taken as Yarn, so a 23 Pip Economic attack will cost the Target 23 Wealth or Yarn if they had no Wealth, if they had 13 Wealth, it would cost them that and 10 Yarn. It should be noted that Yarn is taken as Chi from the total that a Character has (e.g. a Character with 66 Chi losing 10 Yarn would have only 8 Chi left, but a Character with 45 Chi would lose everything). Resource Attacks may also Maim, Cripple or “Destroy” suitable Descendants and can create Hitches, (such as Lacking, Binding, etc.) if the target does not have enough of the targeted Facet Sway / Chi.

Active-Defences:

👣

Mode: 👣

Type: Active

Name: Dodge

Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.

Rule:

  • All Physical and Energy Attacks that do not Splash can be dodged fully.
  • Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
  • To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
  • If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3,J has 5 Pips of Penetration, an A cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3 with +5 Pips of Penetration

🛡

Mode: 🛡

Type: Active

Name: Blocking

Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.

Rule:

  • The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
  • Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7 and 4.
  • If any Block Card exactly matches in Pips and Suit (or is a Club ) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7 matches the 7 (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
  • If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7 as damage however.
  • If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4 is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4 now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
  • The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.

Passive-Defences:

🔲

Mode: 🔲

Type: Passive

Name: Prepared Defence

Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.

Rule: Prepared defences must be prepared with Diamonds () or Clubs () as a Suitable Style Reserve and create a Pip Wall that must be worked through.

  • The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs () with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
  • The defence stops all Cards within this range, as long as there are still any Pips left.
  • Each attacking Card removes those Pips from the remaining Pip Score — e.g. If the defence prepared with a A amd 10 is attacked with a J that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
  • Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
  • You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5 (+7), 7(+9) and K (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).

👟

Mode: 👟

Type: Passive

Name: Passive Dodge

Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.

Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.

Mode:

Type: Passive

Name: Soak

Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.

Rule:

  • The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annex’s normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
  • Compare the Soak cards to the Attack cards.
    • Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
      TypeMinimum SoakMaximum Soak
      Facet / “Saving Throw” 510
      Skill 511
      Talent513 (K)
      Power515
      Super-Annex 216+ (any)
      Mud / Clay / Foam810
      Cloth/Wool/Fur Descendant37
      Silk / Padding Descendant28
      Leather Descendant49
      Foam Plastic Descendant38
      Hard Plastic Descendant711 (J)
      Advanced Polymer Descendant3 14
      Chainmail Descendant913 (K)
      Thin Wood Descendant47
      Thick Wood Descendant311 (J)
      Laminated Wood Descendant312
      Turtle Shell Armour711 (J)
      Stone Armour912 (Q)
      Bronze plate Descendant812 (Q)
      Steel plate Descendant614 (A)
      Orichalcum plate Descendant515 (Joker)
      Vibro-field Descendant410
      Power field Descendant12 (Q)15 (Joker)
      Force-field Descendant815 (Joker)
      Toon/Femite Descendant616 (suited Ace)
      Nullite Descendant416 (suited Ace)
      Magickal/Alchemical Enhancement-2 compared to normal+2 compared to normal
    • If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
    • If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
    • If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6 if you play a 2 then both cards are Soaked and 2 × 2 pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
    • Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6 10 and J is soaked by a 7 then you will see the Soak Layer take the J, 10, Stalls the 6 and the 4 on the Soak-Layer, which Discards the 7, then two copies of the 7 also pass on into the next layer of Soak.
  • The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
  • If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
  • The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Character’ Ordeal Pool before you move to the next Soak-Layer.

💦

Mode: 💦

Name: Splash

Text: The Attack affects multiple targets, but a bit less than what it says on the Card.

Rules: Splash Damage affects multiple targets as well as the first. The Splash Damage is -1 Wound Level from the Limit (so a Flesh will splash Distracts). The Splash radius is equal to the Pips of the Limit Card as a Range in the Action Space. Additional Pips may still pay for additional targets +3 for each full target, +1 for each Splash target.

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Overload attacks can be Psychological (Overwhelming emotions), Energy (Blinding Lights, Deafening Sounds), Magical or Economic, and Splash.

Core: PrevailerIgnore a Hitch when triggered by paying Sway equal to the half the normal reward.

Critical: Choice 9♥A Choice Critical represents a best possible situation, where you may choose between two (or more) specific choices. Examples include being able to Target a single body-part, Annex, specific Facet Sway, or Descendant they like when attacking. The current Yarn-Teller must offer at least two choices, each other Yarn-Teller may offer additional choices, the Referee may veto choices. You the Player must choose one, which if you are a Yarn-Teller may be your own suggestion (which can simplify and speed up play).

Descendants: FancyLiberty Descendants are often dreams, imaginary things, creations of illusion and magic. They can be highly imaginative, or instead of being Fancies (Fantasies) they may just be fancy. Some Fancies include Psychosocial Spaces, especially Underworlds.

Edge: FreebieA Freebie Edge means that the Annex or Descendant has a lower cost than normal (ideally 0). The Freebie Edge ignores Nimbed Liberty Draw Umbrals in the Annex, but they still add their Value. Typically, on a Descendant usually only the Master Annex is affected by the Freebie and the Descendant will usually have a Hitch to reduce the cost.

Emotion Negative:

  • Nervous — A feeling of worried excitement.
  • Agitated— A feeling of over-stimulation by nervousness.
  • Distraught — A sense of deeply agitated emotion that is often bordering on derangement.

Emotion Positive:

  • Tolerant — A feeling of acceptance when faced with adversity.
  • Caring —A feeling of concern and empathy for others, particularly those who oppose them.
  • Selfless —A feeling where your needs are unimportant compared to the needs of others.

Failure: UnluckyUnlucky Failures are usually unfortunate coincidences. Perhaps you rob a bank, so you can pay your rent, only to force the bank into foreclosing the landlord’s mortgage. Or due to some manufacturing fault the round in the gun misfires, clogging the barrel, rendering the gun useless.

Fumble: Misfortune 6♥Misfortune Fumbles are compounded bad luck. Not only do you miss, fail or fall, but some other bad and improbable event also happens. The Misfortune Fumble is a chance for the worst to happen, this might be a freak ricochet that takes out the light, hits an Ally, and then smashes the fire alarm, or perhaps as you go to draw your poisonous Assassin dagger, the special poison vial stopper-pommel pops out, drops onto the ground with a surprisingly loud thump that draws the guard’s attention, just as the poison makes your hand go numb and starts a race between whether you take the antidote, fight off the guard with a numb hand and no poison, or fall unconscious, get captured, and then die hopefully from the poison and not the torture.

Glow: FreebieA Freebie Glow makes an Annex or Descendant no longer have any Umbral Costs including all Umbral Tangles, on any Action or activation (all though Difficulty modifiers such as Range or Targets and Nimbed Tangles will still apply).

Gnarl: ChanceThe 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.

Herald: NoneLiberty is free of Heralds, unless you count drawing a card or shaking the dice… There are no narrative indicators that Lady Liberty is about to affect things.

Hitch: TabooThe 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 shouldn’t eat meat as well, or raise their children to not eat meat. Dead and Dying Taboo Hitches include “Inanimate”, “Breathless” and “Brain Dead”

  • Quirk — A Taboo Quirk usually indicates something a Character or Descendant would rather not do that most other people in their society would find acceptable. Although it can indicate some culture-wide Quirk Taboos such as the British aversion to horsemeat (which seems to date back to ancient pre-Roman religious Taboos). Triggers are usually quite specific and indicate a breech of the Taboo such as “Walking under a ladder”, “Eating horse meat” or “Entering the inner sanctum”.
  • Flaw — A Taboo Flaw indicates something the Character or Descendant fully believes and feels is harmful or detrimental if they do it. This may be true, or false, depending upon the Taboo and circumstance, and of course the Taboo Hitch effects will add to this belief when the Taboo is triggered. Triggers are often more vague for Taboo Flaws, identifying classes of objects that are taboo, “Meat”, “Alcohol”, “Medicine”, “Magic”, etc.
  • Woe — A Taboo Woe indicates that the Taboo is so strong for the Character or Descendant, that they would rather die than break it themselves, and that even hearing of such a breach of the Taboo can cause them misery and distress. Triggers for Taboo Woes are often very broad, such as “Dogma”, “Doctrine”, “Beliefs”, where encountering anything like these (that are not the Character’s own) will trigger the Hitch.

Hurdle: CarelessnessThe hurdle of Liberty is carelessness, often bordering on negligence. Liberty’s hurdle complicates a situation by having someone who has not fulfilled their responsibilities, or duties. Maybe the maintenance schedules haven’t been kept to exactly, or maybe the location was the site of a party that hasn’t been cleaned up. Some inattention to detail, musing or daydreaming can complicate even a simple conversation, before we even get to deliberate dereliction of duty, or neglect, caused by “lifestyle choices” such as booze and drug-fuelled rampages.

Incarna: DreamIf you wish to create a nightmare, or want to play a creature composed entirely of dreams, an inhabitant of the Dreamlands, a Dream-Sculptor, Chimera, or Jack-Spectre of the Summer Court, and all sorts of monsters from the unconscious or subconscious mind, then you want a Liberty Formation Facet

Location: FreeFree Locations have a loose, dreamy, or even fantastic aspect to them. Although they may be real places like, an Artist’s Studio, Theatres or Cinemas, they can be fairytale towers, mist-laden valleys, dark creepy woods, wilderness places, or slum housing filled with drug addicts, chasing highs and dragons, or they can be truly fantastical, castles built on clouds, reverse waterfalls, caves that connect to the land of the dead, etc. Free Locations are often also Psychosocial Spaces, there’s plenty of cross-over.

Lore: FunFun Lores tell us about what a character does with their spare time, do they have a hobby, are they more likely to be found in a pub, or gym after work? It might tell us about their Yacht, gym membership, their you tube channel or twitch streams, but it will not reveal truly important information about them.

Monster: NightmareThe Monster is often a character from a dream, they are nightmarish, or surreal and dreamlike.

  • Nightmares may exist in a psychosocial space, appearing as dreams and hallucinations, that cannot really be fought and don’t physically exist, sometimes they are extremely dangerous and powerful hyper-dimensional, magical, psionic or supernatural beings.
  • Nightmares may Draw cards to their Monster Pool if they cause a Psych wound or appear in a dream.
  • Nightmares may add their Monster Pool Bonus to everything they do, especially things that are not physically possible, such as walking through walls, or appearing in the real world and dream world at the same time.
  • A Nightmare must Discard a Monster Pool Card if they cross a threshold, or enter a new Location.
Handsome soap-sellers with an odd idea for gentlemen’s clubs, facially-burned, gardening-gloved janitors turned serial killers, six foot tall invisible rabbits, night hags, shadow beings seen when falling asleep, and any scary character in a dream, are all good examples of the Liberty Monster, but so are Monkish denizens of Hell and Flower-faced Humanoids and Canines from a decaying echo of our world.

Narration Technique: FigurativeThe Yarn-Teller can use figurative Narration, full of tricks like antithesis, hyperbole, metonymy and simile, and if they especially clever they may even use this as a chance to include world-building, such as metaphorical references to some fantastical beast, although not all Yarn-Tellers have a dragon’s gilded tongue.

Narrative Moment: TergiversationSome Characters change their minds often, in fact they can be dizzyingly indecisive, other Characters are steadfast and decisive, so when they change their minds, it really is a strong Character moment. The goal of this event is to make a character change their mind, this may involve being persuaded to change their minds by an NPC (or repeatedly in some cases), can be difficult to arrange in game.

Nimbed: GiftedThe Nimbed of Liberty is gifted. The Annex is treated as a gift by the user, they will pay less to use the Annex, and do not have to train as a hard or practise as often to use it. The first Gifted Proficiency lets the Annex Draw Nimbed Liberty Draw additional cards which may either be added to either the Wyrd Tarot Hand or Ordeal Pool. The second and third Gifted Proficiencies add the Freebie Edge and Glow. Each additional Gifted Proficiency after adds an Exceptional Liberty Successes.

Ordeal: FreedomFreedom Ordeals are usually when a character must demonstrate their own free will, examples include, “Coincidence and Strange Luck”, “Bad Hair Day”, “Bad Dreams, Nightmares, Sleepwalking and Night Terrors”, “Dream Big”, “Making Your Own Luck”, “Making Your Dreams Come True” and “Refusing Destiny”

Persona: Rake

Motivation: A Rake is motivated by hedonism, if it feels good, the rake will want to do it. Sometimes Rakes can develop sophisticated tastes, and they may prefer variety to volume, but not always. To the Rake all of life is a game, and if you aren’t having fun, then you aren’t doing it right.

Avoid: Rakes will do everything they can to avoid confronting their own problems, but can be remarkably insightful and helpful with other people’s, especially if it will get them whatever they currently crave, or stops them asking the Rake if they are okay / really happy, etc. Rakes Gain Stress when they confront their own problems, especially problems of their own making.

Shadow: The Shadow of a Rake feeds on peak events, where the Rake, or someone they are with passes a personal limit, or record, and it is not uncommon for this Shadow to drive the Rake into danger. Rakes pick up new addictions, throw off old ones, and revisit them again, and are always looking for new experiences (and new lower peaks to start pushing) and it is easy for this to spiral into self-destruction, victimization, or abuse. Rake Shadows who are not fed enough will begin to create peak experiences of their own, and Rakes may find they are experiencing new depths of sorrow, horror, or despair, as they lose jobs, homes, loved ones, senses or limbs.

Gain Chi: Gain Chi when you enjoy something, or try something new to you, be it a drink, a meal, a seduction, a game, a drug, a sport, a book, whatever.

Ordeal Gain Chi when you prepare a ♥

Psychosocial Location: DreamscapeThe Dreamscape is the Psychosocial State that is essentially the simulation space that dreams run in. The Dreamscape is also the part of the mind that runs imagination, although this requires an act of will to shape the Dreamscape to contain the desired, imagined “model” and focus is required to maintain the “model” beyond a few seconds. During sleep the Dreamscape is used by the brain to encode memories, reinforce neural paths, and similar functions, this results in the Dreamscape being remodelled for the purposes of the Dream. The Dreamscape of one individual can be connected via a supernature bridge to another individual’s Dreamscape, or to the Dreamlands which exist in the collective unconsciousness in some genres. Typically a Character will enter the Dreamscape while dreaming, day-dreaming or using their imagination. When Stressed the Dreamscape can become a nightmarish Hellscape that increases Stress during sleep.

Quest: Liberate / EscapeWhen Quest specifies you must take something from someone else, or if you want to mount a prison break, rescue a princess, escape a trap, or release an entire kingdom from a tyrant’s grasp then you probably will want a Liberty Quest.

Question: FreeLiberty asks a free question, that is a question free from repercussions, and that must be answered honestly. Such questions are usually between peers, but not necessarily friends, and include such questions as, “You were going to kill me, right?”, “What did they tell you?”, and “Where are (or Who has) the plans (or money / hostages / tech / ruby of ultimate power, etc) now?”

Resolved Hitch: BlessingThe resolution of a Taboo Hitch brings a blessing, karmic favour, benediction or stroke of luck upon the Character or Descendant. They may add +1 Success Level to any Action that their preferred deity, luck or coincidence might affect once per Scene.

Rule: LuckThe Rule of Luck is that when a Referee is in doubt as to the result of an Action they should probably ask for a Non-Value Test (or a Random Value Test). Dice Tests and Card Tests both include a random factor. The chance of success in this Test should vary from 30-70&percent; chance of success depending upon playstyle and setting grittiness, unless the Difficulty is easily calculated some other way. Whatever Luck or Destiny decides will stand until wiped away by time-travel or similar.

Style: LooseThe Loose Style is favoured by slackers and professional mercenaries. The Loose Style is reactive and can be used to any effect at any time, however there is one little complication with the Style. Firstly you can never Play more than half of your Style Reserve at once. So to play two cards from a Loose Style Reserve it must be at least four cards big.

Success: ExceptionalExceptional Successes can grant you extreme, lucky-breaks, coincidences, flukes and so on narratively, but Exceptional Successes can also be used to grant you freedoms and exceptions, or exemptions. An Exceptional Success might make an area of effect not touch you, a Hitch to not Trigger this one time, a card of an opposed Action to not apply to them, or might make the police not fire on you, since you are the Sheriff’s eldest child. This Exceptional Success is always couched in terms of how the Character is an Exception and a single card cancelled per Exceptional Success, perhaps the Sniper focused on aiming at the “big bad”, didn’t see the robed lieutenant transform into a demon, and so doesn’t have to take the Horror emotional effect everyone that saw it does, instead the Sniper will take a Terror effect from hearing the screams on comms.

Sway: HopesLiberty Sway are sometimes known as Hopes (or sometimes Dreams). Hopes may be spent on actions to do with achieving or having dreams, freedom, and not succumbing to despair. Bold Hopes may be used on any Action as a Lucky effect, typically every 5 Bold Hopes added will automatically add an Exceptional Success Level to their Action or an Unlucky Failure Level to their opponent.

Tangle: StrangenessThe Liberty Tangle is strangeness, the effects of the Annex must be narrated by the User as bizarre, dream-like, peculiar or surreal, incredible coincidences and even impossible things may be perceived by those who witness the Annex use. The total number of Aura Proficiencies in the Annex Reduced gives the number of additional strange elements that must be narrated. These strange elements cannot be the same each time, consider using the current card atop the Discard Pile as a modifier or inspirer. Failure to include the appropriate narration (current Yarn-Teller or Referee decides) will add a Failure Level for that Facet.

Test: Carousing / Celebrating / Dreaming / Escaping / Hedonism / Law-breaking / Magic / PartyingLiberty tests are about freeing yourself, either from the hum-drum, from actual bonds or from the laws that constrain you.

Tone: SurrealWhen an adventure has a strong dream-like quality, or even is a dream, where anything that occurs to the character will be, at least physically, undone when they awaken, then you are in a Surreal Tone. It does not have to be a dream, many Daemons, Faeries and Fantasy beasts choose to make reality seem like a dream in order to grant themselves extra abilities that are not so easily disbelieved. The surreal tone lacks the logic of fantasy, and generally characters, and their growth, and stresses, are as important as situations they find themselves in.

Turn: OneiromanticThe Liberty Turn is one of imagination, or more often dreams, the turn might be “It was all a Dream”, or is more likely in the context of T13 to be “A Prophetic Dream” or a message from the Summer Court of the Fae. Occasionally books, films or even games especially immersive virtual-reality, holographic or Toon systems can substitute for the dream itself (in a Proscenium reveal where the fact the Scene takes place on a set and is about the actors). Oneiromantic Turns can also lie, of course, ranging from you can’t wake up, to you keep waking up, to dreams within dreams. The Dreamlands and the Summer Courts have different rules to the waking world, but they do still have some rules, and those who push too hard against dreams are working against their own unconscious minds.

Twisted: DreamsThe Character’s hopes and dreams are twisted and corrupted from what they were. This works by creating an Alternate (usually a Dark Rival), that is set up to be a dark version of themselves. This corrupt Alternate is usually Split when created, although the original is usually unconscious at first.

Umbral: JinxedThe Umbral of Liberty is a jinx, a jinx is a negative destiny associated with the use of the Annex. The first Umbral Liberty Proficiency marks the Annex as jinxed, a jinxed Annex will be targeted by Wounds that affect the Character or Descendant before other Annexes, except where countered by an Edge or Glow. Each Umbral Liberty Proficiency also requires Wyrd Tarot cards with Pips at least equal to the total Umbral Liberty Score to be discarded, or adds a Liberty Unlucky Failure Level or Misfortune Liberty Fumble.

M

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.

Facet Name: Miasma

Description: Miasma is the Yin Facet of transformation, usually in the form of bad smells, rotting and corruption. The transformative powers are those of potions, poultices, and drugs, it is the power that makes cheese from milk. It is the foulness within, the stink without, it is the dark haze that hides the blight of contamination. So foul is the Facet, that its stench may even survive in the ashes of the purifying fire of Phoenix

Action: PoisonThe Action of miasma is poisoning, this may just be a smell that is so bad it may as well be poisoning you, or it could be venom from a snake, spider, or scorpion.

Annex Channel: Intoxicating Annexes that channel through Miasma use verbs like: Administer / Contaminate / Corrupt / Dissolve / Dose / Drug / Envelope / Envenom / Gas / Induce / Inhibit / Ingest / Inject / Intoxicate / Kill / Overdose / Poison / Process / Rise / Rot / Soar / Spray / Spread / Synthesise / Tolerate / Trip / Waste

Annex Root: Poisonous Annexes rooted in Miasma, or Descendants or Characters that use them are described as: Addictive / Bitter / Caustic / Chemical / Drugged / Enzymatic / Foetid / Foul / High / Inorganic / Intoxicant / Manufactured / Medicinal / Miasmic / Noxious / Organic / Pestilential / Poisonous / Potent / Prescribed / Rotten / Synthetic / Toxic / Tripping / Wasteful

Attack: Toxin (

👤

Mode: 👤

Name: Psych

Text: Psych (pronounced ‘Sigh-k’) attacks target the Target’s mind and emotions — which means they are only useful on Characters (even if those Characters may be Intelligent Descendants or Extras). All Wounds are targeted on the Personality Annex (or Master Annex for an Intelligent Descendant / Extra). Psych Attacks typically have an emotional or Psychosocial outcome.

Active-Defences:

🔍

Mode: 🔍

Type: Active Psych

Name: Focus

Text: Focus is a Psych Parry. The defender focuses on one aspect of the attack, and thereby turns it around on the attacker. They might retort to the attack, with a biting insult, or just refute one point so well that the attack is ruined, then again they might just react so badly to the attack that they effect the attacker back. The problem with Focus as a defence is that it requires specific cards to work at all.

Rule:

  • Draw a number of cards equal to the number of Hitches Reduced, and add the cards to your Ordeal Pool. Then Play One Card.
  • The card must match exactly one Attack card’s Pips and Suit — Jokers may be Wild. Clubs will Trump with +2 Pips, which means an 8 can be matched by a 6,7, or 8).
  • If they can match an Attack card, then the Attack has been stopped. Discard the matched Attack card and all Attack cards Higher than the Focus card.
  • Attack cards lower than the Focus card are immediately added to the Defender’s Ordeal Pool as “Fight-or-Flight” cards that may be immediately played or prepared without RT or GRT penalties.
  • If no match can be made then Focus has failed. The Defender takes the full effect of the Attack as Focus has been used the Personality Annex cannot now Soak.
🦋

Mode: 🦋

Type: Active Psych

Name: Ignore

Text: Ignoring a Psych attack is a great choice, if you can. However ignoring is an all or nothing defence, fail to ignore the whole attack and you will have ignored nothing at all.

Rule:

  • Draw a number of cards equal to the total number of Hitches Reduced and add them to the Defender’s Ordeal Pool.
  • Play Hitches Reduced number of cards to try and Ignore the Psych Attack.
  • Ignore cards must beat the total Pips of the Attack. Beat the Pips and the Attack is Discarded. Otherwise the Defender takes all the Psych Damage and since they used their Personality Annex to Ignore, they cannot use it to Psych Soak.

Passive-Defences:

🔲

Mode: 🔲

Type: Passive

Name: Prepared Defence

Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.

Rule: Prepared defences must be prepared with Diamonds () or Clubs () as a Suitable Style Reserve and create a Pip Wall that must be worked through.

  • The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs () with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
  • The defence stops all Cards within this range, as long as there are still any Pips left.
  • Each attacking Card removes those Pips from the remaining Pip Score — e.g. If the defence prepared with a A amd 10 is attacked with a J that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
  • Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
  • You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5 (+7), 7(+9) and K (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).

💭

Mode: 💭

Type: Passive Psych

Name: Passive Psych Soak

Text: When someone yells an insult at you, it might sting, or it might not. If you see someone killed in front of you, it might scare you, or may not. You can decide which with a Passive Psych Soak.

Rule:

  • Personality Annex Plays a number of Soak cards equal to number of Hitches Reduced (½ to 4 Cards) from their Ordeal Pool.
  • If any Soak Card exactly matches in Pips and Suit (or Clubs ♣ with +2 Trump bonus) any Attack Card then the Attack Card is discarded and the Defender may Pull and Play a ‘Fight-or-Flight’ Ordeal card. If a Soak card exactly matches the Highest Card of the Attack then the whole Attack is Discarded.
  • If any Psych Soak card is higher in Pips than an Attack card, then those Attack cards are Blocked and Discarded immediately. The Soak card is then kept, but is turned sideways, Stalled. It will be added to the next Psych Attack automatically unless moved by a Defence Glow to a Prepared Defence. A card in this state is considered Stalled.
  • If any Psych Soak card has less Pips than an Attack card (or a Stalled card) then the Attack card is Soaked and immediately Discarded. The Defender takes a copy of the Soak card for each card Blocked. The Attacker may add some of the Penetration Pips to increase the Attack cards Pips at this point.
  • Psych Attacks that begin with more than 3 cards (such as most Tricks) always cause Extreme Emotional responses, rather than Normal emotional responses. All Psych Attacks must affect the Target’s Active Personality Annex (or its Profs). Psych Wounds automatically stack together whenever they can (2 Psych Distracts Wounds automatically become a Psych Flesh Wound).
  • Once the incoming attacks have been dealt with (or not) the Character may now Draw as many cards as they Played earlier to their Ordeal Pool.

Mode:

Name: Energy

Text: Energy attacks are blasts of radiation that are not entirely physical in nature. They might still have a physical impact, but the damage is usually radiation, or electrical burns and sensory overloads.

Active-Defences:

👣

Mode: 👣

Type: Active

Name: Dodge

Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.

Rule:

  • All Physical and Energy Attacks that do not Splash can be dodged fully.
  • Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
  • To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
  • If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3,J has 5 Pips of Penetration, an A cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3 with +5 Pips of Penetration

🛡

Mode: 🛡

Type: Active

Name: Blocking

Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.

Rule:

  • The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
  • Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7 and 4.
  • If any Block Card exactly matches in Pips and Suit (or is a Club ) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7 matches the 7 (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
  • If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7 as damage however.
  • If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4 is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4 now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
  • The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.

Passive-Defences:

🔲

Mode: 🔲

Type: Passive

Name: Prepared Defence

Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.

Rule: Prepared defences must be prepared with Diamonds () or Clubs () as a Suitable Style Reserve and create a Pip Wall that must be worked through.

  • The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs () with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
  • The defence stops all Cards within this range, as long as there are still any Pips left.
  • Each attacking Card removes those Pips from the remaining Pip Score — e.g. If the defence prepared with a A amd 10 is attacked with a J that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
  • Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
  • You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5 (+7), 7(+9) and K (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).

👟

Mode: 👟

Type: Passive

Name: Passive Dodge

Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.

Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.

Mode:

Type: Passive

Name: Soak

Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.

Rule:

  • The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annex’s normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
  • Compare the Soak cards to the Attack cards.
    • Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
      TypeMinimum SoakMaximum Soak
      Facet / “Saving Throw” 510
      Skill 511
      Talent513 (K)
      Power515
      Super-Annex 216+ (any)
      Mud / Clay / Foam810
      Cloth/Wool/Fur Descendant37
      Silk / Padding Descendant28
      Leather Descendant49
      Foam Plastic Descendant38
      Hard Plastic Descendant711 (J)
      Advanced Polymer Descendant3 14
      Chainmail Descendant913 (K)
      Thin Wood Descendant47
      Thick Wood Descendant311 (J)
      Laminated Wood Descendant312
      Turtle Shell Armour711 (J)
      Stone Armour912 (Q)
      Bronze plate Descendant812 (Q)
      Steel plate Descendant614 (A)
      Orichalcum plate Descendant515 (Joker)
      Vibro-field Descendant410
      Power field Descendant12 (Q)15 (Joker)
      Force-field Descendant815 (Joker)
      Toon/Femite Descendant616 (suited Ace)
      Nullite Descendant416 (suited Ace)
      Magickal/Alchemical Enhancement-2 compared to normal+2 compared to normal
    • If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
    • If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
    • If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6 if you play a 2 then both cards are Soaked and 2 × 2 pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
    • Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6 10 and J is soaked by a 7 then you will see the Soak Layer take the J, 10, Stalls the 6 and the 4 on the Soak-Layer, which Discards the 7, then two copies of the 7 also pass on into the next layer of Soak.
  • The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
  • If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
  • The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Character’ Ordeal Pool before you move to the next Soak-Layer.

Mode:

Name: Physical

Text: The simplest forms of wounding are nothing but bashing and cutting physical wounds. Physical attacks are usually performed with weapons (Prop Descendants) or Martial Arts Annexes, which means they can be blocked, parried and so on by another weapon or Martial Art.

Active-Defences:

Mode:

Type: Active

Name: Parry

Text: Deflecting the incoming blade with your own, also works with spears, hammers, maces, vibro-halberd, or magic spells and counter-magics, whatever really, except energy, you can’t Parry lasers or electricity with a sword (blaster bolts on the other hand).

Rule:

  • The Descendant or Annex draws Cards as normal, then plays One (1) card from their Pool.
  • If they can match any attack card in Suit (or Clubs ♣ as Defence Trump) and Pips (including Additional Style and Penetration Pips, or additional Wound / Success Levels, or +2 Pips for Trumps) then the attack has been Parried (Wildcards automatically Parry).
  • What happens next depends upon the suit of the Defending card (see the Suit Parry details)

👣

Mode: 👣

Type: Active

Name: Dodge

Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.

Rule:

  • All Physical and Energy Attacks that do not Splash can be dodged fully.
  • Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
  • To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
  • If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3,J has 5 Pips of Penetration, an A cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3 with +5 Pips of Penetration

🛡

Mode: 🛡

Type: Active

Name: Blocking

Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.

Rule:

  • The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
  • Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7 and 4.
  • If any Block Card exactly matches in Pips and Suit (or is a Club ) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7 matches the 7 (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
  • If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7 as damage however.
  • If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4 is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4 now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
  • The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.

Passive-Defences:

🔲

Mode: 🔲

Type: Passive

Name: Prepared Defence

Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.

Rule: Prepared defences must be prepared with Diamonds () or Clubs () as a Suitable Style Reserve and create a Pip Wall that must be worked through.

  • The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs () with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
  • The defence stops all Cards within this range, as long as there are still any Pips left.
  • Each attacking Card removes those Pips from the remaining Pip Score — e.g. If the defence prepared with a A amd 10 is attacked with a J that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
  • Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
  • You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5 (+7), 7(+9) and K (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).

👟

Mode: 👟

Type: Passive

Name: Passive Dodge

Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.

Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.

Mode:

Type: Passive

Name: Soak

Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.

Rule:

  • The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annex’s normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
  • Compare the Soak cards to the Attack cards.
    • Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
      TypeMinimum SoakMaximum Soak
      Facet / “Saving Throw” 510
      Skill 511
      Talent513 (K)
      Power515
      Super-Annex 216+ (any)
      Mud / Clay / Foam810
      Cloth/Wool/Fur Descendant37
      Silk / Padding Descendant28
      Leather Descendant49
      Foam Plastic Descendant38
      Hard Plastic Descendant711 (J)
      Advanced Polymer Descendant3 14
      Chainmail Descendant913 (K)
      Thin Wood Descendant47
      Thick Wood Descendant311 (J)
      Laminated Wood Descendant312
      Turtle Shell Armour711 (J)
      Stone Armour912 (Q)
      Bronze plate Descendant812 (Q)
      Steel plate Descendant614 (A)
      Orichalcum plate Descendant515 (Joker)
      Vibro-field Descendant410
      Power field Descendant12 (Q)15 (Joker)
      Force-field Descendant815 (Joker)
      Toon/Femite Descendant616 (suited Ace)
      Nullite Descendant416 (suited Ace)
      Magickal/Alchemical Enhancement-2 compared to normal+2 compared to normal
    • If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
    • If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
    • If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6 if you play a 2 then both cards are Soaked and 2 × 2 pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
    • Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6 10 and J is soaked by a 7 then you will see the Soak Layer take the J, 10, Stalls the 6 and the 4 on the Soak-Layer, which Discards the 7, then two copies of the 7 also pass on into the next layer of Soak.
  • The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
  • If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
  • The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Character’ Ordeal Pool before you move to the next Soak-Layer.

Mode:

Name: Magic

Text: Magic may just be technology we don’t understand, or it can be a mysterious force unknowable and frightening to the common man. Magic can parry magic, and so sometimes can silver or cold iron, it depends on the magic. Magic attacks are rarely dodgeable (and the few that are are usually actually spells that perform energy attacks), and usually ignore Range, but instead must pierce the target’s Liberty or Wyrd Score (-4 Pips as standard).

Active-Defences:

Mode:

Type: Active

Name: Parry

Text: Deflecting the incoming blade with your own, also works with spears, hammers, maces, vibro-halberd, or magic spells and counter-magics, whatever really, except energy, you can’t Parry lasers or electricity with a sword (blaster bolts on the other hand).

Rule:

  • The Descendant or Annex draws Cards as normal, then plays One (1) card from their Pool.
  • If they can match any attack card in Suit (or Clubs ♣ as Defence Trump) and Pips (including Additional Style and Penetration Pips, or additional Wound / Success Levels, or +2 Pips for Trumps) then the attack has been Parried (Wildcards automatically Parry).
  • What happens next depends upon the suit of the Defending card (see the Suit Parry details)

🛡

Mode: 🛡

Type: Active

Name: Blocking

Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.

Rule:

  • The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
  • Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7 and 4.
  • If any Block Card exactly matches in Pips and Suit (or is a Club ) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7 matches the 7 (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
  • If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7 as damage however.
  • If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4 is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4 now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
  • The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.

Passive-Defences:

🔲

Mode: 🔲

Type: Passive

Name: Prepared Defence

Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.

Rule: Prepared defences must be prepared with Diamonds () or Clubs () as a Suitable Style Reserve and create a Pip Wall that must be worked through.

  • The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs () with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
  • The defence stops all Cards within this range, as long as there are still any Pips left.
  • Each attacking Card removes those Pips from the remaining Pip Score — e.g. If the defence prepared with a A amd 10 is attacked with a J that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
  • Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
  • You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5 (+7), 7(+9) and K (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).

👟

Mode: 👟

Type: Passive

Name: Passive Dodge

Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.

Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.

Mode:

Type: Passive

Name: Soak

Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.

Rule:

  • The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annex’s normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
  • Compare the Soak cards to the Attack cards.
    • Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
      TypeMinimum SoakMaximum Soak
      Facet / “Saving Throw” 510
      Skill 511
      Talent513 (K)
      Power515
      Super-Annex 216+ (any)
      Mud / Clay / Foam810
      Cloth/Wool/Fur Descendant37
      Silk / Padding Descendant28
      Leather Descendant49
      Foam Plastic Descendant38
      Hard Plastic Descendant711 (J)
      Advanced Polymer Descendant3 14
      Chainmail Descendant913 (K)
      Thin Wood Descendant47
      Thick Wood Descendant311 (J)
      Laminated Wood Descendant312
      Turtle Shell Armour711 (J)
      Stone Armour912 (Q)
      Bronze plate Descendant812 (Q)
      Steel plate Descendant614 (A)
      Orichalcum plate Descendant515 (Joker)
      Vibro-field Descendant410
      Power field Descendant12 (Q)15 (Joker)
      Force-field Descendant815 (Joker)
      Toon/Femite Descendant616 (suited Ace)
      Nullite Descendant416 (suited Ace)
      Magickal/Alchemical Enhancement-2 compared to normal+2 compared to normal
    • If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
    • If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
    • If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6 if you play a 2 then both cards are Soaked and 2 × 2 pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
    • Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6 10 and J is soaked by a 7 then you will see the Soak Layer take the J, 10, Stalls the 6 and the 4 on the Soak-Layer, which Discards the 7, then two copies of the 7 also pass on into the next layer of Soak.
  • The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
  • If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
  • The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Character’ Ordeal Pool before you move to the next Soak-Layer.

😱

Mode: 😱

Name: Shocking

Text: Shocking Attacks cause the Defender to pause for some reason (fright, laughter, stunning damage, or whatever) if any Wound actually makes it to the Character

Rules: Each attack that Wounds automatically causes Stress equal to the Wound Pips to the Target. If the Wound is greater than a Flesh Wound this also automatically creates 1 Shock on the Defender (see Rules for Stress, Strain and Shock) which will usually result in a GRT penalty, but can create Traumas in extreme cases.

Mode:

Name: Festering

Text: Some Wounds are more difficult to heal and regenerate than others. Maybe it’s a poison, or venom on the attack, magic, or a practically guaranteed infection from bacteria, sometimes its just that insult that gets under your skin…

Rules: All Wounds Fester Automatically (restricting how the Wound can be treated and healed).

)
Toxin attacks are any attack where the body is poisoned, rather than a direct physical assault being the major factor. They might be Psych (Toxic emotions), Energy (Radiation Poisoning), Physical (A bee sting), or Magical, but are Shocking and Fester.

Core: BarberThe character can move a Wound from one Character (or Descendant) to another for a cost equal to half the Pips in Chi. The transferred Wound may be Soaked as normal, but cannot be Parried or Blocked.

Critical: Bane K♠A Bane Critical is especially deadly. Banes are always treated as Extreme Stakes, and even then raise the limits of the Cards played by one. All Bane wounds automatically Fester.

Descendants: NastyMiasma Descendants are called nasty, they may be poisonous, toxic, or noxious, foul-smelling or looking. Or they can simply be dangerous, unhealthy, or destructive. Weapons that are particularly vicious-looking, poisoned or potentially dangerous to the user may be Nasty Descendants.

Edge: ContagiousA Contagious Edge has a chance to infect the Target of the Annex or Descendant with a contagious affect, which will go on to infect others. The chance of Contagion is based on the User’s Miasma Die beating the Target’s Phoenix Score (which may be rolled), if they are affected by the Annex (or Descendant). Additionally, if the Annex or Character manages to Stress the target some how, each Stress gained will add +1 to the roll; if the Annex (or Descendant) Wounds a Character then the Contagious Effect may add the Pips of the Wound to its roll, this is doubled if the Wound Festers. The Contagious effect will take Annex Boon as Chi Limit Duration (Boon 32 Would take 2 Days) to appear during which it may be cured and cancelled by Healing, Medicine, etc. beating the Contagion Score Doubled. The infection may then attempt to infect another, by using that Character’s Miasma.

Emotion Negative:

  • Sadness — A sense of unhappiness or mild sorrow.
  • Sorrow— An overwhelming sense of sadness and loss.
  • Despair — A sense of paralysis that extends from a feeling that nothing you can do will change anything.

Emotion Positive:

  • Bemusement — A feeling of confusion that usually stems from missing information.
  • Giddiness —A feeling of excited confusion that results in scatterbrained impulsiveness.
  • Silliness —A feeling of excited, often hysterical or drunken, confusion that results in ludicrous folly.

Failure: Foul ConditionFoul Condition Failures are quite varied. A Foul Condition Failure in combat might mean an infected wound, or a weapon being trapped by armour (a fouled blade), food and drink may be contaminated or rotten, Descendants and Characters may become dirty, corrupted or contaminated. Infections, corruption, hallucinations, poisoning, fevers, colds, fevers, drunkenness, dizziness, terrible tastes and smells can result result from a Foul Condition failure. Foul Condition Failures can cause a Character to Gain Stress, Strains, or even Shock as well.

Fumble: Nasty 2♠A Nasty Fumble causes you to hurt yourself. Usually you take the Attack yourself, although they may still splash, this attack to yourself draws and adds one card, and will usually Fester.

Glow: ContagiousA Contagious Glow infects every Target that the Annex or Descendant affects, causing the effect to spread as they in turn infect others. The Contagious effect takes hold over a period of time equal to the User’s Miasma Boon as a Yarn Limit Duration, and the Annex Die replaces the Miasma Die of the Character of the Edge, again plus any Wound Pips (doubled if the Wound Festered).

Gnarl: NoxiousThe 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.

Herald: StinkThe Herald of Miasma always stinks. Miasma smells bad and proceeds its appearance. Whether it is the stench of a sewer, the clinging reek of rotting, or the sour, tang of smog and pollution, you’ll always smell it before you see it.

Hitch: CorruptedThe 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”.

  • Quirk — A Corrupted Quirk indicates a Character or Descendant who has been exposed to corruption (diseases, criminal behaviour, perversions) in the past, they may have been offered a bribe, drugs, stolen goods, or hedonistic acts. The funny thing about Corrupted Quirks is that you don’t have to have accepted, just not rejected the offer. Corrupted Quirk Triggers are often specific and quite restricted in scope, “Was offered a bribe”, “Associates with drug-users”, “Family members infected” might qualify.
  • Flaw — A Corrupted Flaw indicates a Character or Descendant who has actively participated in acts of corruption, they have taken bribes, enagaged in crimes, become infected, addicted, or empowered. This is always a case of one bad apple will ruin the whole barrel, as the corrupted Hitch will try to spread. Corrupted Flaw Triggers include, “Temptation”, “Provocation”, “Seduction” and others.
  • Woe — A Corrupted Woe indicates a Character or Descendant that suffers greatly for their corrupted nature, although often they are so corrupted or sick they cannot see their own suffering in this way. These are Descendants that are toxic cocktails of drugs, plagues, or virus-ridden laptops from a bygone era, and Characters who are monsters, raised for generations in families and villages of monsters, without any idea of what normal behaviour looks like, so corrupted by power, money, or experiences that they cannot remember how innocence felt. Triggers for Corrupted Woes are exceptionally broad, including “Knowledge”, “Treachery”, “Blame”, “Opportunity” and “Experience”.

Hurdle: AfflictionThe hurdle of Miasma is affliction, usually an illness, disease, or sickness, although you can be afflicted by poison, or a curse too (sometimes these are represented by a penalty to rolls, Wounds or even as a Hitch). Everything is worse when you are feeling under the weather, and affliction can range from a mildly distracting rashes to fatal dooms. Affliction can complicate any, and every, situation, but usually in the case of hurdles in Quests, Ordeals or Tests, this is a mild sickness, rarely life threatening, although situations like food-poisoning, or snake-bites can be very dramatic and occasionally fatal but are usually over quickly if not.

Incarna: Poison/PotionWhether you wish to create some deadly Iocaine powder, or an invisibility serum, develop nerve gas, an anabolic steroid, mutagenic compound or play a character who has ingested so much toxin that their touch has become deadly, fell in a magic potion as a baby, was dipped in a river of Hades as a child, has been permanently altered by drugs or chemicals, or was created with a super-soldier serum, you want the Miasma Incarna.

Location: FouledFouled Locations may be found everywhere. From sewers and pools of stagnant water, to polluted landfills and dumps, litter-strewn back alleys, run down housing estates, crumbling slum residences, and chemically polluted lands and waters. Corruption can be physical, or spiritual, and perhaps the ultimate in Fouled locations would be a swamp, polluted by chemicals, and slowly converted into Dark Territory by the beliefs of those that live nearby, and believe that a Fouled Psychosocial Space is not only possible, but surprisingly common.

Lore: BlotA Blot Lore tells us something that went wrong for the character, whether it is just a minor spot on their permanent record, a few lines in a blog that points a finger of blame at them, or some disgrace or shame that they have suffered in the past. Blots tell us that our heroes are not perfect, and that even diabolical villains occasionally make mistakes.

Monster: MutantThe monster is a mutant or chimerical creature made from parts of others. This monster type is the oldest perhaps, you’ll find examples throughout the ancient world, particularly in Greek myth.

  • The Mutant will often be larger, and may be malformed or unsymmetrical, with unexpected numbers of limbs, eyes, horns, or even heads. Mutants may blend multiple animals together to create a new creature that combines features of all the “parent” creatures, preserving the best of all species.
  • Mutant Monsters Draw cards to the Monster Pool every time they accomplish a specified goal, such as eating a human, consuming a soul, capturing a criminal, bathing in radiation, or just growing a year older, etc.
  • The Monster Pool Bonus can be used to add to Actions that mimic the abilities of the Mutants “parent” creatures, such as a spider’s ability to climb, or an eagle’s ability to fly. Mutant Monster Pool Bonus can also be used to alter the Size Annex Boon for the Monster, with the Monster physically growing or shrinking as they grow their Monster Pool.
  • Mutants must Play cards from their Monster Pool whenever they interact with normal people.
1950s B-movie monsters are often of this type, giant ants, lizards, spiders, wasps, and even rabbits have been used. Classically of course, Cyclopses, Centaurs, Minotaurs, Satyrs, Gryphons (or Griffins), Hippogriffs, Dragons, Sphinxes, Manticores and of course the Chimera itself are all examples. You can also find examples in superheroes, especially those created by radioactive arachnids, or those with an X-gene.

Narration Technique: PasticheYarn-Tellers can use their narration to evoke the style of something else, often in the form of many magpied pieces. Perhaps they draw attention to an event by relaying the information in the form of a news bulletin, or they may invoke the style of speech of a favourite television show character, inserting them into the world as though this Character is some Alt of the original. Pastiche can be used to help mimic the thematic elements and tropes of particular genres, for example, Spatial-folding, Warp Drive, Hyperspace, and Warpspace are all FTL technologies, but each anchors the audience to particular universes.

Narrative Moment: InsomniaWhen a Character can not sleep there is usually something stressing them out. This is a great Character moment for showing what a Character worries or thinks about. Are they plagued by a Lament, or is there a Destiny event building (events that a Character knows are coming, such as a wedding day or exams), or are they being supernaturally disturbed by some Curse or Demon? Insomnia events are also used to ruin restful Wefts and maintain Tension.

Nimbed: FesteringThe Nimbed of Miasma is festering, festering is a powerful, contagious and transformative effect that can alter how an Annex works fundamentally. The first Festering Proficiency added to an Annex makes all Festering wounds and Untreated Wounds equivalent in Difficulty for the Annex. This means all wounds created by the Annex will Fester as soon as they are no longer Fresh, but conversely they are the same Difficulty to treat with this Annex also. The second and third Festering Proficiencies add the Contagious Edge and Glow to the Annex. Each additional Festering Proficiency after that adds a Transformative Success.

Ordeal: RepugnantRepugnant Ordeals involve dealing with unpleasant situations, such as, “Bribery and Corruption”, “Infections, Plagues and Diseases”, “Being Puked On”, “Wading through Sewage”, and “Bring Out Your Dead”

Persona: Catalyst

Motivation: Catalysts are agents of change, whatever they engage in they tear down the old, and bring in the new. Some Catalysts are advocates for change, protesting peacefully with hope, other Catalysts are cynical radicals, who believe sometimes things have to start, or finish, with a bang.

Avoid: Apologies are the bane of the Catalyst’s existence, apologies mean admitting you were wrong, and no Catalyst likes to believe that for a moment. Catalysts Gain Stress when they apologise or admit they were wrong.

Shadow: The Shadow of the Catalyst feeds on destruction, and if the changes the Catalyst is making don’t destroy enough then the Shadow will create more destruction. Catalysts can be pushed to become, vandals, destroying for its own sake, or the Catalyst may find that their friendships, reputations, careers, families or communities are destroyed to feed their Shadow.

Gain Chi: Gain Chi whenever your actions provoke a reaction (outrage, indignation, offence, retaliation, or change of tactics) in another.

Ordeal Gain Chi when anyone plays any card that successfully Wounds anyone, or anything, except you and your Descendants.

Psychosocial Location: SicknessSicknesses are ailments of the Psychosocial States, whether created by degenerative disease, neural damage, mental abuse, telepathy, demonic possession, drug abuse or a number of other sources. They can connect (or intersect) other Psychosocial States when the sickness affects them. Sicknesses can reflect the traumas that create them, or they can express in weird ways, such as bad habits. Typically a Character who enters an Sickness State will exhibit signs of the sickness, a Depression sickness for example will cause a Character to appear low, sad, down and they may have trouble accessing their humour or normal Temperament emotions.

Quest: Sabotage / Poison / CorruptMiasma Quests may ask you to poison a well or an individual, sabotage an experimental war-machine or a rival product, or corrupt an innocent free-lance reporter.

Question: ImpossibleMiasma asks impossible questions, that cannot be answered correctly. Examples might include “What was before the Big Bang?”, “Do we have free will?”, “If you punch yourself and it hurts are you weak or strong?” or “If you are trying to fail and succeeded did you succeed or not?”

Resolved Hitch: TransformationThe resolution of a Corrupted Hitch is a transformation, whether a Character or Descendant is permanently transfigured, or whether they keep changing from then on. +1 Success Level to any action to do with changing, shifting, transformation, improving or cleaning-up.

Rule: UnderworldsThe Rule of Underworlds dictates that in any society there are various insider sub-groups, outsiders, outcasts, and those who live on the fringes, in any world, there are underworlds. When a society makes a rule that makes something criminal, there will immediately be outlaws who begin trading whatever that thing was. Even a lowly peasant village will have at least one poacher, day-dreaming potential-mage, or a short-changing innkeeper. Underworlds need not be criminal in nature, although they often are, political, musical and art movements and social changes often grow slowly in an Underworld scene somewhere before they burst upon the world at large. In Fantasy and Science-Fiction, Underworlds can be literal, with cyclopean chasms and caves cutting through the ancient bedrock, or metaphorical spaces such as the various Cyberspaces, Matrices, Spirit-worlds, Godholms, and Hells.

Style: FoulThe Foul Style is favoured by low-lives, scum and villains, it is the Style of the dirty trick, sand thrown at the eyes, the poisoned blade and the insult added to the injury. The Foul Style cannot be used to Create, Defend, Fix, or Heal in any way. Cards played into the Foul Reserve add twice their Pips to the Foul Reserve and are immediately Discarded. Foul Pips may be added to any Action intended to cause injury, insult or harm. Foul Pips can alter the Attack Modes of an attack, adding one of Splash, Shocking, Penetrates, Damage, Waning or Festering to any attack.

Success: TransformativeTransformative Successes are able to change details, objects, actions and targets in different ways. For example, a single Transformation Success could age or de-age a Character a little, make them more beautiful, slimmer, more toned, or a touch uglier than normal. Each Transformative Success is the equivalent of 1 Yarn in terms of the Sway Changes that can be performed to a Target. Uses might include altering the type of an attack. Three or more Transformation Successes can also be used to access Bulmäs Lea cards with Ordeal cards as magical transformations, which may make the Target into an animal, or target a limb for transformation, as the Yarn-Teller decides. Often in Low-Power situations Transformation Successes have a limited Duration based on their Yarn equivalence (treated as an Extend Duration 1 Transformation Success will last at most a moment, 5 would last a weekend), although High-Powered Transformation Successes are usually permanent, or limited to a Year and a Day.

Sway: TaintMiasma Sway is also sometimes called Taint. Taint can be spent on actions that try to corrupt, infect, poison (including envenoming), transform, or blight. Bold Taint automatically add Strains to any Character targeted by the Action, the total number of Taints spent Reduced equals the number of Strains summoned, so 5 Taint creates 2 Strains.

Tangle: FalloutThe Tangle of Miasma are fallout, by-products and side effects, it is not that things go wrong, exactly, its just that there are always secondary issues resulting from the Annex’s use. The total number of Umbral Proficiencies will add a side-effect (usually the Facet Scores are added and treated as a Chi effect e.g. Trial Boon 13 Umbral would create an effect with 4 Plays perhaps creating a Distract Wound, Changing the Stakes, allowing the enemy to Draw or Play a card, or Cancelling an Ally’s Action), the total Nimbed Proficiencies creates a by-product of the Proficiency’s Incarna (e.g. Gossamer could produce a toxic or foul-smelling gas by-product such as carbon-dioxide or hydrogen-sulphide, Trial would create metal, perhaps in the form of a heavy or even radioactive metal (or just shell casings), and Inertia could corrupt time near the user). Wounds caused by fallout usually Fester although the ones created by the Annex do not by default.

Test: Corrupting / Decaying / Destruction / Poisoning / Polluting / Rotting / TransformationMiasma tests are usually about corruption and decay, build up of toxins, damage and destruction.

Tone: EeriePreying on primal fears, the creeping dread of the unknown that lurks in the dark, monsters, killers, ghosts and things that go bump in the night, the Eerie Tone is all about unease, tension and scaring the characters (and maybe the players or readers a little). Eerie stories and Scenes exist in a liminal space between dark tales and fantasy, that emphasise emotional states as well as unusual characters and situations. If an Eerie Tone has High Stakes then we are almost always in a Horror Genre.

Turn: Surprise CorpseWe’ve all read, or seen, a scene where someone stumbles upon a dead body, or a piece of one, often a skull to make it obvious that they are dead. Occasionally a Surprise Corpse will be a walking, or more likely lurching, but just as often it will be an animal corpse at the edge of a farm. The Turn indicates a new danger, perhaps a predatory animal stalks the party, or a human killer is now removing witnesses and nosy detectives, or that hell is full, or at least overbooked, which should change the direction of the Plot.

Twisted: ContagionThe Character and their Twists are contagious, whenever the Character gains a Twist a random nearby Character or Descendant (including the Location they are in) also gains a Twist. These Twists build up in the Character until there are enough to purchase a Woe, when a Goblin, Demon or Demon-Lord will be created. However, all Characters with Twists are Twisted by each point until the limit is reached (usually 2 or 3).

Umbral: FoulThe Umbral of Miasma is foul, it brings bad smells, nastiness and general unpleasantness to the Annex. The first Umbral Miasma Proficiency requires the User must have a specificied Hitch (Creator’s or Referee’s choice) of Boon equal to at least the total Umbral Miasma Score, or the Annex will not activate. Two or more Umbral Miasma Proficiencies means that the Annex can only be used for negative effects or you add a Fouled Condition Failure level for each one.

N

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).

Facet Name: Nature

Description: Nature is the Yin Facet of the receptive and nurturing mother of us all. Passive growth, fertility and flesh are all aspects of this Facet. Nature governs all things native, and genuine unlike the artifice of its opposite Craft.

Action: EatingThe Action of nature is eating, not just biting but also the finding of food and water.

Annex Channel: Living Annexes that channel through Nature use verbs like: Bite / Birth / Bleed / Breathe / Bruise / Chew / Claw / Cultivate / Eat / Gash / Gather / Gouge / Grow / Hunt / Live / Mature / Nicked / Nourish / Raise / Scar / Scrape / Survive / Sustain

Annex Root: Natural Annexes rooted in Nature, or Descendants or Characters that use them are described as: Animal / Biological / Bloody / Bodily / Bony / Dying / Elemental / Environmental / Glandular / Instinctive / Meaty / Mortal / Muscled / Naked / Natural / Organic / Primitive / Raw / Sanguine / Savage / Scarred / Zoological

Attack: Gouge (

Mode:

Name: Physical

Text: The simplest forms of wounding are nothing but bashing and cutting physical wounds. Physical attacks are usually performed with weapons (Prop Descendants) or Martial Arts Annexes, which means they can be blocked, parried and so on by another weapon or Martial Art.

Active-Defences:

Mode:

Type: Active

Name: Parry

Text: Deflecting the incoming blade with your own, also works with spears, hammers, maces, vibro-halberd, or magic spells and counter-magics, whatever really, except energy, you can’t Parry lasers or electricity with a sword (blaster bolts on the other hand).

Rule:

  • The Descendant or Annex draws Cards as normal, then plays One (1) card from their Pool.
  • If they can match any attack card in Suit (or Clubs ♣ as Defence Trump) and Pips (including Additional Style and Penetration Pips, or additional Wound / Success Levels, or +2 Pips for Trumps) then the attack has been Parried (Wildcards automatically Parry).
  • What happens next depends upon the suit of the Defending card (see the Suit Parry details)

👣

Mode: 👣

Type: Active

Name: Dodge

Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.

Rule:

  • All Physical and Energy Attacks that do not Splash can be dodged fully.
  • Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
  • To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
  • If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3,J has 5 Pips of Penetration, an A cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3 with +5 Pips of Penetration

🛡

Mode: 🛡

Type: Active

Name: Blocking

Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.

Rule:

  • The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
  • Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7 and 4.
  • If any Block Card exactly matches in Pips and Suit (or is a Club ) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7 matches the 7 (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
  • If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7 as damage however.
  • If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4 is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4 now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
  • The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.

Passive-Defences:

🔲

Mode: 🔲

Type: Passive

Name: Prepared Defence

Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.

Rule: Prepared defences must be prepared with Diamonds () or Clubs () as a Suitable Style Reserve and create a Pip Wall that must be worked through.

  • The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs () with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
  • The defence stops all Cards within this range, as long as there are still any Pips left.
  • Each attacking Card removes those Pips from the remaining Pip Score — e.g. If the defence prepared with a A amd 10 is attacked with a J that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
  • Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
  • You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5 (+7), 7(+9) and K (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).

👟

Mode: 👟

Type: Passive

Name: Passive Dodge

Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.

Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.

Mode:

Type: Passive

Name: Soak

Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.

Rule:

  • The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annex’s normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
  • Compare the Soak cards to the Attack cards.
    • Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
      TypeMinimum SoakMaximum Soak
      Facet / “Saving Throw” 510
      Skill 511
      Talent513 (K)
      Power515
      Super-Annex 216+ (any)
      Mud / Clay / Foam810
      Cloth/Wool/Fur Descendant37
      Silk / Padding Descendant28
      Leather Descendant49
      Foam Plastic Descendant38
      Hard Plastic Descendant711 (J)
      Advanced Polymer Descendant3 14
      Chainmail Descendant913 (K)
      Thin Wood Descendant47
      Thick Wood Descendant311 (J)
      Laminated Wood Descendant312
      Turtle Shell Armour711 (J)
      Stone Armour912 (Q)
      Bronze plate Descendant812 (Q)
      Steel plate Descendant614 (A)
      Orichalcum plate Descendant515 (Joker)
      Vibro-field Descendant410
      Power field Descendant12 (Q)15 (Joker)
      Force-field Descendant815 (Joker)
      Toon/Femite Descendant616 (suited Ace)
      Nullite Descendant416 (suited Ace)
      Magickal/Alchemical Enhancement-2 compared to normal+2 compared to normal
    • If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
    • If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
    • If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6 if you play a 2 then both cards are Soaked and 2 × 2 pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
    • Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6 10 and J is soaked by a 7 then you will see the Soak Layer take the J, 10, Stalls the 6 and the 4 on the Soak-Layer, which Discards the 7, then two copies of the 7 also pass on into the next layer of Soak.
  • The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
  • If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
  • The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Character’ Ordeal Pool before you move to the next Soak-Layer.

💰

Mode: 💰

Name: Resource

Text: Damage is intended to be paid by a specific Facet Sway. The damage may be soaked or dodged by appropriate defences, but are rare for Characters not focused on the Resource. Wounds are usually taken in a specific targeted Facet Sway (often Wealth, Health, or Support) or Yarn as Pips, with any excess taken as Yarn, so a 23 Pip Economic attack will cost the Target 23 Wealth or Yarn if they had no Wealth, if they had 13 Wealth, it would cost them that and 10 Yarn. It should be noted that Yarn is taken as Chi from the total that a Character has (e.g. a Character with 66 Chi losing 10 Yarn would have only 8 Chi left, but a Character with 45 Chi would lose everything). Resource Attacks may also Maim, Cripple or “Destroy” suitable Descendants and can create Hitches, (such as Lacking, Binding, etc.) if the target does not have enough of the targeted Facet Sway / Chi.

Active-Defences:

👣

Mode: 👣

Type: Active

Name: Dodge

Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.

Rule:

  • All Physical and Energy Attacks that do not Splash can be dodged fully.
  • Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
  • To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
  • If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3,J has 5 Pips of Penetration, an A cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3 with +5 Pips of Penetration

🛡

Mode: 🛡

Type: Active

Name: Blocking

Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.

Rule:

  • The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
  • Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7 and 4.
  • If any Block Card exactly matches in Pips and Suit (or is a Club ) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7 matches the 7 (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
  • If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7 as damage however.
  • If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4 is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4 now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
  • The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.

Passive-Defences:

🔲

Mode: 🔲

Type: Passive

Name: Prepared Defence

Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.

Rule: Prepared defences must be prepared with Diamonds () or Clubs () as a Suitable Style Reserve and create a Pip Wall that must be worked through.

  • The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs () with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
  • The defence stops all Cards within this range, as long as there are still any Pips left.
  • Each attacking Card removes those Pips from the remaining Pip Score — e.g. If the defence prepared with a A amd 10 is attacked with a J that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
  • Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
  • You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5 (+7), 7(+9) and K (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).

👟

Mode: 👟

Type: Passive

Name: Passive Dodge

Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.

Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.

Mode:

Type: Passive

Name: Soak

Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.

Rule:

  • The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annex’s normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
  • Compare the Soak cards to the Attack cards.
    • Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
      TypeMinimum SoakMaximum Soak
      Facet / “Saving Throw” 510
      Skill 511
      Talent513 (K)
      Power515
      Super-Annex 216+ (any)
      Mud / Clay / Foam810
      Cloth/Wool/Fur Descendant37
      Silk / Padding Descendant28
      Leather Descendant49
      Foam Plastic Descendant38
      Hard Plastic Descendant711 (J)
      Advanced Polymer Descendant3 14
      Chainmail Descendant913 (K)
      Thin Wood Descendant47
      Thick Wood Descendant311 (J)
      Laminated Wood Descendant312
      Turtle Shell Armour711 (J)
      Stone Armour912 (Q)
      Bronze plate Descendant812 (Q)
      Steel plate Descendant614 (A)
      Orichalcum plate Descendant515 (Joker)
      Vibro-field Descendant410
      Power field Descendant12 (Q)15 (Joker)
      Force-field Descendant815 (Joker)
      Toon/Femite Descendant616 (suited Ace)
      Nullite Descendant416 (suited Ace)
      Magickal/Alchemical Enhancement-2 compared to normal+2 compared to normal
    • If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
    • If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
    • If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6 if you play a 2 then both cards are Soaked and 2 × 2 pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
    • Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6 10 and J is soaked by a 7 then you will see the Soak Layer take the J, 10, Stalls the 6 and the 4 on the Soak-Layer, which Discards the 7, then two copies of the 7 also pass on into the next layer of Soak.
  • The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
  • If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
  • The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Character’ Ordeal Pool before you move to the next Soak-Layer.

🔫

Mode: 🔫

Name: Normal

Text: The Standard against which other Attacks are measured. Everything is standard, no weird rules.

Rules: No Special Rules. Normal Attacks obey the normal rules for Reach and Range additional Targets cost +3 Pips per Target.

Mode:

Name: Festering

Text: Some Wounds are more difficult to heal and regenerate than others. Maybe it’s a poison, or venom on the attack, magic, or a practically guaranteed infection from bacteria, sometimes its just that insult that gets under your skin…

Rules: All Wounds Fester Automatically (restricting how the Wound can be treated and healed).

)
Gouge attacks represent removing a scoop of the target, the standard gouge attack is a bite or an eye gouge. Gouging can only be Physical or Economic, and is normal, but festering Damage.

Core: MasterThe character has one chosen environment in which they automatically gain one level of success.

Critical: Bloody 8♥A Bloody Critical can only technically be performed on flesh Incarna, but anything with blood to spill will do. Bloody Criticals add an Extra card of Normal (or Economic damage to Health) to an action and also adds the shocking 😱 damage type to any attack. Any Bloody Wounds created automatically Fester.

Descendants: NaturalNatural Descendants are not just around us, they are us, bloodlines, species, genetics, all are different ways of discussing our nature. Animals have natural weapons, horns, teeth, claws, quills, stingers, fangs, etc. that could all be Natural Descendants. We can adapt natural Descendants, growing hedges, raising livestock, using wooden, stone or animal part tools, at least until they are knapped, carved, artificed or crafted.

Edge: LivingA Living Edge means the Annex’s effects are motile and responsive and will actively resist attempts to “dispel” it. Add Nature Score to difficulty to dispel or Heal as inanimate objects dodge and wounds bite back. Living Descendants can naturally regenerate and may be able to move on their own, depending upon the Yarn-Teller and Plots.

Emotion Negative:

  • Inclination — A feeling that you might want to have or do something.
  • Desire— A strong feeling that you want to have or do something.
  • Hunger — An overwhelming feeling that you must have or do something.

Emotion Positive:

  • Comfort — A pleasant relaxed feeling.
  • Relief —A pleasant relaxed feeling that you get when something bad doesn’t happen or ends.
  • Delight —A feeling of great pleasure and relaxation.

Failure: Natural ConditionThe Natural Condition failure is a condition that effects the Character as a result of their action. These conditions include things like, cold, tired, hungry, thirsty, sick, etc, can result from a Natural Condition Failure.

Fumble: Wild 7♥A Wild Fumble means that the Character has lost control of their action, regardless of what they were planning they should roll a d6.

RollResult
1-3Attack: roll 1d4:
  1. An Opponent
  2. A Descendant e.g. Your own Sword
  3. An Ally
  4. Yourself
4Prepare all the cards to use later
5Move in a random direction (d12 clock face / 1d8 compass points / 1d4 cardinal directions) at speed: roll 1d6
  1. Flight/Leap
  2. Sprint
  3. Run
  4. March
  5. Walk
  6. Crawl
6Special Roll
  1. Heal a random target
  2. Scrutinize random target
  3. Hide from a random Target
  4. Card Pips are converted to Chi and given to random Target
  5. Shout random word
  6. Attack random Target
Yarn-Tellers and Referees are welcome to adjust the table for specific games.

Glow: LivingThe Annex’s effects are motile and responsive and will actively resist attempts to “dispel” it. Add Nature Boon to difficulty to dispel or Heal as inanimate objects dodge and wounds bite back. Living Glow Descendants are effectively Ally Extras, they may be animals, or Characters depending upon their intelligence and other Edges the descendant may have.

Gnarl: InstinctThe 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.

Herald: SignsThe Herald of Nature are signs, traditionally of course signs of life include tracks, scat, recent corpses, sounds of living creatures such as bird song, the drones of insects or at least the calls of gulls, and little movements, just out of sight.

Hitch: ScarsTime 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 Character’s 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”.

  • Quirk — A Scars Quirk is a war story, an old injury, or a reminder of surgery. It might be a small nick in an eyebrow, a pierced ear, a marred area of skin hidden from view normally. Most people would not even notice the Scar unless it was pointed out to them. Quirk Scar Triggers are often the actual body parts that have been scarred, “Left Forearm”, “Right Index Finger”, “Left-Ear”, “Frontal Lobe”, “Right Shoulder” etc.
  • Flaw — A Scars Flaw indicates a Scar that profoundly effects the Character. These include long facial scars, almost all burns, facial tattoos (and large amounts of facial piercings). Scarred joints may bend less, scarred limbs may not be as strong as they once were. These Scars indicate a serious previous damage and injury that has on going issues for the Character or Descendant. Scar Flaw Triggers can include actions that are impacted by the Scar, such as “Bending Limbs”, “Social Interactions”, “Expressing Happiness”, “Straightening Arm”, etc as well as adjectives that describe the scar, such as “Long”, “Big”, “Nasty”, “Cruel”, etc
  • Woe — A Scars Woe indicates previous injuries and damage so bad that the Character or Descendant can never truly recover from them. Missing bodyparts, weeping sores, necrotic tissue, nervous damage, these are the only ways to describe Scar Woes, unless we perhaps include demonic facial tattoos that were received when drunk. Scar Woe Triggers often describe the extent of the scar and include “Missing”, “Lost”, “Weakened”, “Seeping”, “Infected”, “Wasting”, “To the bone”, etc.

Hurdle: OverspecialisationThe hurdle of Nature is overspecialisation, nature specialises animals to fill certain niches, however changes in the environment can leave a species ill-adapted or overspecialised, and unable to take advantage of more abundant foodstuffs. Overspecialisation when applied to Tests, Ordeals and Quests can mean the situation seems to require a complex and expensive technological solution, when perhaps a more generic approach may be better.

Incarna: FleshThis is the most commonly selected Incarna, it is the Incarna of most people and most animals, nine times out of ten your character could have a Nature and the Flesh (Blood and Bone included) Incarna.

Location: RusticRustic Locations are usually far from civilization, but they might be verdant parks, or overgrown gardens left to go wild, the rustic begins in the surrounding, cultivated farmland, and grows further out in the boon-docks and mining towns, but the ultimate example is so far from town, deep in the wilds, beyond the hinterlands, where even the woodwoses and bigfoots think the forests are too dangerous to go. Rustic Locations can have Psychosocial Spaces, but it is rare for such spaces to be anywhere close to where people live.

Lore: HeritageHeritage Lores can mean different things to different characters. For some their heritage is important, part of their identity, tying them to their species, race, family and blood-line deeply and forever, for others it is an unknown, as powerful a force by its absence as it is for the heir of great estate. For some people, simply knowing that they are forty-sixth in line to the throne tells you everything you need to know about them. For others, their identity is so tied to their nationality that they will persecute those of a different heritage.

Monster: ElementalThe Monster is an elemental force of nature, perhaps a literal elemental or more likely metaphorical.

  • Elementals are always associated with their element, although they are rarely seen as true Monsters in Banal settings, more likely out of control landslides or fires.
  • The Elemental Monster can Draw cards to its Monster Pool when it encounters a natural source of its element, or when it causes collateral damage to a new location.
  • Elemental Monster Pool Bonuses can be added to any and all actions to do with their natural element, or their own elemental form, including the Elemental’s Size Annex.
  • Elemental Monsters must use cards from its Monster Pool when soaking attacks that are based upon a different Element.
Salamanders, Sylphs, Gnomes, and Undines, Giants (of most types), are all example Elementals, as well as Forces-of-Nature and natural disasters such as storms as well as Tsunamis, landslides, pyroclastic flows and even blizzards (most of which might be Giants anyway).

Narration Technique: EnvironmentalThe Yarn-Teller can deepen immersion by deepening their description of the environment. This can mean reminding them that they are in a woodland glade by having a huge insect buzz by, and describing a pine scent with a hint of something else hiding beneath it.

Narrative Moment: Quirk-of-NatureEvery one has quirks, something that they are the only person they know that does this thing. It may be a weird hobby, a bizarre tick, a professional specialisation that is very rare, or perhaps they just always keep a pencil tucked behind their right ear. This is a moment that is dedicated to lamp-shading or drawing attention to that quirk of the Character. While quirks make for well rounded Characters, care should be taken not to focus on a particular quirk too often.

Nimbed: InstinctThe Nimbed of Nature is instinct, and it makes an Annex instinctive, the Annex can react faster than similar Annexes and in some cases the effects can appear to have life of their own. The first Instinct Proficiency grants an Annex the Nimbed Nature Score Pips to pay the RT of the Annex. The second and third Instinct Proficiencies add the Living Edge and Glow respectively and then each additional Instinct Proficiency adds a Gory Success to the action of the Annex.

Ordeal: NaturalNatural Ordeals include all sorts of standard situations, such as “Growing Pains”, “Nurturing Another”, “Survival Of The Fittest”, “Mating Dance”, and “Living Wild”

Persona: Familiar

Motivation: The Familiar is motivated by a sense of connection, either with an individual (usually a powerful person somehow), a community (a tribe or nation pact usually but guilds can attract familiar) or a place (such as their city, parish, county, country, planet etc). It drives them to communicate with others, build new connections and strengthen the ones they already have.

Avoid: The Familiar will often avoid direct confrontations, preferring to talk their way around an issue, rather than potentially cause a disturbance, but this is only an expression of what they are really trying to avoid. Familiars Gain Stress when another’s Impression of them is less than Unfavourable.

Shadow: The Shadow of a Familiar feeds on hearsay, rumours, scuttle-butt and gossip, and if the Familiar doesn’t hear enough new gossip the Shadow will create more. Familiars can find themselves caught up in webs of lies, tangles of intrigues and suspicions, or worse the Shadow can turn them into a confabulator (making them speak lies they don’t believe or know why they are saying), or a manipulator (which again they may not even realise they are doing).

Gain Chi: Gain Chi when you build an new connection with someone or something, or deepen a connection with communication.

Ordeal Gain Chi when you draw a ♥.

Psychosocial Location: UrgesUrges are the Psychosocial state that models the animalistic urges to breathe, drink, eat, survive, be warm and reproduce that drives all living beings, these include “genetic programs” such as reflexes and general self-preservation. Some artificial beings will also have urges built in, perhaps an urge to recharge or replenish themselves somehow, but others will not. Urges can always be overcome, often by a simple act of will, although some Urges, such as the blink reflex require much training to suppress. Urges are often confused with Wishes, but where wishes are desired wants, Urges are inate, usually biological needs, that drive survival. Surviving without breath is minutes (usually cited as 3, but up to 24 minutes is possible), shelter is hours (again 3 is suggested), you can survive 3 days without water, and 3 weeks without food, but the longer you go the worse these urges will get, there is one other important Urge that has to do with species rather than individual survival, which is the urge to reproduce and is related too but not the same as sexual desire. Typically a Character who enters their Urges State will be consumed by the Urge they encounter there, this might be a need to breathe, a terrible unslaked thirst, or a driving, starvation hunger that can drive a Character to violence or even cannabalism.

Quest: Nurture / LivingNature Quests may ask you to grow a plant, raise a child, look after something, maintain a piece of equipment, live off the land, hunt a deer, or perhaps find potable water. Nature Quests can crossover with others quite often, but Nature Quests are always about living and growing, rather than building or just surviving.

Question: ImportantNature asks important questions like, “How are you not going to starve?”, “How are you going to breathe?”, “Will I be warm enough tonight?”, “Have I got allergies or a virus?”

Resolved Hitch: BetterThe resolution of a Scars Hitch indicates a Character or Descendant who has completely healed from whatever afflicted them, in fact the healing process for whatever reason has healed the affected area so that it is stronger, tougher, faster or has more fine motor control than it ever had before. +1 Success Level to any Action that the Scar previously could have impacted.

Rule: WoundsThe Rule of Wounds are how we handle the concept of damage and injury within the model. Wounds are like tags that can be applied to Characters and Descendants by Characters and Descendants Actions. These tags might indicate that the Character has lost access to one of their Proficiencies, Skills, Talents or Powers, or even a loss of consiousness. Or they might indicate an injury that adds Hitches to a Character or Descendant, including, potentially the “Dead” Hitch which complicates living a lot. Wounds are important, and it is important they are tracked properly and not lost in the mix. Players are tasked with tracking their Wounds and healing states, and Referees are allowed to check and add more WOunds at anytime.

Style: NaturalThe Natural style is commonly used by any animal or untrained individual. The Natural Style Reserve can be used for most effects (Perceiving, Dodging, Attacking, Soaking, Healing, Paying RT, etc). However, it cannot be used with any Descendants, only a Character’s Annexes or Facets. The Natural Style can Prepare or Play a Maximum of 2 Cards at the same time.

Success: GoryGory Successes are bloody events, and narratively speaking they represent visceral descriptions and spilled blood, however that is only how they appear on the Flesh Incarna. Gory Successes are specialized by Incarna and each Character may choose up to Nature Nimbed Score Incarnas that they can affect by Proficiencies. 1 Gory Success will Raise or Lower the Level of a Wound by one, or if the Target is the appropriate Incarna you may Draw and Play an Extra card. 2 Gory Successes apply an Unsoakable Flesh Wound to the Target. 3+ Gory Successes Discard all Distract cards from your Ordeal Pool and Draw replacements, or Remove all Wounds greater than Flesh Wound from your Character instantly.

Sway: HealthNature Sway is sometimes called Health. Health can be spent on active pursuits, such as tiring work, or exercise, as well as healing Wounds and fighting diseases. Bold Health allows any Wound to be Healed one level by paying the Pips of the Wound Limit Card alone. So a Carnage Wound can be Healed to Mortal with 14 Health.

Tangle: InnateThe Tangle of Nature is innate, the ability is just natural to the Character or Descendant. Umbral Proficiencies mean that when the Annex targets a Character or Descendant with the Incarna of the Umbral Proficiency’s Facet the Action adds one Facet Failure Level. Nimbed Proficiencies indicate the Innate Annex is always somewhat “on”, and so can occasionally work against the user (animal senses amplifying a flash/bang grenade for example) this adds one Failure Level per Nimbed Proficiency in any situation where the Annex (or its Nimbeds) might work against them.

Test: Foraging / Hunting / Instinct / Stalking / SurvivalNature tests are usually about finding food, natural instinctual behaviour, or survival in natural conditions.

Tone: Visceral / SensualWhen you want an adventure to have a deep emotional impact, or simply to have a sensual experience then the Tone should be set to Nature. The Visceral / Sensual tone tends to emphasise emotions, as well as physical interactions between the Characters. This Tone can be heart-wrenching, exciting, hot, hedonic, or terrifying as required. Visceral can be very like Action, only with differing Stakes and more emotionally raw outcomes.

Turn: SurvivalSometimes the tale goes so badly (or well) it seems like the Characters had to have died in that last Scene, it might be the PCs who look like they they should have died, maybe they even tried to sacrifice themselves to guarantee a kill, or it might be the Villain who looked like he fell into lava. The point is, somehow, despite the odds, whoever was meant to die, they survived. This Turn can also indicate some huge disaster comes out of left field and swipes at everyone (spatial shifts, spaceship / asteroid crashes, Kaiju attacks, or natural disasters), they may be injured (and usually are), but by luck, will and muscle mass, they survive. This can sometimes be a case of Quantum Immortality, where the only way the Character can survive is to slip through the local Multiverse to find a place the disaster didn’t happen, or they somehow survived by sheer chance.

Twisted: NatureThe Nature of the Character is Twisted and distorted, this usually means their Incarna is altered. This depends upon the amount of Twists stored by the character.

Twists StoredEffect
1Minor Cosmetic Changes — Skin colour changes consistent with tanning or avoiding the sun, hair and eye colour changes within normal ranges.
2Major Cosmetic Changes — Skin, hair or eye colour changes to an unnatural colour (such as sky blue, dark green, or red) especially when feeding
3Structural changes — Draw a card and add Lea card Body Part (e.g. horns/scales/gills etc)
4Hybrid Incarna — Draw or roll a second Incarna, this is now blended with your original (e.g. Flesh and Fire, Flesh and Stone etc)
5Unrecognisable — The form of the body has changed radically, with entire body parts replaced by animal parts with different Incarna (e.g. Head replaced with Metal Crocodile head), each additional Twist adds a new twisted body-part.

Umbral: BloodThe Annex requires a blood sacrifice, if the Annex does not cause at least a number of (at least) Flesh Wounds equal to at least the Total Umbral Nature Draw (calculated from the Umbral Nature Scores added together) then the User must make up the difference by taking Unsoakable Flesh Wounds. So if an Annex has two Umbral 13 Boon Nature Proficiencies then it has a Total Umbral Nature Score of 8 and a Total Draw of 3. If the Action Draws and then Plays a Flesh Wound and a Crippling Wound then the User will also take an Unsoakable Flesh Wound.

O

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 Defender’s 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.

Facet Name: Orthodox

Description: Orthodox is the Yin Facet of truth. Orthodox is passive data, a simple truth stood in plain sight, it is approved knowledge, confirmed and conventional. It is the latent law, ever present, plain and proper and only occasionally is it stirred into reactionary activity by its opposite Heresy.

Action: LearnThe Action of Orthodox is to learn (or teach) a piece of knowledge or lesson, such as a Proficiency, Skill, Talent, Power or Super-Annex, or a Descendant.

Annex Channel: Lecturing Annexes that channel through Orthodox use verbs like: Believe / Berate / Challenge / Classify / Document / Identify / Know / Lambaste / Lecture / Measure / Scold / Preach / Prevail / Publish / Research / Teach / Think / Understand

Annex Root: Orthodox Annexes rooted in Orthodox, or Descendants or Characters that use them are described as: Canonical / Cognitive / Conservative / Conventional / Doctrinal / Dogmatic / Educated / Empirical / Established / Explanatory / Factual / Formal / Grounded / Informed / Learned / Literary / Moderate / Modest / Orthodox / Philosophical / Religious / Rigid / Scientific / Staid / Stern / Theoretical / Traditional / Truthful / Unprogressive

Attack: Lecture (

👤

Mode: 👤

Name: Psych

Text: Psych (pronounced ‘Sigh-k’) attacks target the Target’s mind and emotions — which means they are only useful on Characters (even if those Characters may be Intelligent Descendants or Extras). All Wounds are targeted on the Personality Annex (or Master Annex for an Intelligent Descendant / Extra). Psych Attacks typically have an emotional or Psychosocial outcome.

Active-Defences:

🔍

Mode: 🔍

Type: Active Psych

Name: Focus

Text: Focus is a Psych Parry. The defender focuses on one aspect of the attack, and thereby turns it around on the attacker. They might retort to the attack, with a biting insult, or just refute one point so well that the attack is ruined, then again they might just react so badly to the attack that they effect the attacker back. The problem with Focus as a defence is that it requires specific cards to work at all.

Rule:

  • Draw a number of cards equal to the number of Hitches Reduced, and add the cards to your Ordeal Pool. Then Play One Card.
  • The card must match exactly one Attack card’s Pips and Suit — Jokers may be Wild. Clubs will Trump with +2 Pips, which means an 8 can be matched by a 6,7, or 8).
  • If they can match an Attack card, then the Attack has been stopped. Discard the matched Attack card and all Attack cards Higher than the Focus card.
  • Attack cards lower than the Focus card are immediately added to the Defender’s Ordeal Pool as “Fight-or-Flight” cards that may be immediately played or prepared without RT or GRT penalties.
  • If no match can be made then Focus has failed. The Defender takes the full effect of the Attack as Focus has been used the Personality Annex cannot now Soak.
🦋

Mode: 🦋

Type: Active Psych

Name: Ignore

Text: Ignoring a Psych attack is a great choice, if you can. However ignoring is an all or nothing defence, fail to ignore the whole attack and you will have ignored nothing at all.

Rule:

  • Draw a number of cards equal to the total number of Hitches Reduced and add them to the Defender’s Ordeal Pool.
  • Play Hitches Reduced number of cards to try and Ignore the Psych Attack.
  • Ignore cards must beat the total Pips of the Attack. Beat the Pips and the Attack is Discarded. Otherwise the Defender takes all the Psych Damage and since they used their Personality Annex to Ignore, they cannot use it to Psych Soak.

Passive-Defences:

🔲

Mode: 🔲

Type: Passive

Name: Prepared Defence

Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.

Rule: Prepared defences must be prepared with Diamonds () or Clubs () as a Suitable Style Reserve and create a Pip Wall that must be worked through.

  • The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs () with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
  • The defence stops all Cards within this range, as long as there are still any Pips left.
  • Each attacking Card removes those Pips from the remaining Pip Score — e.g. If the defence prepared with a A amd 10 is attacked with a J that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
  • Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
  • You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5 (+7), 7(+9) and K (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).

💭

Mode: 💭

Type: Passive Psych

Name: Passive Psych Soak

Text: When someone yells an insult at you, it might sting, or it might not. If you see someone killed in front of you, it might scare you, or may not. You can decide which with a Passive Psych Soak.

Rule:

  • Personality Annex Plays a number of Soak cards equal to number of Hitches Reduced (½ to 4 Cards) from their Ordeal Pool.
  • If any Soak Card exactly matches in Pips and Suit (or Clubs ♣ with +2 Trump bonus) any Attack Card then the Attack Card is discarded and the Defender may Pull and Play a ‘Fight-or-Flight’ Ordeal card. If a Soak card exactly matches the Highest Card of the Attack then the whole Attack is Discarded.
  • If any Psych Soak card is higher in Pips than an Attack card, then those Attack cards are Blocked and Discarded immediately. The Soak card is then kept, but is turned sideways, Stalled. It will be added to the next Psych Attack automatically unless moved by a Defence Glow to a Prepared Defence. A card in this state is considered Stalled.
  • If any Psych Soak card has less Pips than an Attack card (or a Stalled card) then the Attack card is Soaked and immediately Discarded. The Defender takes a copy of the Soak card for each card Blocked. The Attacker may add some of the Penetration Pips to increase the Attack cards Pips at this point.
  • Psych Attacks that begin with more than 3 cards (such as most Tricks) always cause Extreme Emotional responses, rather than Normal emotional responses. All Psych Attacks must affect the Target’s Active Personality Annex (or its Profs). Psych Wounds automatically stack together whenever they can (2 Psych Distracts Wounds automatically become a Psych Flesh Wound).
  • Once the incoming attacks have been dealt with (or not) the Character may now Draw as many cards as they Played earlier to their Ordeal Pool.

Mode:

Name: Magic

Text: Magic may just be technology we don’t understand, or it can be a mysterious force unknowable and frightening to the common man. Magic can parry magic, and so sometimes can silver or cold iron, it depends on the magic. Magic attacks are rarely dodgeable (and the few that are are usually actually spells that perform energy attacks), and usually ignore Range, but instead must pierce the target’s Liberty or Wyrd Score (-4 Pips as standard).

Active-Defences:

Mode:

Type: Active

Name: Parry

Text: Deflecting the incoming blade with your own, also works with spears, hammers, maces, vibro-halberd, or magic spells and counter-magics, whatever really, except energy, you can’t Parry lasers or electricity with a sword (blaster bolts on the other hand).

Rule:

  • The Descendant or Annex draws Cards as normal, then plays One (1) card from their Pool.
  • If they can match any attack card in Suit (or Clubs ♣ as Defence Trump) and Pips (including Additional Style and Penetration Pips, or additional Wound / Success Levels, or +2 Pips for Trumps) then the attack has been Parried (Wildcards automatically Parry).
  • What happens next depends upon the suit of the Defending card (see the Suit Parry details)

🛡

Mode: 🛡

Type: Active

Name: Blocking

Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.

Rule:

  • The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
  • Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7 and 4.
  • If any Block Card exactly matches in Pips and Suit (or is a Club ) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7 matches the 7 (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
  • If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7 as damage however.
  • If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4 is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4 now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
  • The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.

Passive-Defences:

🔲

Mode: 🔲

Type: Passive

Name: Prepared Defence

Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.

Rule: Prepared defences must be prepared with Diamonds () or Clubs () as a Suitable Style Reserve and create a Pip Wall that must be worked through.

  • The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs () with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
  • The defence stops all Cards within this range, as long as there are still any Pips left.
  • Each attacking Card removes those Pips from the remaining Pip Score — e.g. If the defence prepared with a A amd 10 is attacked with a J that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
  • Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
  • You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5 (+7), 7(+9) and K (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).

👟

Mode: 👟

Type: Passive

Name: Passive Dodge

Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.

Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.

Mode:

Type: Passive

Name: Soak

Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.

Rule:

  • The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annex’s normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
  • Compare the Soak cards to the Attack cards.
    • Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
      TypeMinimum SoakMaximum Soak
      Facet / “Saving Throw” 510
      Skill 511
      Talent513 (K)
      Power515
      Super-Annex 216+ (any)
      Mud / Clay / Foam810
      Cloth/Wool/Fur Descendant37
      Silk / Padding Descendant28
      Leather Descendant49
      Foam Plastic Descendant38
      Hard Plastic Descendant711 (J)
      Advanced Polymer Descendant3 14
      Chainmail Descendant913 (K)
      Thin Wood Descendant47
      Thick Wood Descendant311 (J)
      Laminated Wood Descendant312
      Turtle Shell Armour711 (J)
      Stone Armour912 (Q)
      Bronze plate Descendant812 (Q)
      Steel plate Descendant614 (A)
      Orichalcum plate Descendant515 (Joker)
      Vibro-field Descendant410
      Power field Descendant12 (Q)15 (Joker)
      Force-field Descendant815 (Joker)
      Toon/Femite Descendant616 (suited Ace)
      Nullite Descendant416 (suited Ace)
      Magickal/Alchemical Enhancement-2 compared to normal+2 compared to normal
    • If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
    • If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
    • If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6 if you play a 2 then both cards are Soaked and 2 × 2 pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
    • Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6 10 and J is soaked by a 7 then you will see the Soak Layer take the J, 10, Stalls the 6 and the 4 on the Soak-Layer, which Discards the 7, then two copies of the 7 also pass on into the next layer of Soak.
  • The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
  • If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
  • The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Character’ Ordeal Pool before you move to the next Soak-Layer.

🌙

Mode: 🌙

Name: Waning

Text: Waning attacks are diminished, and fading, but like the moon, they never really go away.

Rules: All Waning Wounds are one Level lower than the card Limit suggests, however they can never be below the Distract Level. Waning Wounds will always remain at least a Distract, even after Soak-Levels or Chi expenditure. The Waning Wound can never be completely cancelled by a Defence and a Distract will be passed in to the Target.

)
A Lecture attack represents a stern talking to or a magical attack to bind another’s actions or knowledge. Lectures are Psych or Magic attacks and Waning.

Core: PhilosopherAdditional I-Ching (can be changing or unchanging). The Player may choose any Hexagram that their Facets might produce (choosing Yin or Yang for Boon 13 Facets), or the Referee may assign one or two Hexagrams or allow both Hexagrams to be randomly rolled.

Critical: Calculated J♦An Calculated Critical is one that comes about through a careful amount of pre-planning. A Calculated Critical might allow you to manoeuvre your opponent to a cliff edge, or onto a rug that can be pulled, or allow you to appear to miss, cut a rope and drop a chandelier on the enemy. A Calculated Critical doubles an Attacks Pips for calculating the Wounds summoned in the current Stakes. However, the Pips may instead be used to move the target, or you may use them as though you had Prepared them into a suitable Style Reserve.

Descendants: TeachingsOrthodox Descendants are potentially anything that can be taught, learnt or researched (including most Lores). All knowledge and traditions are Teachings, but so too are books, information technologies (like computers) and experiments. Teachings can include the creation of specific Psychosocial Spaces and States within a Personal, Clique or Underworld.

Edge: InstructiveAn Instructive Annex or Descendant can teach lessons to others (usually the User or Target). The Instructive Edge usually teaches the Owner of a Descendant with it enough Proficiencies that they will be able to roll at least one Proficiency die when using the Descendant the first time they touch it (often a Specific Proficiency in using the Descendant), if they already have Proficiencies enough then it does not immediately instruct them. An Annex or Descendant that has an Instructive Edge can duplicate a Proficiency from the Annex (or Descendant) to a Target, or from the Target (or Descendant) to the User, if any Proficiency Die rolls maximum. This Instructed Proficiency will fill any available slot, including those within Talents or Powers.

Emotion Negative:

  • Aversion — A feeling of dislike for a person or topic.
  • Disgust— A strong feeling of aversion.
  • Revulsion — A feeling of disgust so strong that it sickens you.

Emotion Positive:

  • Knowing — A feeling of being informed about a subject.
  • Understanding —A feeling of knowledge and comprehension about a subject or individual.
  • Epiphany —A profound and sudden understanding that leads to discovery or invention.

Failure: MisinformationMisinformation Failures are usually down to bad information. Maybe the map was wrong, or perhaps you believed a lie, often any information you gain from the action turns out to have been out of date or even enemy propaganda.

Fumble: Moderate 4♦A Moderate Fumble is not a complete disaster, you did everything right leading up to the moment everything went wrong. So instead of making a fool of yourself with a fumbled full action, take half the Pips and Prepare them into your Style Reserve. The remaining half of the Pips you can either apply to Yourself, an Ally, or a Descendant you were using as an attack.

Glow: InstructiveThe Instructive Glow empowers the Instructive Edge such that it will transfer one Proficiency for each Proficiency Die rolled, and should any Die roll maximum (including the Annex Dice) it will duplicate a Skill (including creating a new Descendant on the Target or User if they have no free Skill Slots) instead of just a Proficiency.

Gnarl: StressThe 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.

Herald: NotificationThe Herald of Orthodox is formal notification, whether in the form of spoken words from an official (“Police! Stop or I’ll shoot!”), a letter in the post, or a formal warning from the boss. Notifications are always trying to warn or inform someone of something.

Hitch: BiasToo 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 don’t. 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”

  • Quirk — A Bias Quirk indicates a Character or Descendant that displays an occasional and usually slight bias, which may lead them to under or overestimate opponents, ignore a fact, or overlook a problem. For example, while a Character may be biased against a race, or species (arachnophobes are often biased against spiders), this does not drive their decisions. Bias Quirk Triggers typically identify the bias itself such as “White Nationalism”, “Christian Conservative”, “Liberalism”
  • Flaw — A Bias Flaw indicates a powerful bias that either colours everything about a Character or Descendant, or is an occasionally seen but intense bias. Flaw biases include things like blind nationalism, racism and caste beliefs, which can lead to strong prejudice against a specific group. Bias Flaw Triggers usually include at least one adjective to describe how intense the bias actually, “Low-key”, “Insidiuos”, “Blatant”, “Intensley”, etc.
  • Woe — A Bias Woe indicates a powerful bias, which is usually counter-factual, such extreme bias can lead Characters to making terrible choices, especially if their bias has ever been proven right in the past, then they will assume it is always correct. This kind of outcome bias is extremely common in Bias Woes, making it extremely hard for the Character to even envision being wrong. Bias Woe Triggers often include a trigger like, “Proved Wrong”, “Failed”, “Assign Blame” or “I can’t be out of touch, it must be the children that are wrong”.

Hurdle: HeterodoxyThe hurdle of Orthodox is heterodoxy, or same-think. If everyone studies the same subjects, watches the same movies, plays the same games, and listens to the same music, then they all think the same way, and cultures, technology and civilisation inevitably stagnate and even regress. To break past the hurdle of Orthodox you need to free think, think outside the box, or possibly apply lessons learned in a different box. This is a Quest, Test or Ordeal where the usual answer is the wrong answer for some reason, and what would normally be the wrong answer may be the answer you need, turn the situation on it’s head somehow.

Incarna: Data / TruthPerhaps you are trying to collect data, or want to write something down, or maybe you wish to play a living word, a being of objective truth, some Artificial Intelligences, some angelic beings, or a Fact that is trying to get itself discovered, if so you are after the Orthodox Incarna.

Location: StudyStudy Locations range from a simple desk with a computer on it, up through offices and libraries, schools, laboratories, universities, research facilities, to science vessels, proving grounds, test tracks, and even areas of scientific interest. These areas are usually associated with those in charge, they will be prestigious schools, government sponsored research facilities, and at times, religious buildings, such as chanceries, mosques, temples and monasteries. Study Locations often have Psychosocial effects on Characters, but are rarely Psychosocial Spaces themselves.

Lore: FactFact Lores are nothing more than that. They are verifiable, often evidentially supported, facts known about the character or descendant. Facts can include details about training, schools attended, jobs they have held, buildings or companies that they have worked in or owned. Basically if there is paperwork to back up the Lore, then it is probably a fact, although it is worth noting that there is a difference between the fact a newspaper published a story saying someone was convicted of a crime and them actually being convicted, and certainly a difference between that and it being a fact that they conducted the crime.

Monster: TyrantThe Orthodox Monster is a tyrant, often a part of “the system” (in that it acts as a method of control over a population).

  • Tyrants typically have a Power that they can access, this may represent political power, or some mystical or physical power.
  • A Tyrant Monster may Draw cards to their Monster Pool every time they are cruel, ruthless, authoritarian or demanding.
  • Tyrants may add their Monster Pool Bonus to their own commanding actions, and can also add (or subtract) or their own Monster Pool Bonuses onto another Character’s actions if they order them to do (or not do) something.
  • The Tyrant Monster must Discard Half of the cards from its Monster Pool if they fail to kill those who disobey them.
Tyrant Monsters are often Boss Monsters with a bunch of followers / slaves / thralls / hosts, and can come in a variety of Fantasy types from Dragons, Lich-Kings, tentacle-faced telepaths of all sorts, and those funny stalk-eyed beach-ball guys.

Narration Technique: ObjectiveObjective narration creates an unbiased point of view, there will be no descriptions of emotions, feelings, or disclosure of inner thoughts (unless a Character is a psychic, telepathic or similar). Character physical actions will be described, but never the reasons why they performed these actions. There should be no interpretation or sub-textual symbolism, a Character displaying an emotion, such as sadness, must be described physically acting the emotion out, perhaps by sobbing, or more likely perhaps slightly pouting, trembling their lip, creasing their forehead, opening their eyes wider as they glisten with tears, or turning their face away and lifting a hand to their cheek.

Narrative Moment: IntroductionThe Character meets a new Character, this may be a new potential Love Interest, Rival, Ally, or some other Secondary Character, who will be important later. They may even be a future Monster or Big Bad, it is up to the Yarn-Teller. Such introductions often act as a Break to the current tale, although they are often also act as a Prod to a different Plot. Introductions can be quite formal with the new Character being given an introduction by a mutual acquaintance, or they can be more accidental meetings as the Yarn-Teller requires.

Nimbed: LearnedThe Nimbed of Orthodox is learned, a learned Annex might be learned from a book, a course, a teacher, and can be taught to others. The first Learned Proficiency means that this Annex does not fill the normal slot for its Annex type, but one slot lower. So a Learned Talent fills a Skill slot, a Learned Power fills a Talent Slot etc. The second and third Learned Proficiencies add the Orthodox Instructive Edge and Glow respectively. Each extra Learned Proficiency after that adds a Theoretical Success.

Ordeal: KnowledgeKnowledge Ordeals are obviously about knowing things, such as, “Learning and Teaching Lessons”, “Researching a Topic”, and “Pop Quiz”

Persona: Authority

Motivation: The Authority is motivated by a love of knowledge. They will try to gain knowledge, and learn new things, some specialising in intricate specialities, others preferring a broad, shallower understanding, but many also feel compelled to share or demonstrate this knowledge.

Avoid: The Authority will avoid any damage to their reputation that they can, especially the damage caused by being proved wrong, and to protect their reputation they may lie, dismiss, cheat, bribe, ignore, challenge, sue, attack or even kill. Some Authorities will carefully choose their words, so that they will not come back to bite them later, others will risk it all on definitive statement that makes or breaks their career. Authorities Gain Stress when they risk their reputation as an authority, or when they find out they have made a mistake.

Shadow: The Shadow of an Authority feeds on opinions and if there is not enough of them about, the Shadow will create more. Situations can change, opinions can become out of date, and new facts can come to light, new books, new theories, this can force an Authority to have to perform new research, retract previous statements, or even deny the new information because it does not conform to their dogma.

Gain Chi: Gain Chi when you learn something new, avoid appearing ignorant, or share an opinion on something.

Ordeal Gain Chi when you make a Lecture attack with or prepare a ♦.

Psychosocial Location: KnowledgeThis Psychosocial State holds all the information that a Character has learnt, unlike memories of events the Character has experienced, or abilities that they have practised, knowledge represents the formal education they recieved and the digested facts from documentaries, quiz shows, articles and books. Knowledge is not always correct, but it is backed by authority, someone else believes and claims it to be correct (or at least they did — knowledge has a habit of becoming outdated if you do not refresh it constantly). Knowledge is often connected with other forms of Memory, including Muscle-Memory and Language, as well as Secrets and so on. Typically a Character will enter their Knowledge State to recall a specific fact or piece of information, rather than for nostalgia purposes. Finding information in the Knowledge State usually involves a simple Test, based on how unlikely the information is to be remembered.

Quest: Learn / TeachAn Orthodox Quest might dispatch you to learn as much as you can about something (or someone), usually by study, observation and experimentation, or it may task you to teach another Character, or group, about a subject you know. There is significant overlap between the Orthodox, Key and Quiet Quests and they work well together.

Question: ComprehensionOrthodox asks us not just do we know something, but do we understand it, do we comprehend the implications of the fact? Examples include, “How does … relate to …?”, “What are the parts of … and what are the functions of those parts?” or “Summarize …”

Resolved Hitch: ObjectivityThe resolution of a Bias Hitch sees a Character or Descendant embrace objectivity, basing judgements off rational logic, observable phenomena, objective facts rather irrational feelings, hearsay, subjective biases and prejudices. They may add +1 Success Level to any Action that is rationally objective and uninfluenced by emotions (they have no current Emotional Effects or Traumas in play).

Rule: KnowledgeThe Rule of knowledge indicates that everything about the world and setting is known only to the settings Author, however things known to a Character within that setting may not be known to the Player of that Character. It is up to the Author, Referee and Yarn-Teller in turn to convey this knowledge to the Player so that they can make good choices as the Character. However, Player knowledge will inform Character knowledge, whether from meta-gaming knowledge or assumed information about the real world or fictional setting, where possible Yarn-Tellers should try to roll with and incorporate this Player-revealed knowledge as part of the setting.

Style: TraditionalThe Traditional Style is preferred by smart types, as well as old masters and the like. The Traditional Style Reserve is useful for all aspects of an Ordeal. All cards Prepared into the Traditional Style Reserve are immediately converted into Pips equal to the card Pips +1 and Discarded. Traditional Pips may be added to any Action at any time.

Success: TheoreticalTheoretical Successes may sound like they are not practical, but a Theoretical Success when shopping would represent having done your research, and finding the model you want for cheap somewhere (or a suitable replacement brand with the same features), or when throwing a punch a Theoretical Success might be used with a supposition, such as “High Impact armour is generally weak against a slower-moving, soft mass,” to negate the High Impact armour for the attack. If nothing else a Theoretical Success can offer an answer to a single yes / no question about the Target, simply make a supposition, and it will be revealed as true or false by the Theoretical Success. 2 Theoretical Successes can be traded in for a Clue or can be used to lower the Difficulty of any task effectively altering the effectiveness of the Action a level (Banal > Intrepid > Bold > Monstrous > Twisted) by making a suitable “Theoretically, if we…” statement. 3+ Success Levels can be traded for a Revelation, or can permanently shift the effectiveness of a single Action in the setting with a suitable “Theoretically…”

Sway: FactsOrthodox Sway are known as Facts. Facts can be spent on any action that tries to demonstrate or exert knowledge. Bold Facts can automatically purchase suitable Proficiencies about whatever they are currently talking about, assuming they have a suitable Free Slot, each Proficiency costs 1 Fact.

Tangle: RestrictionsThe Tangle of Orthodox is restrictions, restrictions limit how you can use the Annex, what you can target, etc. Each Umbral Proficiency adds a Test, an Ordeal and a Quest that the Annex will add an automatic Facet Failure Level on and each Nimbed Proficiency adds either an Incarna that the Annex cannot Target properly or a Location it will not activate within properly. For example, an Orthodox Umbral in this Tangle would add misinformation to Knowledge Tests, Ordeals and Learning / Teaching Quests, and the Nimbed would add an Automatic Misinformation Failure if it was used in a Study or upon Teachings, Data or Truth.

Test: Examination / Knowing / Reading / Researching / Studying / TestingOrthodox tests are about acquiring or demonstrating knowledge.

Tone: Historical / DocumentaryWhen the story or scene is trying for historical accuracy, or documentary style reportage of events, then the Tone may well be Orthodox. Study, Teaching and Research actions are emphasised by the Tone, which also tends towards extreme realism. These tones can be especially useful for moving a story on, revealing Revelations and unearthing useful information. The Tone emphasises exposition, world-building details, in universe lore and situations, over characterisation, Stress, Tension and motivations.

Turn: DiscoveryA Discovery is similar to a reveal, new information is revealed to the Character after some Quest / Test or Ordeal, usually involving Study or more likely experimentation. Often the new information is something that was not known to anyone before (or it may have been known of, but the implications were not considered). This is not the Detective finding out who killed the victim, this is the Detective realising that the intelligent killer she’s hunting is not even human. This Turn can change plots massively as new technologies, lands, worlds, systems, procedures, creatures, or art-forms are discovered, in fact Discoveries can have implications across entire Multiverses sometimes.

Twisted: PhilosophyThe Character has a twisted and corrupted personal philosophy. They replace all their I-Ching with the twisted one (see I-ching) (it has no changing lines).

Umbral: SpecificThe Umbral of Orthodox is specific, each Umbral Orthodox Proficiency adds specificity to the Annex. Examples include: The Annex effects are completely undone by a specific circumstance, the Annex will only activate under a specific circumstance, the Annex must be used for the same specific effect each time, the Annex must target the same specific Target (often the Creator or User) every use, the Annex will only activate in a specific Location type (or even a specific Location).

P

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).

Facet Name: Phoenix

Description: Phoenix is the Yang Facet of Elemental Fire. Transcendent, the Facet is not just the father of the physical flame, but also the fires within, it is the purveyor of passions and the root of regeneration, its process powers all life and even the stars. Unchecked it can burn and fry all things including its opposite Miasma.

Action: AidThe Action of Phoenix is aiding another, although this may vary by era and genre dramatically, it often includes first-aid or magical healing.

Annex Channel: Cauterising Annexes that channel through Phoenix use verbs like: Bake / Boil / Burn / Cauterise / Cook / Cure / Diagnose / Electrocute / Flame / Fry / Grill / Heal / Ignite / Medicate / Regenerate / Rejuvenate / Rise / Roast / Treat / Toast

Annex Root: Medical Annexes rooted in Phoenix, or Descendants or Characters that use them are described as: Burnt / Clinical / Crispy / Destructive / Fiery / Flaming / Hot / Medical / Passionate / Regenerative / Seared / Surgical / Therapeutic

Attack: Burn (

👤

Mode: 👤

Name: Psych

Text: Psych (pronounced ‘Sigh-k’) attacks target the Target’s mind and emotions — which means they are only useful on Characters (even if those Characters may be Intelligent Descendants or Extras). All Wounds are targeted on the Personality Annex (or Master Annex for an Intelligent Descendant / Extra). Psych Attacks typically have an emotional or Psychosocial outcome.

Active-Defences:

🔍

Mode: 🔍

Type: Active Psych

Name: Focus

Text: Focus is a Psych Parry. The defender focuses on one aspect of the attack, and thereby turns it around on the attacker. They might retort to the attack, with a biting insult, or just refute one point so well that the attack is ruined, then again they might just react so badly to the attack that they effect the attacker back. The problem with Focus as a defence is that it requires specific cards to work at all.

Rule:

  • Draw a number of cards equal to the number of Hitches Reduced, and add the cards to your Ordeal Pool. Then Play One Card.
  • The card must match exactly one Attack card’s Pips and Suit — Jokers may be Wild. Clubs will Trump with +2 Pips, which means an 8 can be matched by a 6,7, or 8).
  • If they can match an Attack card, then the Attack has been stopped. Discard the matched Attack card and all Attack cards Higher than the Focus card.
  • Attack cards lower than the Focus card are immediately added to the Defender’s Ordeal Pool as “Fight-or-Flight” cards that may be immediately played or prepared without RT or GRT penalties.
  • If no match can be made then Focus has failed. The Defender takes the full effect of the Attack as Focus has been used the Personality Annex cannot now Soak.
🦋

Mode: 🦋

Type: Active Psych

Name: Ignore

Text: Ignoring a Psych attack is a great choice, if you can. However ignoring is an all or nothing defence, fail to ignore the whole attack and you will have ignored nothing at all.

Rule:

  • Draw a number of cards equal to the total number of Hitches Reduced and add them to the Defender’s Ordeal Pool.
  • Play Hitches Reduced number of cards to try and Ignore the Psych Attack.
  • Ignore cards must beat the total Pips of the Attack. Beat the Pips and the Attack is Discarded. Otherwise the Defender takes all the Psych Damage and since they used their Personality Annex to Ignore, they cannot use it to Psych Soak.

Passive-Defences:

🔲

Mode: 🔲

Type: Passive

Name: Prepared Defence

Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.

Rule: Prepared defences must be prepared with Diamonds () or Clubs () as a Suitable Style Reserve and create a Pip Wall that must be worked through.

  • The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs () with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
  • The defence stops all Cards within this range, as long as there are still any Pips left.
  • Each attacking Card removes those Pips from the remaining Pip Score — e.g. If the defence prepared with a A amd 10 is attacked with a J that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
  • Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
  • You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5 (+7), 7(+9) and K (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).

💭

Mode: 💭

Type: Passive Psych

Name: Passive Psych Soak

Text: When someone yells an insult at you, it might sting, or it might not. If you see someone killed in front of you, it might scare you, or may not. You can decide which with a Passive Psych Soak.

Rule:

  • Personality Annex Plays a number of Soak cards equal to number of Hitches Reduced (½ to 4 Cards) from their Ordeal Pool.
  • If any Soak Card exactly matches in Pips and Suit (or Clubs ♣ with +2 Trump bonus) any Attack Card then the Attack Card is discarded and the Defender may Pull and Play a ‘Fight-or-Flight’ Ordeal card. If a Soak card exactly matches the Highest Card of the Attack then the whole Attack is Discarded.
  • If any Psych Soak card is higher in Pips than an Attack card, then those Attack cards are Blocked and Discarded immediately. The Soak card is then kept, but is turned sideways, Stalled. It will be added to the next Psych Attack automatically unless moved by a Defence Glow to a Prepared Defence. A card in this state is considered Stalled.
  • If any Psych Soak card has less Pips than an Attack card (or a Stalled card) then the Attack card is Soaked and immediately Discarded. The Defender takes a copy of the Soak card for each card Blocked. The Attacker may add some of the Penetration Pips to increase the Attack cards Pips at this point.
  • Psych Attacks that begin with more than 3 cards (such as most Tricks) always cause Extreme Emotional responses, rather than Normal emotional responses. All Psych Attacks must affect the Target’s Active Personality Annex (or its Profs). Psych Wounds automatically stack together whenever they can (2 Psych Distracts Wounds automatically become a Psych Flesh Wound).
  • Once the incoming attacks have been dealt with (or not) the Character may now Draw as many cards as they Played earlier to their Ordeal Pool.

Mode:

Name: Energy

Text: Energy attacks are blasts of radiation that are not entirely physical in nature. They might still have a physical impact, but the damage is usually radiation, or electrical burns and sensory overloads.

Active-Defences:

👣

Mode: 👣

Type: Active

Name: Dodge

Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.

Rule:

  • All Physical and Energy Attacks that do not Splash can be dodged fully.
  • Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
  • To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
  • If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3,J has 5 Pips of Penetration, an A cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3 with +5 Pips of Penetration

🛡

Mode: 🛡

Type: Active

Name: Blocking

Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.

Rule:

  • The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
  • Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7 and 4.
  • If any Block Card exactly matches in Pips and Suit (or is a Club ) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7 matches the 7 (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
  • If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7 as damage however.
  • If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4 is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4 now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
  • The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.

Passive-Defences:

🔲

Mode: 🔲

Type: Passive

Name: Prepared Defence

Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.

Rule: Prepared defences must be prepared with Diamonds () or Clubs () as a Suitable Style Reserve and create a Pip Wall that must be worked through.

  • The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs () with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
  • The defence stops all Cards within this range, as long as there are still any Pips left.
  • Each attacking Card removes those Pips from the remaining Pip Score — e.g. If the defence prepared with a A amd 10 is attacked with a J that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
  • Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
  • You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5 (+7), 7(+9) and K (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).

👟

Mode: 👟

Type: Passive

Name: Passive Dodge

Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.

Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.

Mode:

Type: Passive

Name: Soak

Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.

Rule:

  • The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annex’s normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
  • Compare the Soak cards to the Attack cards.
    • Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
      TypeMinimum SoakMaximum Soak
      Facet / “Saving Throw” 510
      Skill 511
      Talent513 (K)
      Power515
      Super-Annex 216+ (any)
      Mud / Clay / Foam810
      Cloth/Wool/Fur Descendant37
      Silk / Padding Descendant28
      Leather Descendant49
      Foam Plastic Descendant38
      Hard Plastic Descendant711 (J)
      Advanced Polymer Descendant3 14
      Chainmail Descendant913 (K)
      Thin Wood Descendant47
      Thick Wood Descendant311 (J)
      Laminated Wood Descendant312
      Turtle Shell Armour711 (J)
      Stone Armour912 (Q)
      Bronze plate Descendant812 (Q)
      Steel plate Descendant614 (A)
      Orichalcum plate Descendant515 (Joker)
      Vibro-field Descendant410
      Power field Descendant12 (Q)15 (Joker)
      Force-field Descendant815 (Joker)
      Toon/Femite Descendant616 (suited Ace)
      Nullite Descendant416 (suited Ace)
      Magickal/Alchemical Enhancement-2 compared to normal+2 compared to normal
    • If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
    • If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
    • If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6 if you play a 2 then both cards are Soaked and 2 × 2 pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
    • Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6 10 and J is soaked by a 7 then you will see the Soak Layer take the J, 10, Stalls the 6 and the 4 on the Soak-Layer, which Discards the 7, then two copies of the 7 also pass on into the next layer of Soak.
  • The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
  • If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
  • The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Character’ Ordeal Pool before you move to the next Soak-Layer.

Mode:

Name: Physical

Text: The simplest forms of wounding are nothing but bashing and cutting physical wounds. Physical attacks are usually performed with weapons (Prop Descendants) or Martial Arts Annexes, which means they can be blocked, parried and so on by another weapon or Martial Art.

Active-Defences:

Mode:

Type: Active

Name: Parry

Text: Deflecting the incoming blade with your own, also works with spears, hammers, maces, vibro-halberd, or magic spells and counter-magics, whatever really, except energy, you can’t Parry lasers or electricity with a sword (blaster bolts on the other hand).

Rule:

  • The Descendant or Annex draws Cards as normal, then plays One (1) card from their Pool.
  • If they can match any attack card in Suit (or Clubs ♣ as Defence Trump) and Pips (including Additional Style and Penetration Pips, or additional Wound / Success Levels, or +2 Pips for Trumps) then the attack has been Parried (Wildcards automatically Parry).
  • What happens next depends upon the suit of the Defending card (see the Suit Parry details)

👣

Mode: 👣

Type: Active

Name: Dodge

Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.

Rule:

  • All Physical and Energy Attacks that do not Splash can be dodged fully.
  • Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
  • To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
  • If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3,J has 5 Pips of Penetration, an A cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3 with +5 Pips of Penetration

🛡

Mode: 🛡

Type: Active

Name: Blocking

Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.

Rule:

  • The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
  • Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7 and 4.
  • If any Block Card exactly matches in Pips and Suit (or is a Club ) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7 matches the 7 (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
  • If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7 as damage however.
  • If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4 is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4 now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
  • The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.

Passive-Defences:

🔲

Mode: 🔲

Type: Passive

Name: Prepared Defence

Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.

Rule: Prepared defences must be prepared with Diamonds () or Clubs () as a Suitable Style Reserve and create a Pip Wall that must be worked through.

  • The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs () with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
  • The defence stops all Cards within this range, as long as there are still any Pips left.
  • Each attacking Card removes those Pips from the remaining Pip Score — e.g. If the defence prepared with a A amd 10 is attacked with a J that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
  • Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
  • You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5 (+7), 7(+9) and K (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).

👟

Mode: 👟

Type: Passive

Name: Passive Dodge

Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.

Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.

Mode:

Type: Passive

Name: Soak

Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.

Rule:

  • The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annex’s normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
  • Compare the Soak cards to the Attack cards.
    • Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
      TypeMinimum SoakMaximum Soak
      Facet / “Saving Throw” 510
      Skill 511
      Talent513 (K)
      Power515
      Super-Annex 216+ (any)
      Mud / Clay / Foam810
      Cloth/Wool/Fur Descendant37
      Silk / Padding Descendant28
      Leather Descendant49
      Foam Plastic Descendant38
      Hard Plastic Descendant711 (J)
      Advanced Polymer Descendant3 14
      Chainmail Descendant913 (K)
      Thin Wood Descendant47
      Thick Wood Descendant311 (J)
      Laminated Wood Descendant312
      Turtle Shell Armour711 (J)
      Stone Armour912 (Q)
      Bronze plate Descendant812 (Q)
      Steel plate Descendant614 (A)
      Orichalcum plate Descendant515 (Joker)
      Vibro-field Descendant410
      Power field Descendant12 (Q)15 (Joker)
      Force-field Descendant815 (Joker)
      Toon/Femite Descendant616 (suited Ace)
      Nullite Descendant416 (suited Ace)
      Magickal/Alchemical Enhancement-2 compared to normal+2 compared to normal
    • If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
    • If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
    • If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6 if you play a 2 then both cards are Soaked and 2 × 2 pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
    • Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6 10 and J is soaked by a 7 then you will see the Soak Layer take the J, 10, Stalls the 6 and the 4 on the Soak-Layer, which Discards the 7, then two copies of the 7 also pass on into the next layer of Soak.
  • The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
  • If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
  • The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Character’ Ordeal Pool before you move to the next Soak-Layer.

Mode:

Name: Magic

Text: Magic may just be technology we don’t understand, or it can be a mysterious force unknowable and frightening to the common man. Magic can parry magic, and so sometimes can silver or cold iron, it depends on the magic. Magic attacks are rarely dodgeable (and the few that are are usually actually spells that perform energy attacks), and usually ignore Range, but instead must pierce the target’s Liberty or Wyrd Score (-4 Pips as standard).

Active-Defences:

Mode:

Type: Active

Name: Parry

Text: Deflecting the incoming blade with your own, also works with spears, hammers, maces, vibro-halberd, or magic spells and counter-magics, whatever really, except energy, you can’t Parry lasers or electricity with a sword (blaster bolts on the other hand).

Rule:

  • The Descendant or Annex draws Cards as normal, then plays One (1) card from their Pool.
  • If they can match any attack card in Suit (or Clubs ♣ as Defence Trump) and Pips (including Additional Style and Penetration Pips, or additional Wound / Success Levels, or +2 Pips for Trumps) then the attack has been Parried (Wildcards automatically Parry).
  • What happens next depends upon the suit of the Defending card (see the Suit Parry details)

🛡

Mode: 🛡

Type: Active

Name: Blocking

Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.

Rule:

  • The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
  • Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7 and 4.
  • If any Block Card exactly matches in Pips and Suit (or is a Club ) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7 matches the 7 (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
  • If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7 as damage however.
  • If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4 is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4 now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
  • The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.

Passive-Defences:

🔲

Mode: 🔲

Type: Passive

Name: Prepared Defence

Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.

Rule: Prepared defences must be prepared with Diamonds () or Clubs () as a Suitable Style Reserve and create a Pip Wall that must be worked through.

  • The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs () with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
  • The defence stops all Cards within this range, as long as there are still any Pips left.
  • Each attacking Card removes those Pips from the remaining Pip Score — e.g. If the defence prepared with a A amd 10 is attacked with a J that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
  • Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
  • You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5 (+7), 7(+9) and K (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).

👟

Mode: 👟

Type: Passive

Name: Passive Dodge

Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.

Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.

Mode:

Type: Passive

Name: Soak

Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.

Rule:

  • The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annex’s normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
  • Compare the Soak cards to the Attack cards.
    • Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
      TypeMinimum SoakMaximum Soak
      Facet / “Saving Throw” 510
      Skill 511
      Talent513 (K)
      Power515
      Super-Annex 216+ (any)
      Mud / Clay / Foam810
      Cloth/Wool/Fur Descendant37
      Silk / Padding Descendant28
      Leather Descendant49
      Foam Plastic Descendant38
      Hard Plastic Descendant711 (J)
      Advanced Polymer Descendant3 14
      Chainmail Descendant913 (K)
      Thin Wood Descendant47
      Thick Wood Descendant311 (J)
      Laminated Wood Descendant312
      Turtle Shell Armour711 (J)
      Stone Armour912 (Q)
      Bronze plate Descendant812 (Q)
      Steel plate Descendant614 (A)
      Orichalcum plate Descendant515 (Joker)
      Vibro-field Descendant410
      Power field Descendant12 (Q)15 (Joker)
      Force-field Descendant815 (Joker)
      Toon/Femite Descendant616 (suited Ace)
      Nullite Descendant416 (suited Ace)
      Magickal/Alchemical Enhancement-2 compared to normal+2 compared to normal
    • If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
    • If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
    • If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6 if you play a 2 then both cards are Soaked and 2 × 2 pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
    • Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6 10 and J is soaked by a 7 then you will see the Soak Layer take the J, 10, Stalls the 6 and the 4 on the Soak-Layer, which Discards the 7, then two copies of the 7 also pass on into the next layer of Soak.
  • The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
  • If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
  • The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Character’ Ordeal Pool before you move to the next Soak-Layer.

🔥

Mode: 🔥

Name: Destructive

Text: Destructive Attacks have some thing they are just better at affecting, this reflects how hacks can really mess up computers and data, crashes can really destroy vehicles as well as computers and delicate things generally, and nothing flammable likes burning.

Rules: All attacks against a suitable target (Referee decides) increase each cards Wound Limit Level +1. The new Wound Limit may require additional Pips to actually raise the Wound to that higher Limit in the current Stakes.

)
Burn attacks are the attack type used when things are hit by fire (like a fireball spell), or massive electrical bursts (like lightning), plasma weapons are another good source of Burn attacks, but burns can also be friction or chemical based, or describe the sensation of immune responses like allergies that blister the skin. Burns can also be psychological in nature, such as an insult, or agreeing with another’s insult by asking if they’d like some ointment for that burn. Burn attacks usually leave behind “Burns” rather than other “Scars”, and can alter a target’s Incarna to Phoenix as they create “Burning” rather than “Dying” Hitches. Burn attacks are particularly Destructive to flammable things.

Core: DoctorThe character may choose one Incarna, when using or trying to affect that Incarna add one level of success.

Critical: Flame K♥Flame Criticals are some of the most powerful Criticals in the game, they usually involve actual fire, but can just be a directed stream of vitriol. Flame Criticals draw an extra card and add it automatically, and allow you to play an extra card from your Pool on top of that. Flame Criticals are Destructive (usually to flammable things although reputations and honours are also easily destroyed) and Splash, harming those around the target (although they can Splash back on you).

Descendants: CleansingPhoenix Descendants are called cleansing, some are curative, or remedial in nature, like medicines and bandages, others are sterilizing, burning or purgative, like a purifying flame-thrower. Cleaning tools and materials also fall in this category, making a flaming torch and a dripping mop both Phoenix Descendants.

Edge: FlamingA Flaming Edge can make an Annex or Descendant have a shimmering, flaming effect. The Flaming Edge need not actually involve flames, sometimes a glowing inner-light or an aurora will be more appropriate, although if an exhaust can spit flame it should. The Flaming Effect allows all Hearts played by the Annex or Descendant to add the Phoenix Score to their Pips, it can also increase all cards of a “Burn” Attack.

Emotion Negative:

  • Ruffled — A feeling of mild annoyance usually caused by the actions of another.
  • Irritated— A feeling of annoyed impatience often caused by perceived bad actions of another.
  • Hate — A feeling of intense dislike for something, or someone.

Emotion Positive:

  • Warmth — A feeling of generous happiness usually directed towards another.
  • Fondness —A strong feeling of affection or love directed towards a person or less often a thing.
  • Passion —An uncontrollably strong enthusiasm or affection for a person or thing.

Failure: BurntBurnt failures are some minor harm that results from the Character’s action or inaction. Examples may include actual burns (taking damage from the hot barrel of a machine-gun after firing for too long), being momentarily humiliated by a quick-witted companion, or forgetting to stir the food in the pan so that it ruins. Burns often result in a Psych or a Burn Attack.

Fumble: Cure 2♥Cure Fumbles are when a Character, usually completely accidentally, or through flawed logic, does something to help their opponent. This can even represent a Retcon event, where the Character’s attempted action made sense, but they didn’t have the complete picture. Examples include, knocking the opponent into a vat of medical nanites, cutting the building’s power, which also cuts the electromagnetic lock on the safe, or trying to electrocute the bad guy only to have it revealed he’s a robot and you just recharged him. Cure Fumbles may act as Positive Psych effects or they may grant Facet Sway or Chi to the Target or in rare cases they may even Cure Hitches an Opponent has (Mortal+ cards can reduce Hitches).

Glow: FlamingA Flaming Glow allows all cards played by the Annex or Descendant to have Pips added equal to the User’s Phoenix Score. However this activation Relieves 1 Stress for each card.

Gnarl: BurningThe 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 Character’s 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.

Herald: ScentScent is often the Herald of Phoenix, whether the first whiff of smoke on the wind, the crisp anti-sceptic smell of a hospital, or the miasmic Heralds of festering wounds. Scent is not the only herald of Phoenix though, flickering light (whether flames, rotating or strobe lights), heat (felt on the skin or perhaps through a door), sound (roaring, sirens, alarms, detectors) and smoke can all herald Phoenix, whether it is a pillar of smoke marking the horizon, or the ambulance arriving with a roar of engine, sirens and flashing lights.

Hitch: ConsumingThe 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”.

  • Quirk — A Consuming Quirk indicates the Character or Descendant occasionally must acquire and consume something commonly available, such as a cigarette, a battery, cup of coffee, tank of gas, or a specific sandwich. Consuming Quirk Triggers usually identify the thing that is consumed, “Cigarettes”, “Alchohol”, “Coffee”, “Blood”, “Raw Meat”, “Triple-decker sardine and marshmallow fudge sandwich” etc.
  • Flaw — A Consuming Flaw indicates the Character or Descendant has a problem, they are addicted to consuming something expensive, uncommon, or excessively addicted to something common. This could be a drug addiction, chain-smoker, semi-functional alcholicism, or a more occasional and bizarre addiction such as drinking blood, draining water from plants or sucking heat from the atmosphere. Consuming Flaw Triggers usually include some level of need, “Urgent”, “Hourly”, “Constant”, “Daily”, “Insistent”, “Nagging”, “Occasional”, “Weekly”, etc.
  • Woe — A Consuming Woe indicates the Character or Descendant must almost constantly consume some fairly uncommon thing, such as chewing coal constantly, drinking molten gemstones, or electronic devices, or that they are forced to consume some common thing to excessive levels. Consuming Woe Triggers are often additional specifiers and modifiers, “Two or Three at a time”, “From the heart”, “Bath in it”, etc

Hurdle: PainThe hurdle of Phoenix is pain, as it is all too easy to burn yourself on something hot. Even hot food can be a painful experience, for the fingers, tongues and lips. Even cooking a meal can be a trial of painful incidents, especially if you do not have oven gloves, or a proper tin-opener. Phoenix’s hurdle adds a small burn, cut or scrape to some otherwise low stakes event, by usually adding a randomly created wound, or by briefly raising the Stakes for some reason (lifting the roasting dish from an oven is always at least Medium Stakes, for example).

Incarna: Fire (Plasma)Whether you want to model a camp-fire, summon a blazing, conflagration elemental or play an alien composed of intelligent plasma filaments, a salamander, fire devil, fire giant, some Djinn and Ifrit, you will probably want a Phoenix Formation Facet.

Location: WarmWarm Locations are hotter than their surroundings, they might be a sun-basked coastline, a warm fireplace, or a village bakery, perhaps the kilns of a pottery, or the town’s forges or steel mill. Maybe mists rise from a hot mountain spring, or an active volcano caldera glows and bubbles, spouting lava runs out down the crater edges here and there. Perhaps it is just a small, friendly market town in a vineyard region of a stable southern kingdom. Warm Locations often have Psychosocial Spaces, especially when the warmth is emotional or social in nature, not ambient heat.

Lore: WarmthWarmth Lores tell us about how a character is kind, friendly, sympathetic, charismatic, generous, charitable, or whatever. Warmth Lores can indicate Devotion or Lament Hitches, as well, but usually with a positive twist to the story. Any tales told of a character’s mercy, benevolence or really any positive character traits can be covered by a Warmth Lore.

Monster: ParagonThe Monster is the embodiment of a positive symbol or emotion, such as Love, Forgiveness, Warmth, Satisfaction or Wonder.

  • Paragon Monsters are usually capable of causing positive (and sometimes negative) emotions via a Psych Attack in those that see them, and while they may be positive in nature, they are not necessarily good, or altruistic in their actions.
  • The Paragon Monster Pool may Draw cards if they can find and consume a source of their chosen emotion (stopping a Character from feeling that emotion would count as eating the source, but so would eating the Character).
  • The Paragon Monster Pool Bonus can be added to any Annex the Character already had, enhancing what they can already do.
  • The Paragon must spend at least 1 card from its Monster Pool creating a Psych Attack for each observer whenever it is observed, which may be positive or Negative as the Monster / Yarn-Teller decides.
The Phoenix itself is the embodiment of Resurrection, Hope and Faith, but is quite capable of burning destruction. The Golden Goose is another example, the embodiment of charity, but it evokes profound avarice in those who would own it. The unicorn is a symbol of purity, but is dangerous in the extreme to those it considers impure. Depictions of Angels are also perfect examples of positive embodiments.

Narration Technique: BeaconBeacon narration is simply drawing attention to anything important that is happening, such as a change of Location, a new Character appearing, or some Action, but otherwise letting time pass in Character dialogue. Beacon narration is particularly helpful with travel and when dealing with large groups of Characters, so the Yarn-Teller can let (or use) conversation to fill a gap, before interrupting with their important event. Rather than narrating that, “you chat in the coach for three hours and then are attacked by highwayman”, beacon narration would encourage the Yarn-Teller to start a conversation in the coach, which they later interrupt by having the coach driver point out the unsavoury types ahead. Beacon narration relies on the Yarn-Teller being able to settle back, allowing other Characters to chat in Character, and responding in kind themselves as the various extras (or their own Character), but they must be able to command attention when something important is happening, ideally by use of first, second or third person narration as required.

Narrative Moment: SympathiesThis is the moment when an ally, or friend, needs help, or at least sympathy, during a bad situation, such as a messy break up, or recuperating after an accident, illness or attack. It is great for showing the human side of otherwise inhuman Characters, and is an excellent way of building a sympathetic bad guy, or building up a protagonist into a hero. Conversely, a Character snubbing sympathies offered, or failing to offer their sympathies can also be great Character Moments, telling us a lot about the Character.

Nimbed: BlazingThe Nimbed of Phoenix is blazing, the Annexes that have it can create light, whether in the form of glowing divine blue, or flickering orange hell-flames, and an additional blazing effect that reflects the source of the Annex’s power. The first Blazing Proficiency causes Nimbed Phoenix Draw Umbrals from the Annex to effect the target automatically. The target must pay the Umbrals during the Annex’s action or immediately take a Failure Level of the Umbral Facet, which will linger until their next action. The second and third Blazing Proficiencies will add the Flaming Edge and Glow respectively, and each additional Blazing Proficiency will add a Relief Success level to the action.

Ordeal: InvigorationInvigoration Ordeals are a blanket term for several types of Ordeals such as, “Regeneration, Healing and Medical Ordeals” and “Fire Starting, Fighting and Arson Ordeals”

Persona: Healer

Motivation: The Healer is motivated to help those who are in pain and need of aid. They will try to help, aid, relieve pain, heal wounds, and treat injuries to the best of their ability and knowledge.

Avoid: Healers often avoid giving bad news, and many avoid causing harm, they often despise aspects of their role, such as triage, where they will decide who may live and who dies, but the thing they do most often is working themselves too hard. Healers Gain Stress when they rest when another needs aid.

Shadow: The Shadow of a Healer feeds on pain, normally a Healer will be able to keep their Shadow well fed, but if they don’t the Healer may find themselves hurt, patients may return with lingering pains, or the Healer may be driven to harming people.

Gain Chi: Gain Chi when you give solace, aid, comfort, healing, treatment, advice or medicine to someone in any kind of pain.

Ordeal Gain Chi when you play a ♥ to heal.

Psychosocial Location: PassionsPassions are a Psychosocial State that encompasses those things that a Character holds most dear. Passions can be projects that they wish to achieve (crossing over here with Wishes), people that they are obsessed with (crossing with folk), or hobbies and similar interests and obsessions. Passions can be both positive and negative for a Character, with positive passions usually being attractive for the Character and negative being repulsive or repellent. There is a degree of cross-over with Wishes and Urges here, and Passions can be related to Drives as well (although usually a Drive will take a Character from an Urge or Wish to a Passion. Typically a Character who enters their Passions will be focused upon achieving whatever that passion would suggest. Passions may Stress an individual who makes no progress within their Phoenix Chi Duration.

Quest: Burn / Aid The Quests of Phoenix fall into two main different types, the first may task you to burn a barn to the ground, or burn a vampiric witch to death, the second more diverse Quest will see you tasked to aid another, they may be another Character, who requires specific aid in some specific task, or the aid you provide may be more generic, measured in years of service to a Character or Descendant.

Question: Rapid-firePhoenix asks many quick questions of us, these questions are often simple and easy to answer, but the speed of the answer is often important, or the number of correct answers within a certain time-limit. Questions can vary in style a lot but are usually fact or opinion based “What is the airspeed of a swallow?”, “What is your favourite colour”, etc.

Resolved Hitch: AbstinenceThe resolution of a Consuming Hitch creates a Character or Descendant who no longer seeks to consume what was once their sustenance. Add +1 Success Level to any Action to ignore, resist, avoid, or mitigate the effects of the substance they used to consume.

Rule: RegenerationThe Rule of Regeneration is that Wounds heal, given enough time, and things change. Hitches can be changed, a stabbed muscle can become a small scar. Landscapes scarred by mining, explosions or drought will in time recover and regrow, or change and become deserts, badlands, swamps, salt-marshes, farmland, or even a city given enough time. Characters will disrupt the world, player characters doubly so, but everywhere the Player Character are not, the world will regenerate, heal and recover back towards what it was, or regenerate into something new that they will encounter the next time they pass this way.

Style: ComfortingThe Comforting Style is favoured by Medics, Parents, Pacifists, Social workers, and “New-Age” types. The Comforting Style Reserve can be used to Encourage, Heal, Defend, Perceive, and help others. All Cards Played from the Style Reserve add a +2 Pip Style bonus on each played card when helping another. However, the Comforting Styles can rarely attack, although some Sub-Styles may allow it, when the attack is believed to be helpful (e.g. Defending a ward / child / innocent, Corporal punishment (where legal), Capital Punishment (where legal), Surgery, Lectures, Curses, etc).

Success: ReliefRelief Successes are used for curative, healing, and assistance effects. 1 Relief Success can be used to Relieve 1 Shock, 2 Strains or 5 Stress instantly, or it might Stabilize any single Fresh, Untreated, Re-opened, or Festering Wound the Target has, can Remove any single Fresh Wound completely, can lower the Level of any Stabilized Wound by one, or allow you to play one extra card from your Pool to assist another’s Action. 2 Relief Successes can be used to Pull and Play a card to help another’s Action while performing your own, makes the Target of the Action Discard one card from their Ordeal Pool, Adds +5 Pips to all cards in anothers Action or can Relieve all Stress, Strains and Shocks stored on a single Die. 3+ Relief Successes can Stabilize all Wounds and Heal them all one Level simultaneously, or can completely remove one Wound, or the Target may be affected by any Umbral Effects of the Annex rather than the User, failure to pay Umbrals by the Target results in a 2 GRT/Shock penalty per Umbral, or all Stress, Strains and Shocks are instantly Relieved for the Target or User.

Sway: FeversPhoenix Sway are sometimes called Fevers. Fevers can be spent on any action performed with passion, regenerating wounds or fighting off diseases and toxins. Bold Fevers can automatically Relieve Strains with 1 Strain Relieved for every 2 Fevers spent on any Action.

Tangle: VolatileThe Phoenix Tangle is volatile, and fickle. Sometimes the match will not light, and sometimes a solitary candle can burn down a palace. This can be used to represent uncontrollable powers and emotionally volatile abilities. Each Aura Proficiency adds a chance that they might loss of control. This can be done by rolling the Facet Die for each Aura Proficiency if any of these dice roll minimum then the Annex is out of control. Out of control Annexes should be controlled by the Yarn-Teller as though the User’s Shadow self or unconscious had control of it, or can randomly assign the target as they prefer.

Test: Burning / Cleaning / Cooking / Fire-starting / Healing / Purifying / Rebirth / Recuperating / RegenerationPhoenix tests are often to do with fire, or healing, this includes hygiene and cleaning.

Tone: MedicalWhen the bad guy is a virus, you’re are trying to save the lives of hundreds of victims of a super-powered rampage down-town, or if you are just playing a doctor (with or without a limp) then you may be involved in a Phoenix Tone. Medical Tones favour healing and investigation actions, but also place a strong emphasis on Characters and characterisation. Medics are varied people, and work to save lives for all sorts of reasons, from caring about everyone, to caring about specific people important to them, to caring about money, and you will meet everything in-between as well. The emotions of the patient, the stress of the medics, and how these are handled, are often as important as the injuries or illness, and make the whole Medical Tone a complex one.

Turn: RebirthSometimes the Turn just brings back something from before. It could be a case of miraculous survival, or it could be a clone or act of the divine, time-travel can also be a reason someone or something is reborn. Rebirth works best when the thing brought back is from a previous Story, like the Death Star in Return of the Jedi.

Twisted: RepairTwisted Repair is how the Increated fix and heal injuries to their Descendants and Possessed bodies. To activate the Character must spend 1 Twist to remove all Distract and Flesh Wounds, 2 Twists to remove all Wounds except Carnage Wounds, and 3 Twists to remove all Wounds. However, the Increated replace damaged matter with other nearby convenient matter, not necessarily the correct Incarna or parts. This adds 1 Boon of a “Malformed”, “Scarred” or “Exposed” Hitch per Twist spent on Healing. Some example Hitches, “Rocky Flesh”, “Machine-parts”, “Bio-mechanical”, “Burning Scars”, “Hybrid-Flesh”, “Furred Scars”, “Wooden-Flesh”, etc.

Umbral: FuelThe Umbral of Phoenix is fuel, the Annex that relies on Phoenix needs to burn some fuel or another. The first Umbral Phoenix Proficiency indicates a fuel is required to activate to activate the Annex. The fuel usually costs Umbral Phoenix Draw Yang per use, and is always consumed by the activation. Suitable fuels include: a bullet, a battery, a lump of coal, a stack of logs, an egg-cup full of petroleum, a banana… Each additional Umbral Phoenix Proficiency sets another fuel requirement, which can be more of the same, or can be a different fuel, and will add an automatic Burnt Failure to the action and Umbral Phoenix Score Stress to the User, if it is missing. For example a fast car with a “Big Engine” Annex with 3 Fuel Umbrals, could have “Gasoline”, “High-Octane Gas” and “12 Volt Lead Battery” as its fuels. It needs to burn a cup of Gasoline to activate, but if the battery is dead or the gas isn’t a high enough octane then the activation would add two Burnt Failures and perhaps 8 or more Stress.

Q

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 Defender’s 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.

Facet Name: Quiet

Description: Quiet is the Yin Facet of receptive silence. In that silence rest quiescent woods, tranquil trees, hushed leaves and even the silent speech of books and plain libraries (and mute, conservative librarians). Sober, calm and studied Quiet is the only way to soothe its opposite Fury.

Action: ListeningThe Action of Quiet is listening, or at least quiet contemplation, perhaps while another speaks about their woes.

Annex Channel: Contemplating Annexes that channel through Quiet use verbs like: Contemplate / Deteriorate / Examine / Erode / Flower / Grow / Hamper / Imagine / Learn / Listen / Meditate / Quieten / Read / Relax / Rest / Sign / Silence / Sit / Sneak / Stand / Study / Think / Tranquillise / Undermine / Weaken / Weather / Write

Annex Root: Calm Annexes rooted in Quiet, or Descendants or Characters that use them are described as: Ablated / Botanical / Calm / Erosive / Floral / Glacial / Green / Herbal / Intelligent / Meditative / Mental / Neglected / Overgrown / Peaceful / Placid / Psionic / Quiet / Rational / Restful / Rusted / Serenity / Silent / Subdued / Thoughtful / Tranquil / Weathered / Wooden

Attack: Erode (

👤

Mode: 👤

Name: Psych

Text: Psych (pronounced ‘Sigh-k’) attacks target the Target’s mind and emotions — which means they are only useful on Characters (even if those Characters may be Intelligent Descendants or Extras). All Wounds are targeted on the Personality Annex (or Master Annex for an Intelligent Descendant / Extra). Psych Attacks typically have an emotional or Psychosocial outcome.

Active-Defences:

🔍

Mode: 🔍

Type: Active Psych

Name: Focus

Text: Focus is a Psych Parry. The defender focuses on one aspect of the attack, and thereby turns it around on the attacker. They might retort to the attack, with a biting insult, or just refute one point so well that the attack is ruined, then again they might just react so badly to the attack that they effect the attacker back. The problem with Focus as a defence is that it requires specific cards to work at all.

Rule:

  • Draw a number of cards equal to the number of Hitches Reduced, and add the cards to your Ordeal Pool. Then Play One Card.
  • The card must match exactly one Attack card’s Pips and Suit — Jokers may be Wild. Clubs will Trump with +2 Pips, which means an 8 can be matched by a 6,7, or 8).
  • If they can match an Attack card, then the Attack has been stopped. Discard the matched Attack card and all Attack cards Higher than the Focus card.
  • Attack cards lower than the Focus card are immediately added to the Defender’s Ordeal Pool as “Fight-or-Flight” cards that may be immediately played or prepared without RT or GRT penalties.
  • If no match can be made then Focus has failed. The Defender takes the full effect of the Attack as Focus has been used the Personality Annex cannot now Soak.
🦋

Mode: 🦋

Type: Active Psych

Name: Ignore

Text: Ignoring a Psych attack is a great choice, if you can. However ignoring is an all or nothing defence, fail to ignore the whole attack and you will have ignored nothing at all.

Rule:

  • Draw a number of cards equal to the total number of Hitches Reduced and add them to the Defender’s Ordeal Pool.
  • Play Hitches Reduced number of cards to try and Ignore the Psych Attack.
  • Ignore cards must beat the total Pips of the Attack. Beat the Pips and the Attack is Discarded. Otherwise the Defender takes all the Psych Damage and since they used their Personality Annex to Ignore, they cannot use it to Psych Soak.

Passive-Defences:

🔲

Mode: 🔲

Type: Passive

Name: Prepared Defence

Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.

Rule: Prepared defences must be prepared with Diamonds () or Clubs () as a Suitable Style Reserve and create a Pip Wall that must be worked through.

  • The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs () with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
  • The defence stops all Cards within this range, as long as there are still any Pips left.
  • Each attacking Card removes those Pips from the remaining Pip Score — e.g. If the defence prepared with a A amd 10 is attacked with a J that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
  • Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
  • You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5 (+7), 7(+9) and K (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).

💭

Mode: 💭

Type: Passive Psych

Name: Passive Psych Soak

Text: When someone yells an insult at you, it might sting, or it might not. If you see someone killed in front of you, it might scare you, or may not. You can decide which with a Passive Psych Soak.

Rule:

  • Personality Annex Plays a number of Soak cards equal to number of Hitches Reduced (½ to 4 Cards) from their Ordeal Pool.
  • If any Soak Card exactly matches in Pips and Suit (or Clubs ♣ with +2 Trump bonus) any Attack Card then the Attack Card is discarded and the Defender may Pull and Play a ‘Fight-or-Flight’ Ordeal card. If a Soak card exactly matches the Highest Card of the Attack then the whole Attack is Discarded.
  • If any Psych Soak card is higher in Pips than an Attack card, then those Attack cards are Blocked and Discarded immediately. The Soak card is then kept, but is turned sideways, Stalled. It will be added to the next Psych Attack automatically unless moved by a Defence Glow to a Prepared Defence. A card in this state is considered Stalled.
  • If any Psych Soak card has less Pips than an Attack card (or a Stalled card) then the Attack card is Soaked and immediately Discarded. The Defender takes a copy of the Soak card for each card Blocked. The Attacker may add some of the Penetration Pips to increase the Attack cards Pips at this point.
  • Psych Attacks that begin with more than 3 cards (such as most Tricks) always cause Extreme Emotional responses, rather than Normal emotional responses. All Psych Attacks must affect the Target’s Active Personality Annex (or its Profs). Psych Wounds automatically stack together whenever they can (2 Psych Distracts Wounds automatically become a Psych Flesh Wound).
  • Once the incoming attacks have been dealt with (or not) the Character may now Draw as many cards as they Played earlier to their Ordeal Pool.

Mode:

Name: Energy

Text: Energy attacks are blasts of radiation that are not entirely physical in nature. They might still have a physical impact, but the damage is usually radiation, or electrical burns and sensory overloads.

Active-Defences:

👣

Mode: 👣

Type: Active

Name: Dodge

Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.

Rule:

  • All Physical and Energy Attacks that do not Splash can be dodged fully.
  • Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
  • To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
  • If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3,J has 5 Pips of Penetration, an A cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3 with +5 Pips of Penetration

🛡

Mode: 🛡

Type: Active

Name: Blocking

Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.

Rule:

  • The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
  • Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7 and 4.
  • If any Block Card exactly matches in Pips and Suit (or is a Club ) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7 matches the 7 (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
  • If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7 as damage however.
  • If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4 is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4 now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
  • The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.

Passive-Defences:

🔲

Mode: 🔲

Type: Passive

Name: Prepared Defence

Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.

Rule: Prepared defences must be prepared with Diamonds () or Clubs () as a Suitable Style Reserve and create a Pip Wall that must be worked through.

  • The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs () with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
  • The defence stops all Cards within this range, as long as there are still any Pips left.
  • Each attacking Card removes those Pips from the remaining Pip Score — e.g. If the defence prepared with a A amd 10 is attacked with a J that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
  • Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
  • You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5 (+7), 7(+9) and K (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).

👟

Mode: 👟

Type: Passive

Name: Passive Dodge

Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.

Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.

Mode:

Type: Passive

Name: Soak

Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.

Rule:

  • The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annex’s normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
  • Compare the Soak cards to the Attack cards.
    • Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
      TypeMinimum SoakMaximum Soak
      Facet / “Saving Throw” 510
      Skill 511
      Talent513 (K)
      Power515
      Super-Annex 216+ (any)
      Mud / Clay / Foam810
      Cloth/Wool/Fur Descendant37
      Silk / Padding Descendant28
      Leather Descendant49
      Foam Plastic Descendant38
      Hard Plastic Descendant711 (J)
      Advanced Polymer Descendant3 14
      Chainmail Descendant913 (K)
      Thin Wood Descendant47
      Thick Wood Descendant311 (J)
      Laminated Wood Descendant312
      Turtle Shell Armour711 (J)
      Stone Armour912 (Q)
      Bronze plate Descendant812 (Q)
      Steel plate Descendant614 (A)
      Orichalcum plate Descendant515 (Joker)
      Vibro-field Descendant410
      Power field Descendant12 (Q)15 (Joker)
      Force-field Descendant815 (Joker)
      Toon/Femite Descendant616 (suited Ace)
      Nullite Descendant416 (suited Ace)
      Magickal/Alchemical Enhancement-2 compared to normal+2 compared to normal
    • If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
    • If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
    • If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6 if you play a 2 then both cards are Soaked and 2 × 2 pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
    • Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6 10 and J is soaked by a 7 then you will see the Soak Layer take the J, 10, Stalls the 6 and the 4 on the Soak-Layer, which Discards the 7, then two copies of the 7 also pass on into the next layer of Soak.
  • The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
  • If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
  • The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Character’ Ordeal Pool before you move to the next Soak-Layer.

Mode:

Name: Physical

Text: The simplest forms of wounding are nothing but bashing and cutting physical wounds. Physical attacks are usually performed with weapons (Prop Descendants) or Martial Arts Annexes, which means they can be blocked, parried and so on by another weapon or Martial Art.

Active-Defences:

Mode:

Type: Active

Name: Parry

Text: Deflecting the incoming blade with your own, also works with spears, hammers, maces, vibro-halberd, or magic spells and counter-magics, whatever really, except energy, you can’t Parry lasers or electricity with a sword (blaster bolts on the other hand).

Rule:

  • The Descendant or Annex draws Cards as normal, then plays One (1) card from their Pool.
  • If they can match any attack card in Suit (or Clubs ♣ as Defence Trump) and Pips (including Additional Style and Penetration Pips, or additional Wound / Success Levels, or +2 Pips for Trumps) then the attack has been Parried (Wildcards automatically Parry).
  • What happens next depends upon the suit of the Defending card (see the Suit Parry details)

👣

Mode: 👣

Type: Active

Name: Dodge

Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.

Rule:

  • All Physical and Energy Attacks that do not Splash can be dodged fully.
  • Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
  • To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
  • If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3,J has 5 Pips of Penetration, an A cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3 with +5 Pips of Penetration

🛡

Mode: 🛡

Type: Active

Name: Blocking

Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.

Rule:

  • The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
  • Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7 and 4.
  • If any Block Card exactly matches in Pips and Suit (or is a Club ) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7 matches the 7 (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
  • If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7 as damage however.
  • If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4 is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4 now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
  • The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.

Passive-Defences:

🔲

Mode: 🔲

Type: Passive

Name: Prepared Defence

Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.

Rule: Prepared defences must be prepared with Diamonds () or Clubs () as a Suitable Style Reserve and create a Pip Wall that must be worked through.

  • The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs () with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
  • The defence stops all Cards within this range, as long as there are still any Pips left.
  • Each attacking Card removes those Pips from the remaining Pip Score — e.g. If the defence prepared with a A amd 10 is attacked with a J that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
  • Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
  • You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5 (+7), 7(+9) and K (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).

👟

Mode: 👟

Type: Passive

Name: Passive Dodge

Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.

Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.

Mode:

Type: Passive

Name: Soak

Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.

Rule:

  • The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annex’s normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
  • Compare the Soak cards to the Attack cards.
    • Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
      TypeMinimum SoakMaximum Soak
      Facet / “Saving Throw” 510
      Skill 511
      Talent513 (K)
      Power515
      Super-Annex 216+ (any)
      Mud / Clay / Foam810
      Cloth/Wool/Fur Descendant37
      Silk / Padding Descendant28
      Leather Descendant49
      Foam Plastic Descendant38
      Hard Plastic Descendant711 (J)
      Advanced Polymer Descendant3 14
      Chainmail Descendant913 (K)
      Thin Wood Descendant47
      Thick Wood Descendant311 (J)
      Laminated Wood Descendant312
      Turtle Shell Armour711 (J)
      Stone Armour912 (Q)
      Bronze plate Descendant812 (Q)
      Steel plate Descendant614 (A)
      Orichalcum plate Descendant515 (Joker)
      Vibro-field Descendant410
      Power field Descendant12 (Q)15 (Joker)
      Force-field Descendant815 (Joker)
      Toon/Femite Descendant616 (suited Ace)
      Nullite Descendant416 (suited Ace)
      Magickal/Alchemical Enhancement-2 compared to normal+2 compared to normal
    • If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
    • If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
    • If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6 if you play a 2 then both cards are Soaked and 2 × 2 pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
    • Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6 10 and J is soaked by a 7 then you will see the Soak Layer take the J, 10, Stalls the 6 and the 4 on the Soak-Layer, which Discards the 7, then two copies of the 7 also pass on into the next layer of Soak.
  • The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
  • If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
  • The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Character’ Ordeal Pool before you move to the next Soak-Layer.

Mode:

Name: Magic

Text: Magic may just be technology we don’t understand, or it can be a mysterious force unknowable and frightening to the common man. Magic can parry magic, and so sometimes can silver or cold iron, it depends on the magic. Magic attacks are rarely dodgeable (and the few that are are usually actually spells that perform energy attacks), and usually ignore Range, but instead must pierce the target’s Liberty or Wyrd Score (-4 Pips as standard).

Active-Defences:

Mode:

Type: Active

Name: Parry

Text: Deflecting the incoming blade with your own, also works with spears, hammers, maces, vibro-halberd, or magic spells and counter-magics, whatever really, except energy, you can’t Parry lasers or electricity with a sword (blaster bolts on the other hand).

Rule:

  • The Descendant or Annex draws Cards as normal, then plays One (1) card from their Pool.
  • If they can match any attack card in Suit (or Clubs ♣ as Defence Trump) and Pips (including Additional Style and Penetration Pips, or additional Wound / Success Levels, or +2 Pips for Trumps) then the attack has been Parried (Wildcards automatically Parry).
  • What happens next depends upon the suit of the Defending card (see the Suit Parry details)

🛡

Mode: 🛡

Type: Active

Name: Blocking

Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.

Rule:

  • The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
  • Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7 and 4.
  • If any Block Card exactly matches in Pips and Suit (or is a Club ) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7 matches the 7 (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
  • If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7 as damage however.
  • If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4 is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4 now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
  • The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.

Passive-Defences:

🔲

Mode: 🔲

Type: Passive

Name: Prepared Defence

Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.

Rule: Prepared defences must be prepared with Diamonds () or Clubs () as a Suitable Style Reserve and create a Pip Wall that must be worked through.

  • The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs () with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
  • The defence stops all Cards within this range, as long as there are still any Pips left.
  • Each attacking Card removes those Pips from the remaining Pip Score — e.g. If the defence prepared with a A amd 10 is attacked with a J that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
  • Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
  • You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5 (+7), 7(+9) and K (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).

👟

Mode: 👟

Type: Passive

Name: Passive Dodge

Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.

Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.

Mode:

Type: Passive

Name: Soak

Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.

Rule:

  • The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annex’s normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
  • Compare the Soak cards to the Attack cards.
    • Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
      TypeMinimum SoakMaximum Soak
      Facet / “Saving Throw” 510
      Skill 511
      Talent513 (K)
      Power515
      Super-Annex 216+ (any)
      Mud / Clay / Foam810
      Cloth/Wool/Fur Descendant37
      Silk / Padding Descendant28
      Leather Descendant49
      Foam Plastic Descendant38
      Hard Plastic Descendant711 (J)
      Advanced Polymer Descendant3 14
      Chainmail Descendant913 (K)
      Thin Wood Descendant47
      Thick Wood Descendant311 (J)
      Laminated Wood Descendant312
      Turtle Shell Armour711 (J)
      Stone Armour912 (Q)
      Bronze plate Descendant812 (Q)
      Steel plate Descendant614 (A)
      Orichalcum plate Descendant515 (Joker)
      Vibro-field Descendant410
      Power field Descendant12 (Q)15 (Joker)
      Force-field Descendant815 (Joker)
      Toon/Femite Descendant616 (suited Ace)
      Nullite Descendant416 (suited Ace)
      Magickal/Alchemical Enhancement-2 compared to normal+2 compared to normal
    • If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
    • If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
    • If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6 if you play a 2 then both cards are Soaked and 2 × 2 pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
    • Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6 10 and J is soaked by a 7 then you will see the Soak Layer take the J, 10, Stalls the 6 and the 4 on the Soak-Layer, which Discards the 7, then two copies of the 7 also pass on into the next layer of Soak.
  • The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
  • If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
  • The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Character’ Ordeal Pool before you move to the next Soak-Layer.

💰

Mode: 💰

Name: Resource

Text: Damage is intended to be paid by a specific Facet Sway. The damage may be soaked or dodged by appropriate defences, but are rare for Characters not focused on the Resource. Wounds are usually taken in a specific targeted Facet Sway (often Wealth, Health, or Support) or Yarn as Pips, with any excess taken as Yarn, so a 23 Pip Economic attack will cost the Target 23 Wealth or Yarn if they had no Wealth, if they had 13 Wealth, it would cost them that and 10 Yarn. It should be noted that Yarn is taken as Chi from the total that a Character has (e.g. a Character with 66 Chi losing 10 Yarn would have only 8 Chi left, but a Character with 45 Chi would lose everything). Resource Attacks may also Maim, Cripple or “Destroy” suitable Descendants and can create Hitches, (such as Lacking, Binding, etc.) if the target does not have enough of the targeted Facet Sway / Chi.

Active-Defences:

👣

Mode: 👣

Type: Active

Name: Dodge

Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.

Rule:

  • All Physical and Energy Attacks that do not Splash can be dodged fully.
  • Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
  • To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
  • If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3,J has 5 Pips of Penetration, an A cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3 with +5 Pips of Penetration

🛡

Mode: 🛡

Type: Active

Name: Blocking

Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.

Rule:

  • The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
  • Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7 and 4.
  • If any Block Card exactly matches in Pips and Suit (or is a Club ) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7 matches the 7 (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
  • If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7 as damage however.
  • If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4 is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4 now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
  • The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.

Passive-Defences:

🔲

Mode: 🔲

Type: Passive

Name: Prepared Defence

Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.

Rule: Prepared defences must be prepared with Diamonds () or Clubs () as a Suitable Style Reserve and create a Pip Wall that must be worked through.

  • The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs () with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
  • The defence stops all Cards within this range, as long as there are still any Pips left.
  • Each attacking Card removes those Pips from the remaining Pip Score — e.g. If the defence prepared with a A amd 10 is attacked with a J that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
  • Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
  • You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5 (+7), 7(+9) and K (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).

👟

Mode: 👟

Type: Passive

Name: Passive Dodge

Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.

Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.

Mode:

Type: Passive

Name: Soak

Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.

Rule:

  • The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annex’s normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
  • Compare the Soak cards to the Attack cards.
    • Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
      TypeMinimum SoakMaximum Soak
      Facet / “Saving Throw” 510
      Skill 511
      Talent513 (K)
      Power515
      Super-Annex 216+ (any)
      Mud / Clay / Foam810
      Cloth/Wool/Fur Descendant37
      Silk / Padding Descendant28
      Leather Descendant49
      Foam Plastic Descendant38
      Hard Plastic Descendant711 (J)
      Advanced Polymer Descendant3 14
      Chainmail Descendant913 (K)
      Thin Wood Descendant47
      Thick Wood Descendant311 (J)
      Laminated Wood Descendant312
      Turtle Shell Armour711 (J)
      Stone Armour912 (Q)
      Bronze plate Descendant812 (Q)
      Steel plate Descendant614 (A)
      Orichalcum plate Descendant515 (Joker)
      Vibro-field Descendant410
      Power field Descendant12 (Q)15 (Joker)
      Force-field Descendant815 (Joker)
      Toon/Femite Descendant616 (suited Ace)
      Nullite Descendant416 (suited Ace)
      Magickal/Alchemical Enhancement-2 compared to normal+2 compared to normal
    • If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
    • If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
    • If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6 if you play a 2 then both cards are Soaked and 2 × 2 pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
    • Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6 10 and J is soaked by a 7 then you will see the Soak Layer take the J, 10, Stalls the 6 and the 4 on the Soak-Layer, which Discards the 7, then two copies of the 7 also pass on into the next layer of Soak.
  • The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
  • If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
  • The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Character’ Ordeal Pool before you move to the next Soak-Layer.

🗡

Mode: 🗡

Name: Penetrates

Text: Some attacks cut deeper than others. They penetrate, making the attack harder to block, soak and be stopped by armour.

Rules: Penetration adds the Cards Pips Reduced as Penetration Pips.

  • Penetration Pips add directly to card Pips of the card whenever the Attacker wants during the Soak process, but are each usable only once.
  • Against Prepared Defences 🔲 Penetration Pips can be used to bypass the Pip wall, by add.
  • Against Parry ⚔🔍 defences the Pips may be added to stop cards matching (The Defending weapon may also have Penetration Pips, and Refs may allow them to spend theirs too).
  • Dodges 👣🦋👟 that have to beat the Pips also have to beat the points of Penetration.
  • When Soaked ☔💭 or Blocked 🛡, Penetration allows Pips to leak from the original Attack Card to the Wound inside the Soak-Layer, whenever the Attacker wants to use them.

)
Erode attacks can take millions of years to affect a mountain or rock, but a sandstorm can have the same effect on a person or vehicle in a few minutes. Accelerated time, like a Never-Time, Paradox or Chronoclysm Bomb can also have Erode effects. As a Psych attack an Erode wears down the Target with a cycle of abuse or corrosive language. Erode attacks Penetrate.

Core: GreeterGain Chi when they speak to a stranger or group of strangers.

Critical: Serene 10♦A Serene Critical takes place in near silence. If an attack, it happens without the victim screaming out, perhaps without them even noticing. Movements are light, unhurried and calm. Serene Criticals Draw and Play one additional card to any action, which is prepared to a “Serenity Pool” that is solely used to hush the scene, making it harder to hear (and in some cases even perceive) the events that are taking place. The Player may play additional cards to the Serenity Pool during any Serene Critical that occurs. The Serenity Pool adds to the Difficulty of all sound and emotion based perception, and may also be spent on Psych Defences as required. The Serenity Pool is separate from any Style Reserves or Monster Pools.

Descendants: Hushed/Wooden/PaperQuiet Descendants are called hushed, paper or wooden. They may be serene powers gained by silent meditation, whispered secrets, written words, anything designed to do a noisy thing more quietly, or anything made from wood or paper. Some weapons are hushed for example, with silencers, stiletto knives and garrottes all being excellent examples of trying to make killing quieter and staves, clubs, wands and bows all being wooden weapons and tools. Wood is itself an example of a hushed Descendant, it grows silently, even splitting and breaking stone with nothing more than a few creaks and the susurrus of leaves. Paper though is the ultimate hushed descendant, made from wood, ground and mashed, mixed with water, and then patiently allowed to dry in sheets, before silent words are added with the firm pressure of a printing press. Hushed Descendants can include Psychosocial Action Spaces, especially for those meditative and hermit-like Characters.

Edge: MutedA Muted Edge makes the effects of an Annex or Descendant less loud, more quiet, or softer sounding than normal. This is adding a silencer on a gun, or engine, or a mute to a trumpet. Hearing the Annex or Descendant effect will have to beat the Quiet Score with a Key check or a Quiet check of their own.

Emotion Negative:

  • Reserve — A feeling of doubt about a person or action.
  • Timidity— A feeling of fear of speaking out.
  • Dumbfounded — A feeling of surprise or fear that stops you from speaking coherently.

Emotion Positive:

  • Patience — A feeling of good natured tolerance to a situation or delay.
  • Composure —A feeling of mental steadiness when under stress.
  • Serenity —A feeling of blissful mental repose despite any external stress.

Failure: ReserveA Reserve failure usually results in a loss of cards from a Style Reserve or Monster Pool. One card is lost per Failure Level. These are usually quiet, undramatic failures that can appear to not even be happening at all to a casual observer. Occasionally, a reserve failure will result in a Strong emotional reaction in the Character, that can include a Psych Attack.

Fumble: Repose 5♦A Repose Fumble causes you to lie down. You might slip over, you might faint, or knock yourself out on a beam, fridge door, or wall. Repose Fumbles always cause the Character to collapse to a lying position. Usually any cards of the Action are taken by the Character as Wounds as a Normal Attack that targets their Personality Annex. Soak applies as normal, however, the Character will also receive an additional 1 GRT for the Action over normal that will add to their “Unconscious” time.

Glow: MutedA Muted Glow deadens all sound around the active Annex or Descendant. This is more like the Silence spell, or a security cone effect. Hearing any noise in the Location, Stage, or 4 metre radius requires beating a Quiet Boon difficulty with a Quiet or Key Test.

Gnarl: SuppressionThe 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.

Herald: HushingThe Herald of Quiet is oddly, but perhaps not unexpectedly, a noise that then quietens. This may be a hum of an audience that quietens as the lights dim, the sudden quiet that comes upon a woodland, or the shush of a teacher or librarian.

Hitch: MildThe 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”.

  • Quirk — A Mild Quirk indicates that a Character or Descendant is happiest when they don’t stand out from the crowd, they never enjoy extreme success, feeling it is better to be middling than top of the class. Mild Quirk Triggers often indicate an adjective that the Character or Descendant would not like associated with themselves, so they will not be too… “Beautiful”, “Strong”, “Fit”, “Wealthy”, “Knowledgeable”, “Friendly”, etc.
  • Flaw — A Mild Flaw indicates a Character or Descendant that refuses to be good at anything, whether out of a sense of humility, or more often a slacker attitude. These are Characters who never do more than the bare minimum, and are the just-good-enough Descendants like the faulty printer that prints striped, but still mostly readable text. Mild Flaws can lead to Characters being victimised as they make themselves an easy target from time to time. Mild Flaw Triggers typically indicate a limit of effort or success that the Character or Descendant will not go beyond (without triggering the Hitch), e.g. “More than a 4 Success Levels”, “A Rolled Score greater than 12”, “Above average rolls” etc.
  • Woe — A Mild Woe indicates a Characetr or Descendant who will actively self-sabotage and try their worst to ensure that they are not even considered average. In Characters this is usually combined with a tendency to play the victim, which attracts attention and actual victimization. Mild Woe Triggers tend to indicate when and how the Character or Descendant will self-sabotage and play the victim, e.g. “Oh Woe is me, see how I am treated”, “See you do hate me”, “Procrastination”, “Negative Self-Talk”, “Distractions”, etc.

Hurdle: StillnessThe hurdle of Quiet is stillness. Quiet can only demand two things, the most obvious is silence, but less obviously that asks for stillness. Movement creates noise, only by being still and quiet can you meet this hurdle. During a Quest, Test or Ordeal the hurdle of Quiet demands that you stand still or quiet for some reason, this might be because some dinosaurs can only see movement, or an alarm system that detects noise, or it may be that noise will attract attention, or simply that you have to hold this wire to that wire for a minute or two…

Incarna: Vegetation/Wood/PaperWhen you need to model plants, papers, or any wooden structure, or if you have a pressing need to play a sentient vegetable that used to believe it was a scientist, a walking tree (beard optional), a wood nymph, dryad, hamadryad, any number of flower faeries, a triffid, venus man-trap, wooden sailing ship complete with animated figure head, any variety of talking (or animated) book, or origami sculpture, then you’ll want to look at a Quiet Formation Facet.

Location: PlacidPlacid Locations are serene, tranquil, places. They might be a quiet suburban residence, garden or out-of-the-way square, library or a placid pool, tranquil grove, a roadside shelter, shrine or chapel. The silent desert, the remote step, deep forest and calm water are all good examples. Placid places are not usually Psychosocial in nature, but often represent places where people go to explore their own Psychosocial Spaces (especially their thoughts), free from external distractions.

Lore: UnspokenUnspoken Lores are those lores that gather around a character that people will not say. Examples might include “He who shall not be named”, “He got in with a crime gang, but no one ain’t saying which one”, “He served with a corporate black ops unit, classified stuff” or whatever.

Monster: HushThe Quiet Monster is exactly that, almost silent, and called a Hush.

  • A Hush is the creeping death of a hidden illness, or the cat-footed predator striking without warning that vanishes without trace. Hush Monsters always get to begin with at least Quiet Score cards in their Monster Pool.
  • Hush Monsters may Draw cards to their Monster Pool whenever their Actions go unheard and unnoticed.
  • Hushes add their Monster Pool Bonus automatically to all listening, perception, and contemplation based actions, and may use it to raise the Difficulty of them being heard.
  • When a Hush creature makes a noise (often a roar or howl, including a Psych attack, or the sounds of an attack landing), it must play at least Half of the Monster Pool on the Action.
Creatures like giant owls, snakes or cats, that stalk and hunt silently until the moment of the kill are good examples, as is a really creepy, floating mime. Many ghosts are also silent, until they turn and scream to create a Duck attack.

Narration Technique: SymbolicSymbolic Narration is the use of metaphor, simile, allegory, imagery and symbols to create deeper emotional and artistic complexity in narration. Symbols can stand for ideas and qualities, most importantly as emotions experienced by Characters, and therefore can create sub-text in the narrative via the imagery that is used. If rain is symbolic of sadness and a rose of romantic love or secrecy, then rain on a rose… is a romantic disappointment or secret sadness.

Narrative Moment: The Quiet One SpeaksThis is not as simple as a quiet Character suddenly talking, the moment is what makes them speak, and it doesn’t have to be speaking. If a Character never laughs, then this is an event that tickles their humour. A Character who never cries will burst into tears due to this event. Then again it can also be the moment that the silent Character suddenly decides to share a profound story or observation. Such events depend on the Character obviously, but they usually evoke an emotion that the Character has not yet (or rarely) displayed.

Nimbed: ListeningThe Nimbed of Quiet is listening, this makes an Annex quieter than normal, but also means that the Annex can listen for a particular trigger and act automatically when that trigger occurs (a trigger can be a specific sound, such as a specific spoken word, or a specific event — such as being attacked). The first Listening Proficiency allows the creator to activate the Annex (paying all the Umbral and Tangle costs), set this listening trigger and the Annex then waits quietly, when the Annex is finally triggered it can roll, Draw and Play, to Attack, Block, Move, Prepare, Soak or whatever it was set to do. The second and third Nimbed Quiet Proficiencies add the Muted Edge and Glow respectively, so that even when it is triggered it remains quiet, and each additional Nimbed Quiet Proficiency will add an Unheard success.

Ordeal: SilentSilent Ordeals are when you must keep quiet, such as, “Meditation, Contemplation and Deep Thinking”, “Silent Communication (Reading / Writing / Symbols / Signs / Ideograms / Letters / Glyphs / Runes)”, “Don’t Attract Attention” “Listening”, and “Keeping Secrets”

Persona: Hermit

Motivation: The Hermit is motivated by either a sense of spiritual purity, or an asocial nature. They do not feel they gain anything by superficial conversation, and may believe they lose something when they interact with others. They are introverted and often introspective.

Avoid: The Hermit will often avoid crowds and sometimes conversations where possible, some will even takes vows of silence, or separate themselves from society, but these are minor reflections of what they are really avoiding. Hermits Gain Stress when another Character affects them emotionally (positive or negative emotional effect).

Shadow: The Shadow of a Hermit feeds on isolation, and if the Hermit cannot feed this need then the Shadow will create more, this can force people to abandon the Hermit, or the Hermit to retreat to a rural location, or deeper into the cave.

Gain Chi: Gain Chi when you work or act silently or alone, distance yourself from company or a social situation, think deeply, or answer a question with as few words as possible (a gesture ideally).

Ordeal Gain Chi when you draw a ♦

Psychosocial Location: ThoughtsThoughts are the Psychosocial State where we imagine hearing our internal monologue, as such Thoughts are almost always connected to the Character’s Dreamscape, Knowledge and usually overlaps into Language. Thoughts are usually identified as the conscious mind, but unconscious and pre-conscious (or subconscious) Thoughts can exist here also. It is this area that Telepaths examine and monitor to “hear” thoughts. As well as the ongoing internal monologue there will also be found several questions that are bubbling under the consciousness, these may include memory retrieval questions such as “what is their name?”, “where did I leave my keys?” or “how am I going to break the bad news”, as well as suspicions and theories the unconscious mind is having, which may bubble up to consciousness especially if an answer is found to one of these questions, or supporting evidence is found for one of those suspicions. Typically a Character moving into their Thoughts State is meditating upon a particular subject.

Quest: Read / Listen / StudyQuiet Quests can be quite diverse, they may command you to read some ancient text, listen to some master, teacher or music, or to study some subject. There is a lot of potential overlap with Key and Orthodox Quests depending on the exact situation and setting.

Question: UnspokenQuiet asks us unspoken questions, often with a tilt of the head or a raised eyebrow of body language, or they can be questions intrinsic to a situation, a corpse on the floor practically screams “Who-dunnit?”, and a ringing phone asks “Who is calling and why?”.

Resolved Hitch: DiscreetThe resolution of a Mild Hitch creates a Character or Descendant who is not mild, but is unruffled, subdued and always mindful of disturbing others unnecessarily. They add +1 Success Level to any Action they attempt discreetly, trying not to disturb or alarm anyone (apart from the target often), by stealth or self-restraint.

Rule: RestraintThe Rule of Restraint is often expressed as “Less is more”. Sometimes it is better to give the audience only a hint of what the world contains, rather than read aloud an encyclopedia entry on the situation. While Players and Characters require a huge amount of information in order to make decisions, no one wants to sit through a lecture. It is always best to convey huge amounts of information with as much restraint as possible. You don’t need to reveal the entire of history of the last war, if all the Players actually need to know is:

  1. It was only a few years ago
  2. The enemy is still super-salty about it.

Style: RestrainedThe Restrained Style is favoured by Scholars, Monks, Assassins and some Lawmen. The Restrained Style Reserve stores Prepared Cards in the Style Reserve, but it also stores Pips equal to the Card Pips Reduced. Cards can be played from the Reserve on any action that can be conducted in relative silence, without moving, such as Thinking, Meditating, Calculating, Reading, Writing, Listening or Watching. Restrained Pips can be spent from the Restrained Reserve for any Action at all, including loud actions such as attacking.

Success: UnheardUnheard Successes are for when things happen quietly, or you want to muffle a loud noise. 1 Unheard Success can Draw and Play a card if the Action is silent, or can cancel 1 card of any Emotional Effect automatically, or can allow you to Draw an extra card during your action. 2 Unheard Successes will try covering the noise with some other distraction (Draw and Play a card as a Splash 💦 Attack with both Strike and Splash Limited to Distract Wounds), cancel 2 cards of an Emotional effect, or allow an Annex to be primed to automatically activate in response to certain stimuli. When activated by the “trigger” the Annex does not use up a Descendant or Character’s action, although GRT and RT will apply normally. 3+ Unheard Successes may Draw and Play a card as a Yarn Card Snag or Fray on everyone that hears the Action, this Snag/Fray should interfere with their ability to respond to the noise even if they hear it, cancel all 3 cards of any Emotional Effect, or you may add +10 Pips to all cards currently being played in the Action.

Sway: SerenityQuiet Sway is also called Serenity, and can be spent on any attempt to keep calm, stay silent, or think deep thoughts. Bold Serenity when spent automatically creates a “Hushing” field, as large as the Location Size equal to the Serenity spent. All sounds the Player wishes within the area are effectively quietened to a whisper, any Character trying to speak louder than a whisper in this area will Gain Stress.

Tangle: ConsistentThe Tangle of Quiet is consistent, no matter how dull and boring it may be. This Annex behaves roughly the same almost everytime it is used. Each day / period of Character consciousness the Annex must use its Average Score (and cannot roll or re-roll at all) as many times as the number of Aura Proficiencies the Annex has, after that the Annex may roll, but accumulates a -1 Score Penalty with each roll until the Character sleeps again and the Consistent Annex restarts.

Test: Calming / Listening / Meditation / Sneaking / Studying / ThinkingQuiet tests are all about maintaining or achieving that inner-calm and outer silence, often while thinking hard.

Tone: SuspenseSuspense is the lifeblood of the Thriller. The Quiet Tone governs and is governed by the unknown, creating a need to know, and sense of anticipation. Suspense Tone relies on timing, carefully controlled revealing of information, and control of Tension and Stress. Tension needs to build throughout the Story or Scene, although Tension will break and reset back to at least Suspenseful (Tension Level 5). Suspense is easily lost if too much information is revealed, and that can be difficult to handle. Suspense Tone emphasises unknowns, forcing the characters to ask questions to which there may be no answers, or at least no good ones, like “what do we do now?”, or “what are they going to do next?”. Suspense mixes Characterisation and Conflict in a perfect blend ideally.

Turn: SilenceSilence as a Turn is a situation where either you can’t contact someone you should be able to (such as them being on holiday, or in hospital), or if you are operating under radio silence, someone breaks it for an emerging emergency. Sometimes a lack of information is as important as information itself.

Twisted: MindThe Character’s Mind is Twisted by the Twists present and this causes their Persona or Core to change, adding the following effect. Gain Chi When you trail of in the middle of what you are saying, forget what you were doing, or echo the last words said to you (optionally in a whisper).

Umbral: StudyThe Umbral of Quiet is study and study requires time and practice that must be regularly performed if the Annex will activate properly. The first Umbral Quiet Proficiency will add a demand to study and practice the Annex for Umbral Quiet Score hours every week. The second Umbral Quiet Proficiency adds a second requirement that the study (and practice) must be performed for Umbral Quiet Draw weeks. Additional Umbral Quiet Proficiencies require that the Annex be practised, or studied, in silence for at least half the study period, or that the user may not experience strong emotions while performing their study. Disruption to any hour of study will result in having to restart the hour. Failure to study properly will result in adding one Reserve Quiet Failure Level per Umbral Quiet Proficiency to all actions with the Annex until they can complete their studies.

R

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.

Facet Name: Rook

Description: Rook is the Yin Facet of defence. Receptive and resilient it is the bastion of the Facets. Armour and Aegis, shielding and protective it is the only true guard against its opposite Trial.

Action: ResistThe Action of Rook is to resist, this includes Blocks, Parries, Soaks and other defences.

Annex Channel: Guarding Annexes that channel through Rook use verbs like: Avoid / Beware / Block / Crush / Defend / Dodge / Escort / Fortify / Guard / Invalidate / Negate / Nullify / Parry / Protect / Prevent / Quash / Reject / Revoke / Save / Shelter / Shield / Subdue / Subjugate / Suppress / Void / Ward / Withdraw

Annex Root: Guarded Annexes rooted in Rook, or Descendants or Characters that use them are described as: Armoured / Cancelling / Cautious / Defensive / Fortified / Guarded / Impregnable / Nullified / Overturned / Passive / Protected / Protective / Strategic / Vigilant

Attack: Quash (

👤

Mode: 👤

Name: Psych

Text: Psych (pronounced ‘Sigh-k’) attacks target the Target’s mind and emotions — which means they are only useful on Characters (even if those Characters may be Intelligent Descendants or Extras). All Wounds are targeted on the Personality Annex (or Master Annex for an Intelligent Descendant / Extra). Psych Attacks typically have an emotional or Psychosocial outcome.

Active-Defences:

🔍

Mode: 🔍

Type: Active Psych

Name: Focus

Text: Focus is a Psych Parry. The defender focuses on one aspect of the attack, and thereby turns it around on the attacker. They might retort to the attack, with a biting insult, or just refute one point so well that the attack is ruined, then again they might just react so badly to the attack that they effect the attacker back. The problem with Focus as a defence is that it requires specific cards to work at all.

Rule:

  • Draw a number of cards equal to the number of Hitches Reduced, and add the cards to your Ordeal Pool. Then Play One Card.
  • The card must match exactly one Attack card’s Pips and Suit — Jokers may be Wild. Clubs will Trump with +2 Pips, which means an 8 can be matched by a 6,7, or 8).
  • If they can match an Attack card, then the Attack has been stopped. Discard the matched Attack card and all Attack cards Higher than the Focus card.
  • Attack cards lower than the Focus card are immediately added to the Defender’s Ordeal Pool as “Fight-or-Flight” cards that may be immediately played or prepared without RT or GRT penalties.
  • If no match can be made then Focus has failed. The Defender takes the full effect of the Attack as Focus has been used the Personality Annex cannot now Soak.
🦋

Mode: 🦋

Type: Active Psych

Name: Ignore

Text: Ignoring a Psych attack is a great choice, if you can. However ignoring is an all or nothing defence, fail to ignore the whole attack and you will have ignored nothing at all.

Rule:

  • Draw a number of cards equal to the total number of Hitches Reduced and add them to the Defender’s Ordeal Pool.
  • Play Hitches Reduced number of cards to try and Ignore the Psych Attack.
  • Ignore cards must beat the total Pips of the Attack. Beat the Pips and the Attack is Discarded. Otherwise the Defender takes all the Psych Damage and since they used their Personality Annex to Ignore, they cannot use it to Psych Soak.

Passive-Defences:

🔲

Mode: 🔲

Type: Passive

Name: Prepared Defence

Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.

Rule: Prepared defences must be prepared with Diamonds () or Clubs () as a Suitable Style Reserve and create a Pip Wall that must be worked through.

  • The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs () with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
  • The defence stops all Cards within this range, as long as there are still any Pips left.
  • Each attacking Card removes those Pips from the remaining Pip Score — e.g. If the defence prepared with a A amd 10 is attacked with a J that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
  • Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
  • You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5 (+7), 7(+9) and K (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).

💭

Mode: 💭

Type: Passive Psych

Name: Passive Psych Soak

Text: When someone yells an insult at you, it might sting, or it might not. If you see someone killed in front of you, it might scare you, or may not. You can decide which with a Passive Psych Soak.

Rule:

  • Personality Annex Plays a number of Soak cards equal to number of Hitches Reduced (½ to 4 Cards) from their Ordeal Pool.
  • If any Soak Card exactly matches in Pips and Suit (or Clubs ♣ with +2 Trump bonus) any Attack Card then the Attack Card is discarded and the Defender may Pull and Play a ‘Fight-or-Flight’ Ordeal card. If a Soak card exactly matches the Highest Card of the Attack then the whole Attack is Discarded.
  • If any Psych Soak card is higher in Pips than an Attack card, then those Attack cards are Blocked and Discarded immediately. The Soak card is then kept, but is turned sideways, Stalled. It will be added to the next Psych Attack automatically unless moved by a Defence Glow to a Prepared Defence. A card in this state is considered Stalled.
  • If any Psych Soak card has less Pips than an Attack card (or a Stalled card) then the Attack card is Soaked and immediately Discarded. The Defender takes a copy of the Soak card for each card Blocked. The Attacker may add some of the Penetration Pips to increase the Attack cards Pips at this point.
  • Psych Attacks that begin with more than 3 cards (such as most Tricks) always cause Extreme Emotional responses, rather than Normal emotional responses. All Psych Attacks must affect the Target’s Active Personality Annex (or its Profs). Psych Wounds automatically stack together whenever they can (2 Psych Distracts Wounds automatically become a Psych Flesh Wound).
  • Once the incoming attacks have been dealt with (or not) the Character may now Draw as many cards as they Played earlier to their Ordeal Pool.

Mode:

Name: Physical

Text: The simplest forms of wounding are nothing but bashing and cutting physical wounds. Physical attacks are usually performed with weapons (Prop Descendants) or Martial Arts Annexes, which means they can be blocked, parried and so on by another weapon or Martial Art.

Active-Defences:

Mode:

Type: Active

Name: Parry

Text: Deflecting the incoming blade with your own, also works with spears, hammers, maces, vibro-halberd, or magic spells and counter-magics, whatever really, except energy, you can’t Parry lasers or electricity with a sword (blaster bolts on the other hand).

Rule:

  • The Descendant or Annex draws Cards as normal, then plays One (1) card from their Pool.
  • If they can match any attack card in Suit (or Clubs ♣ as Defence Trump) and Pips (including Additional Style and Penetration Pips, or additional Wound / Success Levels, or +2 Pips for Trumps) then the attack has been Parried (Wildcards automatically Parry).
  • What happens next depends upon the suit of the Defending card (see the Suit Parry details)

👣

Mode: 👣

Type: Active

Name: Dodge

Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.

Rule:

  • All Physical and Energy Attacks that do not Splash can be dodged fully.
  • Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
  • To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
  • If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3,J has 5 Pips of Penetration, an A cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3 with +5 Pips of Penetration

🛡

Mode: 🛡

Type: Active

Name: Blocking

Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.

Rule:

  • The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
  • Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7 and 4.
  • If any Block Card exactly matches in Pips and Suit (or is a Club ) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7 matches the 7 (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
  • If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7 as damage however.
  • If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4 is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4 now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
  • The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.

Passive-Defences:

🔲

Mode: 🔲

Type: Passive

Name: Prepared Defence

Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.

Rule: Prepared defences must be prepared with Diamonds () or Clubs () as a Suitable Style Reserve and create a Pip Wall that must be worked through.

  • The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs () with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
  • The defence stops all Cards within this range, as long as there are still any Pips left.
  • Each attacking Card removes those Pips from the remaining Pip Score — e.g. If the defence prepared with a A amd 10 is attacked with a J that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
  • Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
  • You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5 (+7), 7(+9) and K (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).

👟

Mode: 👟

Type: Passive

Name: Passive Dodge

Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.

Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.

Mode:

Type: Passive

Name: Soak

Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.

Rule:

  • The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annex’s normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
  • Compare the Soak cards to the Attack cards.
    • Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
      TypeMinimum SoakMaximum Soak
      Facet / “Saving Throw” 510
      Skill 511
      Talent513 (K)
      Power515
      Super-Annex 216+ (any)
      Mud / Clay / Foam810
      Cloth/Wool/Fur Descendant37
      Silk / Padding Descendant28
      Leather Descendant49
      Foam Plastic Descendant38
      Hard Plastic Descendant711 (J)
      Advanced Polymer Descendant3 14
      Chainmail Descendant913 (K)
      Thin Wood Descendant47
      Thick Wood Descendant311 (J)
      Laminated Wood Descendant312
      Turtle Shell Armour711 (J)
      Stone Armour912 (Q)
      Bronze plate Descendant812 (Q)
      Steel plate Descendant614 (A)
      Orichalcum plate Descendant515 (Joker)
      Vibro-field Descendant410
      Power field Descendant12 (Q)15 (Joker)
      Force-field Descendant815 (Joker)
      Toon/Femite Descendant616 (suited Ace)
      Nullite Descendant416 (suited Ace)
      Magickal/Alchemical Enhancement-2 compared to normal+2 compared to normal
    • If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
    • If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
    • If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6 if you play a 2 then both cards are Soaked and 2 × 2 pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
    • Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6 10 and J is soaked by a 7 then you will see the Soak Layer take the J, 10, Stalls the 6 and the 4 on the Soak-Layer, which Discards the 7, then two copies of the 7 also pass on into the next layer of Soak.
  • The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
  • If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
  • The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Character’ Ordeal Pool before you move to the next Soak-Layer.

Mode:

Name: Magic

Text: Magic may just be technology we don’t understand, or it can be a mysterious force unknowable and frightening to the common man. Magic can parry magic, and so sometimes can silver or cold iron, it depends on the magic. Magic attacks are rarely dodgeable (and the few that are are usually actually spells that perform energy attacks), and usually ignore Range, but instead must pierce the target’s Liberty or Wyrd Score (-4 Pips as standard).

Active-Defences:

Mode:

Type: Active

Name: Parry

Text: Deflecting the incoming blade with your own, also works with spears, hammers, maces, vibro-halberd, or magic spells and counter-magics, whatever really, except energy, you can’t Parry lasers or electricity with a sword (blaster bolts on the other hand).

Rule:

  • The Descendant or Annex draws Cards as normal, then plays One (1) card from their Pool.
  • If they can match any attack card in Suit (or Clubs ♣ as Defence Trump) and Pips (including Additional Style and Penetration Pips, or additional Wound / Success Levels, or +2 Pips for Trumps) then the attack has been Parried (Wildcards automatically Parry).
  • What happens next depends upon the suit of the Defending card (see the Suit Parry details)

🛡

Mode: 🛡

Type: Active

Name: Blocking

Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.

Rule:

  • The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
  • Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7 and 4.
  • If any Block Card exactly matches in Pips and Suit (or is a Club ) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7 matches the 7 (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
  • If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7 as damage however.
  • If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4 is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4 now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
  • The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.

Passive-Defences:

🔲

Mode: 🔲

Type: Passive

Name: Prepared Defence

Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.

Rule: Prepared defences must be prepared with Diamonds () or Clubs () as a Suitable Style Reserve and create a Pip Wall that must be worked through.

  • The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs () with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
  • The defence stops all Cards within this range, as long as there are still any Pips left.
  • Each attacking Card removes those Pips from the remaining Pip Score — e.g. If the defence prepared with a A amd 10 is attacked with a J that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
  • Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
  • You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5 (+7), 7(+9) and K (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).

👟

Mode: 👟

Type: Passive

Name: Passive Dodge

Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.

Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.

Mode:

Type: Passive

Name: Soak

Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.

Rule:

  • The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annex’s normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
  • Compare the Soak cards to the Attack cards.
    • Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
      TypeMinimum SoakMaximum Soak
      Facet / “Saving Throw” 510
      Skill 511
      Talent513 (K)
      Power515
      Super-Annex 216+ (any)
      Mud / Clay / Foam810
      Cloth/Wool/Fur Descendant37
      Silk / Padding Descendant28
      Leather Descendant49
      Foam Plastic Descendant38
      Hard Plastic Descendant711 (J)
      Advanced Polymer Descendant3 14
      Chainmail Descendant913 (K)
      Thin Wood Descendant47
      Thick Wood Descendant311 (J)
      Laminated Wood Descendant312
      Turtle Shell Armour711 (J)
      Stone Armour912 (Q)
      Bronze plate Descendant812 (Q)
      Steel plate Descendant614 (A)
      Orichalcum plate Descendant515 (Joker)
      Vibro-field Descendant410
      Power field Descendant12 (Q)15 (Joker)
      Force-field Descendant815 (Joker)
      Toon/Femite Descendant616 (suited Ace)
      Nullite Descendant416 (suited Ace)
      Magickal/Alchemical Enhancement-2 compared to normal+2 compared to normal
    • If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
    • If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
    • If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6 if you play a 2 then both cards are Soaked and 2 × 2 pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
    • Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6 10 and J is soaked by a 7 then you will see the Soak Layer take the J, 10, Stalls the 6 and the 4 on the Soak-Layer, which Discards the 7, then two copies of the 7 also pass on into the next layer of Soak.
  • The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
  • If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
  • The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Character’ Ordeal Pool before you move to the next Soak-Layer.

💰

Mode: 💰

Name: Resource

Text: Damage is intended to be paid by a specific Facet Sway. The damage may be soaked or dodged by appropriate defences, but are rare for Characters not focused on the Resource. Wounds are usually taken in a specific targeted Facet Sway (often Wealth, Health, or Support) or Yarn as Pips, with any excess taken as Yarn, so a 23 Pip Economic attack will cost the Target 23 Wealth or Yarn if they had no Wealth, if they had 13 Wealth, it would cost them that and 10 Yarn. It should be noted that Yarn is taken as Chi from the total that a Character has (e.g. a Character with 66 Chi losing 10 Yarn would have only 8 Chi left, but a Character with 45 Chi would lose everything). Resource Attacks may also Maim, Cripple or “Destroy” suitable Descendants and can create Hitches, (such as Lacking, Binding, etc.) if the target does not have enough of the targeted Facet Sway / Chi.

Active-Defences:

👣

Mode: 👣

Type: Active

Name: Dodge

Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.

Rule:

  • All Physical and Energy Attacks that do not Splash can be dodged fully.
  • Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
  • To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
  • If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3,J has 5 Pips of Penetration, an A cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3 with +5 Pips of Penetration

🛡

Mode: 🛡

Type: Active

Name: Blocking

Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.

Rule:

  • The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
  • Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7 and 4.
  • If any Block Card exactly matches in Pips and Suit (or is a Club ) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7 matches the 7 (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
  • If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7 as damage however.
  • If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4 is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4 now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
  • The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.

Passive-Defences:

🔲

Mode: 🔲

Type: Passive

Name: Prepared Defence

Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.

Rule: Prepared defences must be prepared with Diamonds () or Clubs () as a Suitable Style Reserve and create a Pip Wall that must be worked through.

  • The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs () with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
  • The defence stops all Cards within this range, as long as there are still any Pips left.
  • Each attacking Card removes those Pips from the remaining Pip Score — e.g. If the defence prepared with a A amd 10 is attacked with a J that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
  • Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
  • You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5 (+7), 7(+9) and K (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).

👟

Mode: 👟

Type: Passive

Name: Passive Dodge

Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.

Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.

Mode:

Type: Passive

Name: Soak

Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.

Rule:

  • The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annex’s normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
  • Compare the Soak cards to the Attack cards.
    • Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
      TypeMinimum SoakMaximum Soak
      Facet / “Saving Throw” 510
      Skill 511
      Talent513 (K)
      Power515
      Super-Annex 216+ (any)
      Mud / Clay / Foam810
      Cloth/Wool/Fur Descendant37
      Silk / Padding Descendant28
      Leather Descendant49
      Foam Plastic Descendant38
      Hard Plastic Descendant711 (J)
      Advanced Polymer Descendant3 14
      Chainmail Descendant913 (K)
      Thin Wood Descendant47
      Thick Wood Descendant311 (J)
      Laminated Wood Descendant312
      Turtle Shell Armour711 (J)
      Stone Armour912 (Q)
      Bronze plate Descendant812 (Q)
      Steel plate Descendant614 (A)
      Orichalcum plate Descendant515 (Joker)
      Vibro-field Descendant410
      Power field Descendant12 (Q)15 (Joker)
      Force-field Descendant815 (Joker)
      Toon/Femite Descendant616 (suited Ace)
      Nullite Descendant416 (suited Ace)
      Magickal/Alchemical Enhancement-2 compared to normal+2 compared to normal
    • If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
    • If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
    • If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6 if you play a 2 then both cards are Soaked and 2 × 2 pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
    • Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6 10 and J is soaked by a 7 then you will see the Soak Layer take the J, 10, Stalls the 6 and the 4 on the Soak-Layer, which Discards the 7, then two copies of the 7 also pass on into the next layer of Soak.
  • The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
  • If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
  • The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Character’ Ordeal Pool before you move to the next Soak-Layer.

🔥

Mode: 🔥

Name: Destructive

Text: Destructive Attacks have some thing they are just better at affecting, this reflects how hacks can really mess up computers and data, crashes can really destroy vehicles as well as computers and delicate things generally, and nothing flammable likes burning.

Rules: All attacks against a suitable target (Referee decides) increase each cards Wound Limit Level +1. The new Wound Limit may require additional Pips to actually raise the Wound to that higher Limit in the current Stakes.

)
Quash attacks are designed to destroy Descendants (especially weapons and defences), rendering a victim open to other forms of attack. They have a tendency to destroy weapons, shields and armour props before affecting the Character’s own abilities. Quash attacks can be any type, but are especially Destructive to Descendants.

Core: EvaderThe character is immune to one attack type, one Facet’s Attack, or one level of Wound E.g. all Crippling Wounds, all Hack wounds, or all Normal Attacks.

Critical: Revoke 10♣Revoke Criticals can be incredibly powerful, as they cancel an Opponent’s Preparations. All the Prepared cards the Opponent has are discarded, including all Style Reserves the Character may have. Monster and Ordeal Pools are not affected. Then the Critical Action is resolved as normal.

Descendants: DefencesRook Descendants are Defences, they are often armour, shields, but can be forcefields, walls, sandbags, and fences or hedges as well. Defences are always able to act as a passive or active defence (even Skill Descendants) (see the Defence Edge). This even extends to Psychosocial Spaces where all defences become Mental Defences.

Edge: DefenceA Defence Edge attempts to protect the User from attack. This allows the Annex or Descendant to act as a either a passive Soak-Layer, or an active Block action, against Energy, Magic, Physical, Psych, or one Resource Attack Type (affecting Health is usually considered the same as normal Physical for example). Some other Edges may logically expand the Defence Edge to include additional types, such as a Numinous Edge on a helmet that is a Physical Soak-Layer would allow the helmet to be used for Psych Soaks too. A Passive Soak-Layer Draws Ordeal Cards, but after Playing Cards from their Pool and only the Annex Draw, if a Defence Edge Annex has a Draw of 2 but can passively Play 3 then they will only draw 2 cards back. Active Defences usually roll and vary the number of cards drawn.

Emotion Negative:

  • Uneasy — To be nervous or uneasy because of something or someone.
  • Worried— A feeling of being uneasy, troubled and anxious about something or someone.
  • Desperate — A feeling of extreme worry, feeling almost hopeless about someone or something.

Emotion Positive:

  • Attentive — A feeling of interest and thoughtful examination.
  • Alert —A feeling of attentive awareness and observance.
  • Vigilance —A feeling of heightened awareness where you pay special attention to a specific person or thing.

Failure: DefensiveDefensive Failures are failures that Characters impose upon themselves to stop them from really failing at something. Examples might include, stage-fright stopping a character from going on stage and making a fool of themselves, or just the character distracting themselves over something to stop themselves trying properly. Defensive failures should be suggested by the Player whenever they are invoked, and approved or modified by the Yarn-Teller or Referee.

Fumble: Guarded 5♣A Guarded Fumble is one of the safest Fumbles possible, in the short term, they occur when a Character has done their best not to allow themselves to be open to attack, but still has a Fumble situation. The Fumbled Action is split in two. Half the Pips are prepared by the Opponent, the remaining halve the Pips are Prepared as a Defence by the Fumbling Character.

Glow: DefenceA Defence Glow improves on the Defence Edge by providing a Soak-Layer that automatically Prepares Stalled cards in the Soak-Layer as additional Prepared Defences (pick a Defensive Sub-Style) as they are Stalled.

Gnarl: BlockageThe 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.

Herald: AttackThe Herald of Rook is an attack, defences may be seen or heard before an attack, but the true worth of armour, defences or a fortress is not known until they are tested by an attack.

Hitch: DefensiveSome 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, I’ll do it” and “I said I wasn’t feeling well”.

  • Quirk — A Defensive Quirk indicates a Character or Descendant that occasionally displays some paranoia or compulsive behaviours, these are generally minor or neurotic examples, such as having to check the door is locked before leaving. Defensive Quirk Triggers are usually the circumstances that provoke the defensive behaviour such as “Feeling Unsafe”, “Leaving the house”, “Checking the gas is off”, “Eating Fatty foods” etc.
  • Flaw — A Defensive Flaw indicates a Character or Descendant who has significant paranoid, hyper-vigilance or obessive-compulsive behaviour, such as having to check your pockets for your keys or phone every few minutes, or can only knock on doors a prime number of times. Defensive Flaw Triggers are often phrased as questions the Character or Descendants User will ask themselves, “Have I got my keys?”, “Where is my wallet?”, “Do I have enough fuel?”, “Did I lock the door?”, “Are they staring at me?”, “Am I too fat?” etc.
  • Woe — A Defensive Woe indicates a Character or Descendant who is excessively paranoid, hyper-vigilant or compulsive almost constantly. This can be very detrimental to the Character or Descendant being able to accomplish anything, as their Hitch will often interfere with actions. Defensive Woe Triggers typically indicate how extreme the paranoia and compulsive behaviours are, or specifiy an actual diagnosis, “Trusts No One”, “There are no accidents”, “Querulous Paranoia”, “Paranoid Schizophrenia”, “Anorexia Nervosa”, etc.

Hurdle: DrowsinessThe hurdle of Rook is drowsiness, guarding places is tedious and boring, and you are often doing it at night or in warm interior spaces. The Rook hurdle complicates other Tests, Quests and Ordeals by making tiredness, tedium, exhaustion, fatigue and boredom make it much harder to keep on task.

Incarna: DefenceIf you are trying to build a suit of armour or even a castle, you will require the Rook Incarna. If you want to play a smart shield, a possessed flak jacket, a haunted castle, a sentient fort, guard robots (or a guardian creation of any sort), or someone who just seems un-killable, then you will want a Rook Formation Facet. The Defence Incarna automatically grants a Descendant the Passive Rook Nimbed. As a Character Incarna the Character will always automatically Discard the Lowest card of an incoming attack.

Location: SecureSecure Locations can mean there are security guards patrolling it, like a museum, art gallery, or public building may have, or it can be a military base, perhaps a fortress, castle, or prison is more what you have in mind for a secure location. Secure Locations can begin with a strong, lockable or secret door. At their smallest sizes you may be looking at a safe room or priest-hole, at the largest you might be looking at secure, patrolled star systems.

Lore: ApologyApology Lores are things that a character has apologized for, or should apologize for. They might be a crime they should answer for, or something they have already admitted to an been punished for.

Monster: GuardianThe Monster is a Guardian, it guards a certain territory, path, treasure or person.

  • Guardians typically have some ability to shield or protect the thing they guard and themselves from harm. Guardians often use area-denial Splash attacks, such as breath weapons, tail lashes, wing buffeted dust, venom sprays, gaze attacks, and explosions, as well as traps to defend their territory.
  • Guardian Monsters may Draw to their Monster Pool whenever they or the thing they guard, is targeted by an Attack, or Wounded (or Damaged).
  • A Guardian may add its Monster Pool Bonus to any defensive actions, including attacking those attacking the thing they defend.
  • A Guardian must spend a card from its Monster Pool to cancel any card of an Attack upon the thing it guards, this is automatic on a card for card basis.
From Smaug to Fafnir dragons are often Guardians, looking after a particular treasure or demanding tributes from a territory.

Narration Technique: AvoidanceAvoidance Narration is used when a Yarn-Teller has a particular piece of information that they must keep guarded from other Characters. This is not really a case of a secret (although it can be), but more protected information, such as someone else’s secret, where the Yarn-Teller does not have the information and wants to avoid accidentally interfering with another Plot or Yarn-Teller. Avoidance Narration should employ distraction, try talking about something other than that topic, you can add sudden attacks by Bad Guys whenever it gets brought up, or anything else that might work really.

Narrative Moment: DefenceDefence moments are those social moments where we have to defend ourselves, our friends, or our actions. Sometimes a defence will consist of rationalization, an attempt at justification, an excuse, or most often an apology. Sometimes Characters will be made to defend themselves by another Character (parents, bosses, and cops are often involved), but these moments occur best when a Character defends a friend, or just a passer-by, from some embarrassment, or other social, emotional or even legal repercussions.

Nimbed: ProtectiveThe Nimbed of Rook is that it grants the Annex the ability to be protective like a Soak-Layer. The first Protective Proficiency grants the Annex the ability to activate passively. This allows the Annex to Play Nimbed Rook Draw cards from the User’s Ordeal Pool passively (usually when being attacked as a Soak) without incurring any RT or GRT penalty (although note that passive defences can drain your Ordeal Pool). The second and third Protective Proficiencies add the Defence Edge and Glow respectively. Each additional Protective Proficiency adds a Shelter Success Level to the action of the Annex.

Ordeal: ResistResist Ordeals are all about stopping something, examples include, “Keep Them Safe”, “Protect It With Your Life”, “This is the Hill I’ll Die On”, “Hold the Line” and “None Shall Pass”

Persona: Guardian

Motivation: The Guardian is driven by a desire to help and protect others. They may be drawn to help and protect certain groups, such as family, or Locations, sometimes they are called by some spiritual need, or they might feel responsible and protect those threatened by a certain group. Then again some Guardians just protect what they are paid to protect, operating entirely as mercenaries.

Avoid: Guardians often appear to want to avoid disappointing people. They certainly often agree to help with tasks that they are not well suited for, but will try their hardest, and can also make them somewhat sycophantic. Guardians Gain Stress when those under their protection are harmed or affected by negative emotions.

Shadow: The Shadow of the Guardian feeds on contingencies, as long as the Guardian has a few plans going spare, everything will be fine, but if the Shadow is not fed it will create its own. These contingencies can result in the Guardian having to find a new job, drinking hole, friend, home, family, or even nation, as the Guardian finds they are no longer part of someone else’s plan A.

Gain Chi: Gain Chi when you act to help another, agree with someone else, or make a contingency plan.

Ordeal Gain Chi when you play a ♣ in defence.

Psychosocial Location: Mental DefencesThis Psychosocial State can be thought of as a wall around the mind, although it will often only surround some of the mind, creating walls around Secrets, repressed Urges and so on. Mental Defences include a number of psychological defence mechanisms which can appear in the Psychosocial space in a number of ways

TypeDescriptionRules
Acting outActing out is when a Character acts in response to an unconscious wish or emotion that they are not even aware of.Acting out works as a Prepared Psych Defence with the Character’s Acting Out Action also preparing the Defence. In a Psychosocial space this will create a barrier or Obstacle as a result of the Action.
AvoidanceAvoidance is a very primitive psychological defence mechanism. If something, or someone, has hurt you in the past, then if you avoid them for the rest of your life they cannot do it to you again.Avoidance is pretty much trying to use a Dodge action to avoid Psych damage, but if you are in the same Location as the person, or thing, you are trying to avoid then the defence has already failed. Avoidance usually involves not going to places their abuser goes or even knows.
DenialWhatever is happening (or happened) the Character will deny it, essentially lying to themselves, as well as others.Denial works as an Ignore Active Psych Defence to mitigate harm. Within the Psychosocial space Denial often appears as a blackness, smoke, fog, or veil that covers and hides whatever is being denied.
DisplacementDisplacement is about shifting the target or goal to avoid something dangerous or (usually socially) unacceptable. Typically negative emotions connected with one target are moved to another. Positive Emotions can be Displaced too if there is psychological need.Displacement works as a Focus Active Psych Defence, however any Emotional Effect during the attack is postponed until after the Character has been alone and then encounters another (third) Character. The emotional effect will then apply as though this third Character had made the attack. In Psychosocial spaces Displacement can also create tunnels within the space that act as portals to displace a concept (or Thread) within the space.
DissociationDissociation is a drastic modification of personality in order to avoid emotional trauma. Dissociation can create Alternate Personalities (or reveal them at least).Dissociation typically involves a Character shutting down all access to a Facet in order to not feel the emotions of that Facet. This can be performed by any Character who is affected by 3 (or more) cards of emotions simultaneously (this might be 3 different emotions, two 2 card emotions or a single 3 card emotion). The Character can decide to Dissociate one or more emotion card. Dissociation is temporary solution, however as this state causes the Character to Gain Stress equal to the Chi Extend Duration for each Dissociated Card present. Dissociation can sometimes manifest as a different Persona or Core if the original Persona or Core Facet is shutdown, and if the “Dissociated Personality” is given a different name (perhaps a nickname) a differernt Geometry can emerge also. If Stress related Trauma occurs while Dissociated a new Alt may be created instead. Dissociation “removes” the emotions that are currently being felt from the Psychosocial space using the Dissociated cards as an Obstacle to accessing that emotional State, the cards also limit access to the Facet (adding the Obstacle Difficulty to all actions with the Facet) and any Proficiencies or Annexes that rely on it.
DistortionWhy accept the truth when instead you can reshape reality to meet your emotional needs? This is a form of denial, where the denier reinterprets evidence in a more positive light for themselves.Distortion works as an Ignore Active Psych Defence. Within a Psychosocial space Distortion will alter the appearance of anything within the space as required, however these Distorted images can be noticed as not quite being normal, this does not allow the original to be recovered, it at best reveals that what is there is false. However, if a foundational Distortion can be broken, overwhelmed, and proved to be false, then all Distortions may collapse and reveal the true Psychosocial space.
FrenzyFrenzy is a specific Hysteria/Sublimation that converts any emotional situation into blind rage. This is a very negative emotional defence, that converts any emotional state into very negative emotions.Frenzy works as a negative Sublimation, converting any stressful emotional state into Rage, with the Stress being spent on Straining any Annex Attack Actions on any available target. The Frenzy will not end until all the Stress has been spent. In a Psychosocial space a Frenzy usually appears as a Force-Of-Nature Extra, which can express as an animal, beast, monster, storm, flood, landslide, or whatever takes the Yarn-Teller’s imagination.
HysteriaHysteria (or more correctly Pathological Conversion) is when an intrapsychic conflict is expressed through a physical symptom. Examples include hysterical blindness, deafness, numbness (emotional or physical) or any one of a number of other ailments and afflictions.Rather than taking emotional affects (and potentially Traumas) the Character elects instead to activate their Hysteria Defence. The Pips of the emotional attack are Reduced, and become the Banes of a Temporary Hitch (often a Loss of Sense, Lacking or Bound Hitch). The Pips of the original attack indicate the Chi Extend Duration of the Hysterical Hitch. In the Psychosocial space, Hysteria often appears as an Extra, who may be aggressive, protective, duplicitous, blunt or persuasive as the Yarn-Teller prefers, but they take this sense or deny it to the Character to protect them from something (which may or may not be real too).
MonstrousMonstrous is a Sublimation that causes a Character unleash their inner monster to protect themselves from harm. This is often the case with demonic possessions and the like where the possessee will give over control to the demon for protection.Monstrous functions either as Frenzy and Sublimation, moving Stress to a Monster Facet (typically their Persona or Core Facet becomes the Monster Facet), or as Regression / Dissociation if a suitable Alt is available. In the Psychosocial space Monstrous defences will create a Monster, usually a Force-Of-Nature Extra with Monster Facets. This Monster will attempt to protect the mind, and particularly Ego, from any issues arising from the outside world. The Monster will from time to time seize control of an area of the Psychosocial landscape, often the consciousness, as they take control of the physical body and mind. Depending upon Genre and setting the Monster may be able to manifest independently in and affect only Psychosocial and / or real Action Spaces as required.
Passive-AggressionIndirect hostility is a result of repressing negative emotions against a person. As a defence it works best against a single target, often someone who asks a thing be done that the passive-aggressor will agree to do, but then not follow through.Passive-Aggression works as a Focus Active Psych Defence against only one individual at once. In Psychosocial space Passive-Aggression usually expresses as an Extra who is the cause of the negative emotions, this Character will often be disguised (often as a Monster of some sort), usually as a distortion of who they really represent. A Passive-Aggressive response to a bad boss, may create a monster that represents all the negative emotions associated with the boss and it is this “dragon” that begins to behave as an Alt trying to express these negative emotions in indirect ways, such as opposing, resenting, griping, using sarcasm, and complaining about anything they are asked to do by anyone else.
PosturingPosturing is a basic defence mechanism that relies on not showing that you have been affected by an emotional attack. When scared, for example, one may posture bravado.Posturing works as a Focus Active Psych Defence. Within the Psychosocial space Posturing is often expressed as statues (which may be Obstacles), or occasionally Extras. As long as the Posture is maintained the emotion is suppressed and ignored.
ProjectionRedirects negative self-thought, feelings, and failings onto others. Technically this is a Displacement of attribution, where the negative thoughts one feels are attributed to another, but it occurs often enough in isolation to be its own defence.Projection works as an Ignore Active Psych Defence. Within a Psychosocial space the Projection will often appear as mirror, or water, a reflective surface, sometimes this will create a knight in shining armour Extra who will strike down the negative thoughts as being from outside. Other times the projection will instead “other” internal unwanted thoughts, making them appear as suddenly exotic, alien or terrifying.
RationalizationA Character will rationalise that whatever is happening must be their own fault, or it is happening to them for a reason.Rationalization works as a Focus Active Psych Defence. In a Psychosocial space Rationalization will often take the form of “Justifiers”. Justifiers are Extras that roam the Psychosocial area finding ways to justify the Character assuming blame for everything, sometimes they appear as authority figures to the Character, such as school teachers, police, judges, priests, politicians, gods, or parental figures. The justifiers can end up appearing as Split Alts taking control to assume blame for the Character.
Reaction FormationA Character take a stance opposite to that they truly believe and feel to be true, in order to deflect, displace, and hide their true self from harm. It may be this mechanism that leads to latent homosexuality expressing as homophobia in some cases.Reaction Formation works as a Focus Active Psych Defence. Within a Psychosocial space a Reaction Formation will often appear as both a barrier or Obstacle around the true feelings, and a number of Extras will roam the space loudly expressing an opposed, or distracting, opinion. The Extras will always act to stop any Character from entering that area along with the Obstacle. If a Reaction Formation is particularly old and strongly embedded then there may be Ordeal levels of layers of Obstacles envisioned as a vault, fortress, tower or dungeon keeping the truth prisoner.
ReflectionReflection is a defence mechanism that can works (when it works) by making the target think that the Character is more like them, building sympathy between the Characters, or at least mutual fear, and making an attack less likely. In some ways Reflection is perhaps a variation on Passive-AggressionReflection works as an Ignore Active Psych Defence, however the Character must attempt to replicate the attack back as their next Action, which will effectively counter it. Within the Psychosocial space you will find internal Extras who represent aspects of the target being reflected, they represent what the Character who owns the space thinks and feels about the reflected target, especially what they admire or fear about them will be exaggerated (often via fantasy, superhero or horror tropes, depending upon the interests of the Character) in the Extras.
RegressionRegression is a neurotic defence mechanism that causes the Character to abandon more mature Psych Defences to fall back on ones that worked for the Character when they were younger. Typically this results in whining, temper tantrums, and other childish behaviour.Regression creates a “Regressed” Subsumed Same Personality Disorder Alt (note that Personality Disorder Alts should be used with care), that takes whatever emotional effects, trauma or mental damage that the Character wishes to not take on their original Alt. With time the Alt may diverge more and begin to fight for dominance with the original personality creating a Split or Unstable Integration.
RepressionRepression tries to ensure that anything that would Stress the conscious mind is hidden from the conscious mind. Repressed memories and emotions have a habit of escaping though, emerging in the Dreamscape or Supernature (or elsewhere) as nightmares, sleepwalking, poltergeists, or related activity.Repression can be used by a Character who has taken a Negative Emotion for any reason. That Emotion (and usually any memories associated with this event) are Repressed, removed from the conscious mind of the Character to their unconscious mind. The Emotion and memory are typically moved in the Psychosocial space of the Character to their Mental Defences, however each card and memory in that Space will cause the Character to Gain 1 Stress every day it remains there. Emotions can be moved back, or into another Pscyhosocial space for no cost, but they can only move along a line or cross a line as the Character wakes or falls asleep.
SublimationSublimation is converting typically unhealthy emotions and behaviours into healthy actions, behaviours and emotions. This may allow artists to turn suffering into better art, or sports-people to place emotional content in their actions. Sublimation can be inverted though, and a Frenzy represents a similar but inverted defence.Sublimation allows a Character to remove any Negative Emotion by converting the Pips of Negative Emotion into Stress placing it on at least one of their Annexes and immediately Straining those Annexes to spend that Stress. Within the Psychosocial space Sublimation often appears as internal Extras that have chimerical natures. The chimerical form often represents the emotion or behaviour being sublimated into an action or feeling, so we might see a dragon, bear or lion form that has been fused with an athelete, signifying predatory thoughts or negative emotions sublimated into sports performance.
SuppressionSuppression is the defence mechanism of immediately squashing all emotional reactions until they can be dealt with in a more safe space later. Suppression can in some cases be similar to an overload burning-out a circuit, where an intense emotion can seem to burn out all emotional responses, at least for a while making the Character seem almost robotic or disconnected in natureSuppression works by defering a specific emotional affect for a duration equal to the Pips of the attacks as a Limit Duration. Within a Psychosocial space suppression can appear in a number of ways, from a fire truck turning up to douse flames of rage, or a librarian that deafens the area shushing any discussion on a topic. No emotional cards may have any effect until the Suppression is over, with emotions and their effects paused.
Working ThroughWorking Through is technically not a defence, but is instead about expressing and working through powerful emotions with as little long term damage as possible. Working Through is more about coping with and minimising emotional damage than stopping it.Working Through does not strictly act as a defence, but instead allows large emotional effects to be broken apart into smaller less dangerous effects, before they are allowed to damage the Character. An emotional effect can be broken apart into its component 1 card effects, however the Character will also gain Stress equal to the largest single card Pips in the effect, and have to deal with the individual effects and their damage separately.
TypeDescriptionRules
Typically a Character enters Mental Defences in order to activate or deactivate some defence mechanism.

Quest: Secure / GuardRook Quests are about security and protection, you may be tasked with securing some object, location or Character (overlapping with Burden, Gossamer and Dominion Quests somewhat), or you may be told to guard a door, a land or again a Character. Rook Quests are largely about keeping things safe and secure, not held at all costs, a Rook Quest is failed if the Quest object is destroyed (and in some cases injured).

Question: PreparednessRook, ever concerned with defence, asks questions of preparedness. These questions will vary with genre and world, but can include “What will you do now?”, “How much food we have got?” and “Is this room secure?”

Resolved Hitch: WaryThe resolution of a Defensive Hitch creates a Character or Descendant that has learned not to be defensive, breaking beyond the paranoia they had lost themselves in, to open up and experience the world, that isn’t to say that they are now naive and trusting, they will remain vigilant and wary. Add +1 Success Level to any Action where being vigilant, aware, cautious or careful could conceivably help.

Rule: PreservationThe Rule of Preservation states “That which is not destroyed, continues”. Within a setting things that are not happening near the Player Characters still continue to exist. But if PCs visit a cantina-bar and break the player piano, next time they come back there may not be any piano there anymore, or more likely there will be, but something might sound a bit off when it plays sometimes. The world defends itself, until a change is forced upon it, and then it defends the changed version instead.

Style: DefensiveThe Defensive Style is favoured by bodyguards, cowards, and soldiers. All Cards added to a Defensive Style Reserve always act as a Pip Wall Passive Defence, but cards can then be Played out of the Style Reserve, to any effect, without impacting the Pip Wall (except when the Highest or Lowest Card in the Wall/Reserve changes).

Success: ShelterShelter Successes are able to cancel cards of Attack or create shelter. 1 Shelter Success can discard one card randomly from an incoming attack, lower the Stakes one Level, or you may Prepare a card from your Pool to a “Shelter” Prepared Defence. 2 Shelter Successes will Draw and Prepare a card to a “Shelter” Prepared Defence, or may place an Annex into “Passive” mode, where it will produce its Score without rolling as a Half-Action, which can Draw as Normal or Play 1 + Rook Draw cards from your Pool. 3+ Shelter Successes will allow you to find actual shelter, a small location (Yarn Based Gain) that will be appropriate for the Era and Stage/Location, or Play a Card as a Yarn Sweeping effect on yourself, or completely cancel all incoming Attacks or Actions in this Phase.

Sway: SecuritiesRook Sway, also known as Securities, can be spent on defences, blocking attacks and neutralising strategies. Bold Securities when spent automatically negate Pips of any incoming attack during that Phase. 6 Bold Securities can be spent specifically to Discard all cards of a single incoming attack as though playing an Aegis card.

Tangle: WarningsThe Rook Tangle makes the effect of the Annex completely avoidable, under the right circumstances, and if the proper warnings are not given the Annex will not activate. Each Aura Proficiency will add a Facet Herald that can be given, for example an Awe Proficiency could add a Feelings Herald (such as a sense of foreboding). The Annex must give a number of warnings equal to the total number of Aura Proficiencies Reduced, these warnings may be simultaneous. If no warnings have been given at all the Annex will not activate, if any required warnings are missed then a Generic Failure Level is added to the action. Examples include warning shots from Stormtroopers who just miss their target first time, verbal warnings, the whine of an ion cannon charging the air with static electricity, etc.

Test: Blocking / Defending / Guarding / Protecting / Self-defenceRook tests are all about protecting yourself or others.

Tone: RestfulWhen the Tone is nice, peaceful and restful, when there is little or nothing going on in the plot right now, then you are probably enjoying the peacefulness of a Rook Tone. Restful Tones are essential to most Plots, allowing the hero to recover their composure, heal their Wounds, Relieve their Stress, Strains and Shocks, and improve their well-being during these Scenes and Stories. The Restful tone therefore emphasises rest and recuperation, and usually characterisation over situations.

Turn: RetreatSometimes a plot can be changed by a well timed retreat, perhaps an enemy attack (often intended as a diversion) forces the Characters back, or more often, the enemy retreats before the Characters (often leading to a sense of false — or at least premature — victory). Character Embodiments will retreat, rather than fight to the death, due to this Turn, even in action genres, and war stories, an Embodiment retreat in the Zenith is usually a set up for the sequel.

Twisted: DefenceTwists allow a Character to Defend against attacks, by adding all the Cards of a single incoming Attack into their Style Reserve or a Prepared Pip Wall Passive Defence, for 1 Twist.

Umbral: SafetyThe Umbral of Rook is safety, the Annex and its actions are safer than others. The first Umbral Rook Proficiency that is added to the Annex that effectively grants the target of the Annex an additional Soak Layer (often called a “Saving Throw”) that has a number of Pips equal to a roll of the target’s Rook Die + the User’s Rook Score. The second Umbral Rook Proficiency will immediately add a Defensive Rook Failure Level if the Annex is used to harm a target. The third Umbral Rook Proficiency lowers the Wound Limit of all cards played by the Annex by one (So a normal Distract card is no longer capable of creating a Wound)

S

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.

Facet Name: Sin

Description: Sin is the Yang Facet of vices. It is the source of all evil, the inception of immorality, the well of wickedness and is the Facet of transgression and trespass and the one weakness of its opposite Virtue.

Action: ViolateThe Action of sin is always one of violation, whether theft, murder or rape, the actions of sin debase and degrade the victim.

Annex Channel: Sinning Annexes that channel through Sin use verbs like: Blaspheme / Commit / Curse / Damn / Err / Fornicate / Hex / Insult / Jinx / Profaning / Scandalize / Seduce / Sin / Swear / Tempt / Transgress / Taunt / Trespass / Upset / Vice / Yell

Annex Root: Sinful Annexes rooted in Sin are described as: Bad / Criminal / Cruel / Damned / Dark / Depraved / Diabolical / Dire / Evil / Fiendish / Guilty / Heinous / Immoral / Infernal / Malevolent / Malign / Monstrous / Nefarious / Odious / Pernicious / Profane / Reprehensible / Sinister / Unethical / Unholy / Vile / Wrong / Worst

Attack: Curse (

👤

Mode: 👤

Name: Psych

Text: Psych (pronounced ‘Sigh-k’) attacks target the Target’s mind and emotions — which means they are only useful on Characters (even if those Characters may be Intelligent Descendants or Extras). All Wounds are targeted on the Personality Annex (or Master Annex for an Intelligent Descendant / Extra). Psych Attacks typically have an emotional or Psychosocial outcome.

Active-Defences:

🔍

Mode: 🔍

Type: Active Psych

Name: Focus

Text: Focus is a Psych Parry. The defender focuses on one aspect of the attack, and thereby turns it around on the attacker. They might retort to the attack, with a biting insult, or just refute one point so well that the attack is ruined, then again they might just react so badly to the attack that they effect the attacker back. The problem with Focus as a defence is that it requires specific cards to work at all.

Rule:

  • Draw a number of cards equal to the number of Hitches Reduced, and add the cards to your Ordeal Pool. Then Play One Card.
  • The card must match exactly one Attack card’s Pips and Suit — Jokers may be Wild. Clubs will Trump with +2 Pips, which means an 8 can be matched by a 6,7, or 8).
  • If they can match an Attack card, then the Attack has been stopped. Discard the matched Attack card and all Attack cards Higher than the Focus card.
  • Attack cards lower than the Focus card are immediately added to the Defender’s Ordeal Pool as “Fight-or-Flight” cards that may be immediately played or prepared without RT or GRT penalties.
  • If no match can be made then Focus has failed. The Defender takes the full effect of the Attack as Focus has been used the Personality Annex cannot now Soak.
🦋

Mode: 🦋

Type: Active Psych

Name: Ignore

Text: Ignoring a Psych attack is a great choice, if you can. However ignoring is an all or nothing defence, fail to ignore the whole attack and you will have ignored nothing at all.

Rule:

  • Draw a number of cards equal to the total number of Hitches Reduced and add them to the Defender’s Ordeal Pool.
  • Play Hitches Reduced number of cards to try and Ignore the Psych Attack.
  • Ignore cards must beat the total Pips of the Attack. Beat the Pips and the Attack is Discarded. Otherwise the Defender takes all the Psych Damage and since they used their Personality Annex to Ignore, they cannot use it to Psych Soak.

Passive-Defences:

🔲

Mode: 🔲

Type: Passive

Name: Prepared Defence

Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.

Rule: Prepared defences must be prepared with Diamonds () or Clubs () as a Suitable Style Reserve and create a Pip Wall that must be worked through.

  • The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs () with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
  • The defence stops all Cards within this range, as long as there are still any Pips left.
  • Each attacking Card removes those Pips from the remaining Pip Score — e.g. If the defence prepared with a A amd 10 is attacked with a J that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
  • Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
  • You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5 (+7), 7(+9) and K (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).

💭

Mode: 💭

Type: Passive Psych

Name: Passive Psych Soak

Text: When someone yells an insult at you, it might sting, or it might not. If you see someone killed in front of you, it might scare you, or may not. You can decide which with a Passive Psych Soak.

Rule:

  • Personality Annex Plays a number of Soak cards equal to number of Hitches Reduced (½ to 4 Cards) from their Ordeal Pool.
  • If any Soak Card exactly matches in Pips and Suit (or Clubs ♣ with +2 Trump bonus) any Attack Card then the Attack Card is discarded and the Defender may Pull and Play a ‘Fight-or-Flight’ Ordeal card. If a Soak card exactly matches the Highest Card of the Attack then the whole Attack is Discarded.
  • If any Psych Soak card is higher in Pips than an Attack card, then those Attack cards are Blocked and Discarded immediately. The Soak card is then kept, but is turned sideways, Stalled. It will be added to the next Psych Attack automatically unless moved by a Defence Glow to a Prepared Defence. A card in this state is considered Stalled.
  • If any Psych Soak card has less Pips than an Attack card (or a Stalled card) then the Attack card is Soaked and immediately Discarded. The Defender takes a copy of the Soak card for each card Blocked. The Attacker may add some of the Penetration Pips to increase the Attack cards Pips at this point.
  • Psych Attacks that begin with more than 3 cards (such as most Tricks) always cause Extreme Emotional responses, rather than Normal emotional responses. All Psych Attacks must affect the Target’s Active Personality Annex (or its Profs). Psych Wounds automatically stack together whenever they can (2 Psych Distracts Wounds automatically become a Psych Flesh Wound).
  • Once the incoming attacks have been dealt with (or not) the Character may now Draw as many cards as they Played earlier to their Ordeal Pool.

Mode:

Name: Magic

Text: Magic may just be technology we don’t understand, or it can be a mysterious force unknowable and frightening to the common man. Magic can parry magic, and so sometimes can silver or cold iron, it depends on the magic. Magic attacks are rarely dodgeable (and the few that are are usually actually spells that perform energy attacks), and usually ignore Range, but instead must pierce the target’s Liberty or Wyrd Score (-4 Pips as standard).

Active-Defences:

Mode:

Type: Active

Name: Parry

Text: Deflecting the incoming blade with your own, also works with spears, hammers, maces, vibro-halberd, or magic spells and counter-magics, whatever really, except energy, you can’t Parry lasers or electricity with a sword (blaster bolts on the other hand).

Rule:

  • The Descendant or Annex draws Cards as normal, then plays One (1) card from their Pool.
  • If they can match any attack card in Suit (or Clubs ♣ as Defence Trump) and Pips (including Additional Style and Penetration Pips, or additional Wound / Success Levels, or +2 Pips for Trumps) then the attack has been Parried (Wildcards automatically Parry).
  • What happens next depends upon the suit of the Defending card (see the Suit Parry details)

🛡

Mode: 🛡

Type: Active

Name: Blocking

Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.

Rule:

  • The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
  • Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7 and 4.
  • If any Block Card exactly matches in Pips and Suit (or is a Club ) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7 matches the 7 (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
  • If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7 as damage however.
  • If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4 is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4 now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
  • The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.

Passive-Defences:

🔲

Mode: 🔲

Type: Passive

Name: Prepared Defence

Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.

Rule: Prepared defences must be prepared with Diamonds () or Clubs () as a Suitable Style Reserve and create a Pip Wall that must be worked through.

  • The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs () with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
  • The defence stops all Cards within this range, as long as there are still any Pips left.
  • Each attacking Card removes those Pips from the remaining Pip Score — e.g. If the defence prepared with a A amd 10 is attacked with a J that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
  • Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
  • You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5 (+7), 7(+9) and K (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).

👟

Mode: 👟

Type: Passive

Name: Passive Dodge

Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.

Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.

Mode:

Type: Passive

Name: Soak

Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.

Rule:

  • The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annex’s normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
  • Compare the Soak cards to the Attack cards.
    • Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
      TypeMinimum SoakMaximum Soak
      Facet / “Saving Throw” 510
      Skill 511
      Talent513 (K)
      Power515
      Super-Annex 216+ (any)
      Mud / Clay / Foam810
      Cloth/Wool/Fur Descendant37
      Silk / Padding Descendant28
      Leather Descendant49
      Foam Plastic Descendant38
      Hard Plastic Descendant711 (J)
      Advanced Polymer Descendant3 14
      Chainmail Descendant913 (K)
      Thin Wood Descendant47
      Thick Wood Descendant311 (J)
      Laminated Wood Descendant312
      Turtle Shell Armour711 (J)
      Stone Armour912 (Q)
      Bronze plate Descendant812 (Q)
      Steel plate Descendant614 (A)
      Orichalcum plate Descendant515 (Joker)
      Vibro-field Descendant410
      Power field Descendant12 (Q)15 (Joker)
      Force-field Descendant815 (Joker)
      Toon/Femite Descendant616 (suited Ace)
      Nullite Descendant416 (suited Ace)
      Magickal/Alchemical Enhancement-2 compared to normal+2 compared to normal
    • If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
    • If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
    • If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6 if you play a 2 then both cards are Soaked and 2 × 2 pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
    • Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6 10 and J is soaked by a 7 then you will see the Soak Layer take the J, 10, Stalls the 6 and the 4 on the Soak-Layer, which Discards the 7, then two copies of the 7 also pass on into the next layer of Soak.
  • The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
  • If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
  • The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Character’ Ordeal Pool before you move to the next Soak-Layer.

Mode:

Name: Festering

Text: Some Wounds are more difficult to heal and regenerate than others. Maybe it’s a poison, or venom on the attack, magic, or a practically guaranteed infection from bacteria, sometimes its just that insult that gets under your skin…

Rules: All Wounds Fester Automatically (restricting how the Wound can be treated and healed).

🗡

Mode: 🗡

Name: Penetrates

Text: Some attacks cut deeper than others. They penetrate, making the attack harder to block, soak and be stopped by armour.

Rules: Penetration adds the Cards Pips Reduced as Penetration Pips.

  • Penetration Pips add directly to card Pips of the card whenever the Attacker wants during the Soak process, but are each usable only once.
  • Against Prepared Defences 🔲 Penetration Pips can be used to bypass the Pip wall, by add.
  • Against Parry ⚔🔍 defences the Pips may be added to stop cards matching (The Defending weapon may also have Penetration Pips, and Refs may allow them to spend theirs too).
  • Dodges 👣🦋👟 that have to beat the Pips also have to beat the points of Penetration.
  • When Soaked ☔💭 or Blocked 🛡, Penetration allows Pips to leak from the original Attack Card to the Wound inside the Soak-Layer, whenever the Attacker wants to use them.

)
Sin attacks range from Distracting offensive language to turning someone into a demonic lawn chair with Carnage level magic, and may have a variety of final effects. It is not uncommon for the Curse attack to create Binding, Confined, Corrupted, Doomed, Lack-Of-Sense or Odd Hitches, that might turn the target into a frog, kill, blind and even change a Character’s Persona or Core too). Curses Penetrate and Fester.

Core: ConsumerGain Chi when you consume something (food, cigarette, pills, drugs, vapes, money, patches, credits, alcohol, syringes, human hearts, bullets, souls, etc — pick one).

Critical: Cheat J♣A Cheat Critical is immoral, illegal, or wrong somehow, something about the Action would be considered Cheating by some rules. Examples might include, hits below the belt, blinding, hair-pulling, using an illegal weapon, kicking a downed opponent in the head, etc. Cheat Criticals raise card Wound Limits by one level, and additionally allow the Cheat to Play 1 extra card from the Round Pool (without it being a Trick) and and extra card from their Ordeal Pool. A Cheat Critical will often win a fight, but in a formal setting if the Cheating is spotted (some Pips/cards may be used to “hide” the cheating) the Cheater will be disqualified or even arrested.

Descendants: EvilSin Descendants are evil, or at least someone, somewhere, at some time has thought they were. Evil Descendants include the obvious vices, such as drug use, alcholic beverages, slavery, not making slaves of your defeated enemies, most sexualities and sex acts, holding or even keeping certain weapons (weapons of mass destruciton or bio-weapons, particularly), performing magic (especially necromancy, black magic, or that one where a lady gets sawn in half), using poisons (especially on people), lying, cheating, and even using salty language, as well as anything any kind of moral panic has tarred with the Evil brush, be it games, music genres, movies, books (including comics), or art. Evil, it turns out, really is everywhere, and corrupting everything.

Edge: WickedA Wicked Edge makes an Annex or Descendant can render the attack addictive to the Target, any Played in the attack will create an Emotional Effect on the Target, that even if a Positive Emotion will behave as a Negative Psyche Attack, leaving them wounded (Mortal+ Wounds may create “Addiction” Hitches).

Emotion Negative:

  • Schadenfreude — A feeling of amusement in another’s misfortune.
  • Smug— A feeling of self-satisfaction.
  • Conceited — A feeling of excessive pride.

Emotion Positive:

  • Contentment — A feeling of happiness when you have what you wanted.
  • Satisfaction —A feeling of very pleasurable contentment.
  • Fulfilment —An intense feeling of contentment.

Failure: WeaknessWeakness Failures are amongst the most common that we all feel. Weakness Failures, might include succumbing to to a temptation, or apathy. For example while out hunting, the hunter may decide that the prey looks too sickly to be worth it, or may decide to ignore a good hind in the open, as they prefer roast boar. Often what could have been an easy victory is made more complex by the Characters weaknesses.

Fumble: Lapse 3♣A Lapse Fumble indicates some lapse of judgement, a backslide, or succumbing to a weakness instead of taking the Action expected. When a Lapse Fumble occurs the Opponent may take one random card from the Character’s Ordeal Pool (the Fumbling Character receives Sin Sway equal to the card Pips) and the Opponent can immediately play it. In addition to the normal ways the Opponent can play an Ordeal card, the Opponent may play it to move the Fumbling Character back away from them, or may play it to try and activate one of the Character’s Hitches. If the card Pips are greater than any Hitch Boon of any Hitch that matches suit with the card then that Hitch is activated. The current Yarn-Teller or Referee should decide which Hitch is activated in a case where multiple Hitches may activate. If no Hitches are Activated the card will instead act as a 1 card Negative Psych effect. The Character that has a Lapse cannot play any cards from this action, but enters immediately into GRT.

Glow: WickedA Wicked Glow makes an Annex or Descendant attack addictive to the Target. Up to 3 cards from the Attack will also have an Emotional Effect on the Target, that even if a Positive Emotion will behave as a Negative Psyche Attack, leaving them wounded. This effectively doubles an attack, making it both physical (or energy etc) and an additional Psyche Attack disguised as a Positive Emotional Effect.

Gnarl: HarmThe 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.

Herald: TemptationsTemptations (or perhaps the desires behind them) are the Herald of Sin. Before Sin first appears, there will be some temptation that indicates the Sin to come, this might be as simple as a glamour calendar in the sex offender’s workplace, or as complex as the series of passwords on a club set by a wrathful bouncer.

Hitch: DesiresThe 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”.

  • Quirk — A Desires Quirk indicates a Character or Descendant has a desire that they would like to complete, but treat it as more of a dream than a goal, something they desire but typically do nothing to achieve. Desire Quirk Triggers are usually the thing that is desired, as only exposure to it will trigger the Hitch, e.g. “Childhood Sweetheart”, “Psychoactive Drugs”, “Friends”, “Junk Food”, “Morning Coffee”, “Bi-curious”, etc.
  • Flaw — A Desires Flaw indicates a Character or Descendant has a goal, ambition or want that they are working to achieve. They may not dedicate all day everyday to working towards their goals, but when making a decision their desires will always considered. Desire Flaw Triggers often indicate how often the Character works towards their Desire rather than another goal, “Daily”, “Often”, “Weekly”, “Occasionally”, “Monthly”, “Hardly Ever”, etc.
  • Woe — A Desires Woe indicates that a Character or Descendant focuses the majority of their time and effort on completing their ambitions, goals and achieving their other desires. Every decision the Character makes will be tinged by the Desires of their Woe. Desire Woe Triggers usually describe how far the Character (or Descendant) will go to get that desire “Kill”, “Theft”, “Manipulation”, “Lies”, “Skullduggery”, etc.

Hurdle: RegretsThe hurdle of Sin is regrets, these may be the remorse of a misdeed, shame of dishonour, or a guilty conscience. During a Quest, Ordeal or Test the hurdle of Sin can act one of two ways, it can either indicate a potential cause for regret (such as innocent bystanders, or allies, who will be caught in a cross-fire), or that there is some reference to a regret (possibly triggering a Hitch) that the Character already has.

Incarna: ViceWhen you are building a descendant that is a vicious new street drug, or you want a black magic totem, or you are playing an anthropomorphic representation of a deadly sin, a demon (or more likely a devil), an incubus, a succubus, an Unseelie faery, a temptation, a dark god, fallen angel, or living addiction, then you will want the Sin Formation Facet.

Location: Pleasure-domePleasure-domes are locations dedicated to pleasure, they are sometimes also known as Dens of Sin, such as Bordellos, Brothels, Bars, Opium Dens, Casinos, Gambling Halls, Smack houses, Nightclubs, Public Houses, Restaurants, Cinemas, and so on. Pleasure-Domes are almost guaranteed to have some Psychosocial Spaces included within their walls, depending upon the particular pleasures they encourage.

Lore: ScandalScandal Lores can tell us a lot about a character whether it is just some gossip that the press or bards have got their hands on, a detailed list of crimes, or just some minor transgressions the character committed growing up. Scandals can also tell us things about the character indirectly, such as perhaps their partner is the subject of the Scandal Lore.

Monster: VillainThe Sin Monster is an embodiment of a specific vice, taboo, or sin, often in the form of a human Villain (usually with animalistic features or tendencies).

  • Villains usually have Annexes and Hitches that reflect their embodied vice or sin, and are often at least partially supernatural, dabbling in the occult and black magic.
  • Villains Draw cards to their Monster Pool when they, or another, indulges in their particular vice or behaviour. Which can be as broad as “Evil” or as focused as “Smokes Gauloises Cigarettes” as you like.
  • Villains may add their Monster Pool Bonus to any action that furthers their diabolical plans, and yes “Survival” is always the number 1 plan.
  • Villains automatically play Sin Draw Monster Pool cards as Obstacles when they are directly threatened and choose to escape, that will affect anyone trying to follow them.
The genocidal or narcissistic maniac, of the sort British Intelligence seems to tangle with repeatedly, could be a Sin Monster, as can a number of other Monster types.

Narration Technique: UnreliableSometimes in fiction a Narrator is not reliable, this may be because they are insincere, deliberately misleading the audience, or they may have some other bias that causes their narration to minimise some of the events, ignore Characters or emphasize something else, like their own actions. Yarn-Tellers are also encouraged to colour their narration in terms of their Character’s beliefs. To a Yarn-Teller criminal, all police officers are corrupt or cruel buffoons, where as they are intelligent free-thinkers. For a Yarn-Teller detective, he may think the uniforms are a bit dim, with a few bad apples among them, but compared to the criminal scumbags they bring in, they are the shining blue light of hope for humanity. No Character ever thinks that they are the Villain of their own story, and rarely will they think a friend is evil. Even actual Villains believe their diabolical plots serve some good, even if it is only making them more powerful.

Narrative Moment: Dark-sideEvery good hero has a dark side to their personality and every excellent villain is occasionally nice to throw their dark side into stark contrast. This is such a moment, and lets the Character show their other side. It is difficult to force a PC to show their dark-side, but villains can show a lighter side occasionally.

Nimbed: FiendishThe Nimbed of Sin is Fiendish, the first Fiendish Proficiency in the Annex adds the ability to either drain Nimbed Sin Score points of Chi from the Target to the User with every successful use, or to move Nimbed Score points of Stress from the User to the Target. The second and third Fiendish Proficiencies adds the Wicked Edge and Glow, and each additional one after that adds a Sinister Sin Success Level.

Ordeal: WrongdoingWrongdoing Ordeals are always something illegal or immoral, they include, “Chasing The Dragon”, “Lewd Behaviour”, “Party Hard”, “Seducing The Innocent” and “Breaking The Law”

Persona: Fiend

Motivation: The Fiend is motivated by self-confidence, selfishness and satisfaction. They are confident that they can get away with anything, or explain it away or charm their way out, if they are caught. Often they are only out for themselves, caring nothing about those they hurt on the way, and really only caring about getting the satisfaction they feel they deserve. Whether that is satisfaction from a pleasure they indulge in, or the contentment of a job well done.

Avoid: The Fiend often avoids following rules that they feel are imposed upon them, as they always know better, but this is not what they truly seek to avoid, they must appear confident and in control. Fiends Gain Stress when they are uncertain, hesitant, or seem to lack confidence.

Shadow: The Shadow of a Fiend feeds on temptations, and usually the Fiend will produce plenty of them, but if they don’t, the Shadow will create new temptations for the Fiend. Which can drive them to darker deeds and into more dangerous situations.

Gain Chi: Gain Chi when you act confidently, ignore a rule, or tempt another.

Ordeal Gain Chi when you discard a low card to keep a higher one.

Psychosocial Location: DarknessThe State of Darkness is the place in one’s self that you would rather never look. The Darkness is often expanded, placed around other areas, subsuming them in the dark. Things in the Darkness are never rarely brought to the conscious mind, although they may appear occasionially at the edge of the darkness as though though trapped just at the edge of the black fog, often they can appear in the Dreamscape as the Darkness extends there. However things in the darkness are not forgotten or frozen, this is not out-of-sight out-of-mind, whatever is in the darkness is unobserved consciously, but is free to do what it wants beyond that light. In the darkness you will often find unaknowledged fears, repressed memories, forgotten dreams, character flaws, carnal urges, anti-social behaviours, bad habits, and even other Personalities or Alts that the Character tries to keep out of sight, but chooses not to address or deal with. Typically a Character who enters the State of Darkness is either trying to recover some memory or knowledge that has slipped into the Darkness, or has chosen to embrace that darkness (often including the Negative Emotions associated with it). Sometimes when one alt enters another will exit, and the Darkness can shade their very thoughts, making them feel and behave darker while they are there.

Quest: Seduce / AbuseSin Quests are tales of dark deeds, sexual conquest and abuse. They are not for the faint hearted, although there is some crossover will Awe, Dominion and Miasma Quests, they will often appear as more “tame” versions of Sin’s evil Quests.

Question: Self-InterestThe only questions that Sin asks are questions of self-interest, that boil down in most cases to, “What is in it for me?”

Resolved Hitch: PrideThe resolution of a Desires Hitch creates a Character or Descendant who has broken free of what they desired, moved past their infatuation or has bested their addiction, and often feels great pride for this “accomplishment”. They may now add +1 Success Level to any Action that may be assisted by self-esteem, self-confidence, arrogance or ego.

Rule: CheatingThe Rule of Cheating states that “Cheaters have more fun” and indicates that all these rules, well they are more kind of guidelines. If a Rule is hampering the fun, ditch it. Usually in T13 there is another way you can do this anyway. Referees do not always have to look up the exact Difficulty, sometimes they can just hand wave a number that feels right. However, while a little and occasional cheating can be fun, cheating to “win” sucks, and steals a lot of enjoyment form the game for the cheater. So my advice is Cheat to lose, especially as a Yarn-Teller, it is better if you “forget” that extra Descendant could attack this round, and give them a chance to heal, rather than remember and kill the party, but hey, you do you, you know?

Style: DreadfulThe Dreadful Style is favoured by bad guys, monsters, killers and the like. The Dreadful Style Reserve creates a Pip Reserve of 2 Pips per card in the Dreadful Style Reserve. These Dreadful Pips can only be spent to wicked ends, harming others, humiliating and shocking others. Cards however may be spent from the Dreadful Reserve for any purpose, except helping others.

Success: SinisterSinister Successes are what make dark deeds dark, exploiting peoples weaknesses and pain. 1 Sinister Success can add a level to the largest Wound on a Target or created by the Action, it can Play a card as a 1 card Emotional Effect on the Target, or if a Hitch can be Triggered on the Target you may Draw and Play an extra card on the Action. 2 Sinister Successes can create a two card Emotional effect, it can cancel the GRT and RT of the current action, or all Pips of damage caused by the Attack will Drain Chi from the Target(s) and give it to you. 3+ Sinister Successes can Draw and Play a Yarn Card, usually as a Fray, Snag, Fight or Obstacle on the Target.

Sway: LapsesSin Sway points are known sometimes as Lapses. Lapses can be spent on actions to tempt others, or that a Character should feel guilty about. Bold Lapses can move the target Character within a Psychosocial space in addition to any Physical Action that may be being attempted.

Tangle: DevouringThe Tangle of Sin is Devouring, it is the Tangle of firearms and monsters. The Annex has a limited number of uses before it must consume something, usually the thing that must be consumed is decided by the first Tangled Umbral Proficiency Facet Incarna or Descendant. E.g. If a Nature Umbral was Tangled first, it would demand the Annex must consume Flesh Incarna or Natural Descendants. The consumed Descendant (or Character) must be of a Cost equal to at least Annex Draw + each of the Umbral and Nimbed Facet Draws. Base number of Uses is 27 – first (or second) Tangled Proficiency Umbral Facet Boon (not inclusding Scale, Size or Monster adjustements). If tracking uses is too certain, or too fiddly, instead record the Die of 27 – first (or second) Tangled Umbral Facet Boon. Whenever you use the Annex roll this “Uses” Die, if it rolls 0 or 1 then the clip is out (the gun goes click), and must be reloaded, if it rolls higher than this, but still the minimum for that Clip die e.g. 2 on a 1d3+1 then it fires, but is now out and must be reloaded. Rolls higher than the minimum activate as normal. Additional Tangled Proficiencies add additional things that the Annex must occasionally consume from the obvious clips, and magazines, to gunpowder, casings, charcoal, sulphur, potassium nitrate, screws, springs, batteries, pins, and occasionally blood, sweat and tears, these are consumed once all summed Tangled Aura Proficiency Facet Scores as a Chi Duration Limit so a “Firearm” Annex with a Burden (13) Dragging Umbral creates a Material Devouring Sin Tangle and Yonder (13) Nimbed might have to use up a bottle of oil every 6 Months.

Test: Corrupting / Cursing / Seduction / TemptingSin tests are about tempting others, usually with pleasures, corrupting them with immoral ideas, and yelling curse words, occasionally actually cursing people.

Tone: ImmoralWhen the characters are up to no good, it always helps if you’ve got a Tone to match, and the Sin Tone will match almost any dark deed. The Immoral tone is filled with sinful characters, but favours criminality, corruption, addiction, lust, wrath and vengeance. Immoral toned stories often emphasise characterisation, with characters falling deeper and deeper into the immorality they indulge in, but there is a certain amount of emphasis on the actions they take, particularly in heist and caper situations they find themselves in and the inevitable consequences.

Turn: RuinedThe Turn in this case indicates that whatever you struggled through, or whatever grounds you’ve made, the victory is ruined somehow. Usually the bad guy has managed to ruin things for the Pressed Side once again, but it may be a different Character (or Side) who is responsible for the ruination, in which case the Dominant Side may also face a Ruined Gain or Ruined Weft (where they are unable to rest and recover after their Warp. This Ruined event can redirect the rest of the Plot, not just as a pyrrhic victory, but also as Characters struggle to cope without pay, food, or medicine, especially while they suffer lingering Wounds, that reopen and fester eventually.

Twisted: TemptationsTwists change the Character’s secret desires and even physical needs, things they were previously even addicted too they no longer desire, their types have changed, their favourite meals, films, music, sports, and even TV shows are suddenly all different.

Umbral: ReprehensibleThe Umbral of Sin is reprehensible, the Annexes that have Sin Umbral Proficiencies are cursed and damned abilities. The first Umbral Sin Proficiency added to an Annex will make the Annex take a Weakness Sin Failure if the Annex is used to help or aid another (even indirectly). The second Umbral Sin Proficiency will demand that the Annex can only activate if Wounds of Pips equal to the Umbral Sin Score are already present in the Scene. The third Umbral Sin Proficiency marks the user as evil, corrupted, cursed, or unholy in some way that requires persecution by some authority (often a religion), the Annex requires a Hitch of a Boon of at least Umbral Sin Score that is usually a “Persecuted” Hitch. Additional Umbral Sin Proficiencies will add their Boons together to create a higher Score and required Hitch Bane.

T

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.

Facet Name: Trial

Description: Trial is the Yang Facet of competition. It is the commencement of hostilities, the cause of war and the source of sports. Whether striving at tournament or struggling to win Trial is continually in conflict with its opposite Rook.

Action: OpposeThe Action of Trial is to oppose another, whatever they stand for, you stand for something else, sometimes this is reasonable usually it isn’t.

Annex Channel: Opposing Annexes that channel through Trial use verbs like: Attack / Battle / Chop / Compete / Contend / Counter / Eliminate / Engage / Game / Hack / Kill / Oppose / Overcome / Participate / Pirate / Play / Shoot / Test / Thwart / War

Annex Root: Combative Annexes rooted in Trial, or Descendants or Characters that use them are described as: Armed / Athletic / Brave / Champion / Combative / Competitive / Cybernetic / Deadly / Fair / Gladiatorial / Metallic / Militant / Military / Opposing / Piratical / Sporty / Tactical / Valiant / Veteran / Violent / Warlike

Attack: Hack (

Mode:

Name: Energy

Text: Energy attacks are blasts of radiation that are not entirely physical in nature. They might still have a physical impact, but the damage is usually radiation, or electrical burns and sensory overloads.

Active-Defences:

👣

Mode: 👣

Type: Active

Name: Dodge

Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.

Rule:

  • All Physical and Energy Attacks that do not Splash can be dodged fully.
  • Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
  • To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
  • If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3,J has 5 Pips of Penetration, an A cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3 with +5 Pips of Penetration

🛡

Mode: 🛡

Type: Active

Name: Blocking

Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.

Rule:

  • The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
  • Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7 and 4.
  • If any Block Card exactly matches in Pips and Suit (or is a Club ) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7 matches the 7 (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
  • If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7 as damage however.
  • If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4 is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4 now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
  • The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.

Passive-Defences:

🔲

Mode: 🔲

Type: Passive

Name: Prepared Defence

Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.

Rule: Prepared defences must be prepared with Diamonds () or Clubs () as a Suitable Style Reserve and create a Pip Wall that must be worked through.

  • The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs () with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
  • The defence stops all Cards within this range, as long as there are still any Pips left.
  • Each attacking Card removes those Pips from the remaining Pip Score — e.g. If the defence prepared with a A amd 10 is attacked with a J that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
  • Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
  • You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5 (+7), 7(+9) and K (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).

👟

Mode: 👟

Type: Passive

Name: Passive Dodge

Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.

Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.

Mode:

Type: Passive

Name: Soak

Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.

Rule:

  • The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annex’s normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
  • Compare the Soak cards to the Attack cards.
    • Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
      TypeMinimum SoakMaximum Soak
      Facet / “Saving Throw” 510
      Skill 511
      Talent513 (K)
      Power515
      Super-Annex 216+ (any)
      Mud / Clay / Foam810
      Cloth/Wool/Fur Descendant37
      Silk / Padding Descendant28
      Leather Descendant49
      Foam Plastic Descendant38
      Hard Plastic Descendant711 (J)
      Advanced Polymer Descendant3 14
      Chainmail Descendant913 (K)
      Thin Wood Descendant47
      Thick Wood Descendant311 (J)
      Laminated Wood Descendant312
      Turtle Shell Armour711 (J)
      Stone Armour912 (Q)
      Bronze plate Descendant812 (Q)
      Steel plate Descendant614 (A)
      Orichalcum plate Descendant515 (Joker)
      Vibro-field Descendant410
      Power field Descendant12 (Q)15 (Joker)
      Force-field Descendant815 (Joker)
      Toon/Femite Descendant616 (suited Ace)
      Nullite Descendant416 (suited Ace)
      Magickal/Alchemical Enhancement-2 compared to normal+2 compared to normal
    • If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
    • If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
    • If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6 if you play a 2 then both cards are Soaked and 2 × 2 pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
    • Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6 10 and J is soaked by a 7 then you will see the Soak Layer take the J, 10, Stalls the 6 and the 4 on the Soak-Layer, which Discards the 7, then two copies of the 7 also pass on into the next layer of Soak.
  • The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
  • If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
  • The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Character’ Ordeal Pool before you move to the next Soak-Layer.

Mode:

Name: Physical

Text: The simplest forms of wounding are nothing but bashing and cutting physical wounds. Physical attacks are usually performed with weapons (Prop Descendants) or Martial Arts Annexes, which means they can be blocked, parried and so on by another weapon or Martial Art.

Active-Defences:

Mode:

Type: Active

Name: Parry

Text: Deflecting the incoming blade with your own, also works with spears, hammers, maces, vibro-halberd, or magic spells and counter-magics, whatever really, except energy, you can’t Parry lasers or electricity with a sword (blaster bolts on the other hand).

Rule:

  • The Descendant or Annex draws Cards as normal, then plays One (1) card from their Pool.
  • If they can match any attack card in Suit (or Clubs ♣ as Defence Trump) and Pips (including Additional Style and Penetration Pips, or additional Wound / Success Levels, or +2 Pips for Trumps) then the attack has been Parried (Wildcards automatically Parry).
  • What happens next depends upon the suit of the Defending card (see the Suit Parry details)

👣

Mode: 👣

Type: Active

Name: Dodge

Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.

Rule:

  • All Physical and Energy Attacks that do not Splash can be dodged fully.
  • Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
  • To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
  • If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3,J has 5 Pips of Penetration, an A cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3 with +5 Pips of Penetration

🛡

Mode: 🛡

Type: Active

Name: Blocking

Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.

Rule:

  • The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
  • Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7 and 4.
  • If any Block Card exactly matches in Pips and Suit (or is a Club ) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7 matches the 7 (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
  • If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7 as damage however.
  • If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4 is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4 now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
  • The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.

Passive-Defences:

🔲

Mode: 🔲

Type: Passive

Name: Prepared Defence

Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.

Rule: Prepared defences must be prepared with Diamonds () or Clubs () as a Suitable Style Reserve and create a Pip Wall that must be worked through.

  • The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs () with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
  • The defence stops all Cards within this range, as long as there are still any Pips left.
  • Each attacking Card removes those Pips from the remaining Pip Score — e.g. If the defence prepared with a A amd 10 is attacked with a J that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
  • Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
  • You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5 (+7), 7(+9) and K (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).

👟

Mode: 👟

Type: Passive

Name: Passive Dodge

Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.

Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.

Mode:

Type: Passive

Name: Soak

Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.

Rule:

  • The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annex’s normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
  • Compare the Soak cards to the Attack cards.
    • Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
      TypeMinimum SoakMaximum Soak
      Facet / “Saving Throw” 510
      Skill 511
      Talent513 (K)
      Power515
      Super-Annex 216+ (any)
      Mud / Clay / Foam810
      Cloth/Wool/Fur Descendant37
      Silk / Padding Descendant28
      Leather Descendant49
      Foam Plastic Descendant38
      Hard Plastic Descendant711 (J)
      Advanced Polymer Descendant3 14
      Chainmail Descendant913 (K)
      Thin Wood Descendant47
      Thick Wood Descendant311 (J)
      Laminated Wood Descendant312
      Turtle Shell Armour711 (J)
      Stone Armour912 (Q)
      Bronze plate Descendant812 (Q)
      Steel plate Descendant614 (A)
      Orichalcum plate Descendant515 (Joker)
      Vibro-field Descendant410
      Power field Descendant12 (Q)15 (Joker)
      Force-field Descendant815 (Joker)
      Toon/Femite Descendant616 (suited Ace)
      Nullite Descendant416 (suited Ace)
      Magickal/Alchemical Enhancement-2 compared to normal+2 compared to normal
    • If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
    • If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
    • If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6 if you play a 2 then both cards are Soaked and 2 × 2 pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
    • Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6 10 and J is soaked by a 7 then you will see the Soak Layer take the J, 10, Stalls the 6 and the 4 on the Soak-Layer, which Discards the 7, then two copies of the 7 also pass on into the next layer of Soak.
  • The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
  • If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
  • The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Character’ Ordeal Pool before you move to the next Soak-Layer.

Mode:

Name: Magic

Text: Magic may just be technology we don’t understand, or it can be a mysterious force unknowable and frightening to the common man. Magic can parry magic, and so sometimes can silver or cold iron, it depends on the magic. Magic attacks are rarely dodgeable (and the few that are are usually actually spells that perform energy attacks), and usually ignore Range, but instead must pierce the target’s Liberty or Wyrd Score (-4 Pips as standard).

Active-Defences:

Mode:

Type: Active

Name: Parry

Text: Deflecting the incoming blade with your own, also works with spears, hammers, maces, vibro-halberd, or magic spells and counter-magics, whatever really, except energy, you can’t Parry lasers or electricity with a sword (blaster bolts on the other hand).

Rule:

  • The Descendant or Annex draws Cards as normal, then plays One (1) card from their Pool.
  • If they can match any attack card in Suit (or Clubs ♣ as Defence Trump) and Pips (including Additional Style and Penetration Pips, or additional Wound / Success Levels, or +2 Pips for Trumps) then the attack has been Parried (Wildcards automatically Parry).
  • What happens next depends upon the suit of the Defending card (see the Suit Parry details)

🛡

Mode: 🛡

Type: Active

Name: Blocking

Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.

Rule:

  • The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
  • Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7 and 4.
  • If any Block Card exactly matches in Pips and Suit (or is a Club ) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7 matches the 7 (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
  • If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7 as damage however.
  • If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4 is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4 now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
  • The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.

Passive-Defences:

🔲

Mode: 🔲

Type: Passive

Name: Prepared Defence

Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.

Rule: Prepared defences must be prepared with Diamonds () or Clubs () as a Suitable Style Reserve and create a Pip Wall that must be worked through.

  • The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs () with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
  • The defence stops all Cards within this range, as long as there are still any Pips left.
  • Each attacking Card removes those Pips from the remaining Pip Score — e.g. If the defence prepared with a A amd 10 is attacked with a J that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
  • Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
  • You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5 (+7), 7(+9) and K (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).

👟

Mode: 👟

Type: Passive

Name: Passive Dodge

Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.

Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.

Mode:

Type: Passive

Name: Soak

Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.

Rule:

  • The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annex’s normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
  • Compare the Soak cards to the Attack cards.
    • Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
      TypeMinimum SoakMaximum Soak
      Facet / “Saving Throw” 510
      Skill 511
      Talent513 (K)
      Power515
      Super-Annex 216+ (any)
      Mud / Clay / Foam810
      Cloth/Wool/Fur Descendant37
      Silk / Padding Descendant28
      Leather Descendant49
      Foam Plastic Descendant38
      Hard Plastic Descendant711 (J)
      Advanced Polymer Descendant3 14
      Chainmail Descendant913 (K)
      Thin Wood Descendant47
      Thick Wood Descendant311 (J)
      Laminated Wood Descendant312
      Turtle Shell Armour711 (J)
      Stone Armour912 (Q)
      Bronze plate Descendant812 (Q)
      Steel plate Descendant614 (A)
      Orichalcum plate Descendant515 (Joker)
      Vibro-field Descendant410
      Power field Descendant12 (Q)15 (Joker)
      Force-field Descendant815 (Joker)
      Toon/Femite Descendant616 (suited Ace)
      Nullite Descendant416 (suited Ace)
      Magickal/Alchemical Enhancement-2 compared to normal+2 compared to normal
    • If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
    • If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
    • If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6 if you play a 2 then both cards are Soaked and 2 × 2 pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
    • Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6 10 and J is soaked by a 7 then you will see the Soak Layer take the J, 10, Stalls the 6 and the 4 on the Soak-Layer, which Discards the 7, then two copies of the 7 also pass on into the next layer of Soak.
  • The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
  • If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
  • The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Character’ Ordeal Pool before you move to the next Soak-Layer.

💰

Mode: 💰

Name: Resource

Text: Damage is intended to be paid by a specific Facet Sway. The damage may be soaked or dodged by appropriate defences, but are rare for Characters not focused on the Resource. Wounds are usually taken in a specific targeted Facet Sway (often Wealth, Health, or Support) or Yarn as Pips, with any excess taken as Yarn, so a 23 Pip Economic attack will cost the Target 23 Wealth or Yarn if they had no Wealth, if they had 13 Wealth, it would cost them that and 10 Yarn. It should be noted that Yarn is taken as Chi from the total that a Character has (e.g. a Character with 66 Chi losing 10 Yarn would have only 8 Chi left, but a Character with 45 Chi would lose everything). Resource Attacks may also Maim, Cripple or “Destroy” suitable Descendants and can create Hitches, (such as Lacking, Binding, etc.) if the target does not have enough of the targeted Facet Sway / Chi.

Active-Defences:

👣

Mode: 👣

Type: Active

Name: Dodge

Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.

Rule:

  • All Physical and Energy Attacks that do not Splash can be dodged fully.
  • Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
  • To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
  • If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3,J has 5 Pips of Penetration, an A cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3 with +5 Pips of Penetration

🛡

Mode: 🛡

Type: Active

Name: Blocking

Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.

Rule:

  • The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
  • Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7 and 4.
  • If any Block Card exactly matches in Pips and Suit (or is a Club ) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7 matches the 7 (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
  • If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7 as damage however.
  • If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4 is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4 now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
  • The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.

Passive-Defences:

🔲

Mode: 🔲

Type: Passive

Name: Prepared Defence

Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.

Rule: Prepared defences must be prepared with Diamonds () or Clubs () as a Suitable Style Reserve and create a Pip Wall that must be worked through.

  • The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs () with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
  • The defence stops all Cards within this range, as long as there are still any Pips left.
  • Each attacking Card removes those Pips from the remaining Pip Score — e.g. If the defence prepared with a A amd 10 is attacked with a J that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
  • Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
  • You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5 (+7), 7(+9) and K (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).

👟

Mode: 👟

Type: Passive

Name: Passive Dodge

Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.

Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.

Mode:

Type: Passive

Name: Soak

Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.

Rule:

  • The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annex’s normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
  • Compare the Soak cards to the Attack cards.
    • Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
      TypeMinimum SoakMaximum Soak
      Facet / “Saving Throw” 510
      Skill 511
      Talent513 (K)
      Power515
      Super-Annex 216+ (any)
      Mud / Clay / Foam810
      Cloth/Wool/Fur Descendant37
      Silk / Padding Descendant28
      Leather Descendant49
      Foam Plastic Descendant38
      Hard Plastic Descendant711 (J)
      Advanced Polymer Descendant3 14
      Chainmail Descendant913 (K)
      Thin Wood Descendant47
      Thick Wood Descendant311 (J)
      Laminated Wood Descendant312
      Turtle Shell Armour711 (J)
      Stone Armour912 (Q)
      Bronze plate Descendant812 (Q)
      Steel plate Descendant614 (A)
      Orichalcum plate Descendant515 (Joker)
      Vibro-field Descendant410
      Power field Descendant12 (Q)15 (Joker)
      Force-field Descendant815 (Joker)
      Toon/Femite Descendant616 (suited Ace)
      Nullite Descendant416 (suited Ace)
      Magickal/Alchemical Enhancement-2 compared to normal+2 compared to normal
    • If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
    • If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
    • If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6 if you play a 2 then both cards are Soaked and 2 × 2 pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
    • Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6 10 and J is soaked by a 7 then you will see the Soak Layer take the J, 10, Stalls the 6 and the 4 on the Soak-Layer, which Discards the 7, then two copies of the 7 also pass on into the next layer of Soak.
  • The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
  • If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
  • The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Character’ Ordeal Pool before you move to the next Soak-Layer.

🔥

Mode: 🔥

Name: Destructive

Text: Destructive Attacks have some thing they are just better at affecting, this reflects how hacks can really mess up computers and data, crashes can really destroy vehicles as well as computers and delicate things generally, and nothing flammable likes burning.

Rules: All attacks against a suitable target (Referee decides) increase each cards Wound Limit Level +1. The new Wound Limit may require additional Pips to actually raise the Wound to that higher Limit in the current Stakes.

)
Hacks are an attempt to cut sections of the target off or, in the case of Computer systems, Hack wounds can allow the hacker to control the system. Assuming the wounds created produced a “Hacked” Hitch. Hack scars can include malformed Hitches for the loss of limbs etc that can occur. Hacks are particularly Destructive attacks to Computers, wood, and Limbs.

Core: AttackerCharacter has a “special move” that when used adds two success levels to the result automatically. In Ordeals this means the Special move can draw and play an extra two cards, or add one or two levels to one or two cards

Critical: Win 8♠A Win Critical allows the Character to do the bare minimum to “Win” this immediate situation. A Win will automatically pass the Stage Difficulty with only an unsuited 2 being played, for example. Wins will KO opponents, or cause a crash to their vehicle, but will rarely do more than this. Under rare circumstances a Win may be used to kill an Opponent if there is absolutely no other way for the Character to Win. A Win effect requires only a single card to be played. The rest of the cards from the Action may then be spent on additional actions. E.g. If you are in a fight and a Win Critical is rolled or Drawn, then you can play one card to beat the Opponent you are facing. The rest of your Action might be spent Preparing an Attack for the next Opponent, or on a Defence, or moving etc.

Descendants: GearTrial Descendants are the weapons and equipment of warfare and sporting contests. Any military weapon or vehicle is probably a piece of Gear, so is most sports equipment. At a push, improvised weaponry, such as rocks and broken glass, can count as Gear.

Edge: WarA War Edge makes an Annex or Descendant intended for use in Warfare. As such the Edge raises the Stakes to at least High the moment it is used or drawn in the case of a Descendant. Additionally it adds the User’s Trial Score to all Spades played by the Annex or Descendant. However, each non-Spade played by a War Edge adds 1 Stress to the User.

Emotion Negative:

  • Discomfort — A feeling of pain usually stemming from tension.
  • Suffering— A feeling of pain accompanied by misery, often caused by injury.
  • Torment — A feeling of intense suffering usually caused by prolonged afflictions or tortuous injuries.

Emotion Positive:

  • Confidence — A feeling of hopefulness that you are up to a challenge.
  • Courage —A feeling that occurs when one overcomes fear and pain to accomplish a goal.
  • Valour —A feeling of extreme courage in the face of great adversity, danger and pain.

Failure: ForfeitsForfeit Failures occur during games and interactions with strict laws and rules. A Forfeit failure may include conceding a penalty, or accepting a handicap (or even a Hitch), it is the proverbial “one-hand-tied-behind-your-back” that helps to level a playing field. Forfeit failures are sometimes added as examples of good gamesmanship and fair play, but can often be legal in nature, as in a situation where you won the fight, but are arrested for assault.

Fumble: Turnover 7♠A Turnover Fumble is one that costs the Character and their entire side momentum and hands it instead to the Opponents. The Turnover Fumble immediately hands all cards Drawn by the Character to their Opponent. The Opponent may not immediately act, but these cards are added to their Pool (until they act and may have to discard to their Ordeal Pool Limit). The Fumbling Character can still play cards as normal, if they wish, but have lost the newly drawn cards.

Glow: WarA War Glow is a more powerful version of War Edge. Drawing a Descendant with it or using an Annex with it raises the Stakes to Extreme. It adds the Trial Score to the Pips of all cards played by the Annex or Descendant but each Card played Relieves 1 Stress (and requires that Stress to activate).

Gnarl: TestingThe 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.

Herald: CrowdsThe Herald of Trial is gathered crowds of people, sometimes crowds are filling arenas, sometimes they are a thin ring, sometimes the crowd is just the competitors, but they will gather before the Trial begins.

Hitch: OffensiveSome 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”.

  • Quirk — An Offensive Quirk indicates a Character or Descendant that is occasionally a bit loud, crude, aggressive, forward, smelly, personal, blunt or intense, especially regarding whatever they are offensive about. Typically a Descendant with this Quirk is obnoxiously perfumed, makes a discordant or annoying noise when operating, or creates clouds of thick smoke when it activates. Typically the Offensive Quirk Triggers are a description of how they are Offensive, e.g. “Loud”, “Smelly”, “Profane”, “Every Expletive Other Expletive Word”, “Emits toxic smoke”, etc.
  • Flaw — An Offensive Flaw indicates a Character or Descendant that is mostly known for how loud, crude, aggresive, forward, smelly, personal, blunt or intense, and almost everyone knows not to engage with them about whatver triggers them, at least after the first time. A Descendant with an Offensive Flaw is likely to be too loud, too dangerous, or leak something nasty from time to time. Offensive Flaw Triggers usually specify why some thing is Offensive, “Raised by Wolves”, “Social Underclass”, “Rich Parents”, “Racist Culture”, “Leaded Petrol”, etc
  • Woe — An Offensive Woe indicates a Character or Descendant that is truly almost universally offensive in some way. As Descendants they will be loud, noisy things, seeping thick liquids and bellowing foul-smelling smoke, as Characters you can expect more of the same, only with personally offensive things to say to everybody they meet adding some spice to events. Offensive Woe Triggers tend to be circumstances where the Character or Descendant seems to actively go out of their way to be extra offensive, such as “Hates Mondays”, “Hates Orcs”, “Disgusted of Oswestry”, etc

Hurdle: CompetitionThe hurdle of trial is competition, other people compete against you for whatever the Quest, Test, or Ordeal is. Any situation is complicated by having others compete against you for whatever the “prize” available is, whether it is a trophy or justice.

Incarna: MetalWhether you’re thinking about swords, cars, planes, full-body cyborgs, a lot of robots, some demons, some devils, the occasional Grim Reaper, intelligent, people-chomping cars, glittering chrome winged horses that transform into motorbikes, or the axe-wielding heavy-rock bands from industrial working class backgrounds. A Trial Formation Facet will grant you that Metal Incarna, which can be both a genre and an actual metal.

Location: ContestedContested Locations can vary quite a lot, on the one end you have a card table, on the other you have the disputed ownership of a planet in the Neutral Zone. Arenas, golf courses, casinos, betting shops, battle ships, war zones, no-man’s-land, tanks, sports-fields, and military bases are all good examples. Contested Locations almost always include a Psychosocial Space where the competitors will inhabit one side of an argument space or another.

Lore: ResultResult Lore tells us about a character’s previous wins, and losses, if they are a champion at some sport or competition a Result Lore will tell us. Or perhaps the character famously lost a championship match. Results can also include the results of legal or military battles, as well, but are less common (may vary by genre).

Monster: KillerThe Killer Monster is a deadly Combat specialist of some sort.

  • Killers are predators, and everything is prey to these Monsters. They rarely obsess over a potential target, but instead are opportunistic, rather than determined, although they are prone to wrathful revenge.
  • Killers Draw cards to their Monster Pool each time they kill, or destroy something.
  • Killers add their Monster Pool Bonus to all attacks, as Penetration, as required.
  • Killers must Play Monster Pool cards whenever they will make a Trick with other cards being played by the Ordeal Pool, or other cards in the Round Pool or a Style Reserve.
Killers are dangerous monsters that should be avoided, but are worse when combined with other Monster sorts. Hunter-Killers are particularly commmon and terrilble.

Narration Technique: ContradictoryContradictory Narration is narration that opposes the narration another Yarn-Teller is making. This may be a direct contradiction, such as reversing the results of the last battle (which may create a Yarn-Tangling Ordeal), but more often this is an indirect contradiction, such as having both sides think they both lost or won the last battle, this changes nothing for one side, but everything for the other, and is less likely to create a Yarn-Tangling Ordeal.

Narrative Moment: GameA Game moment can be a Character moment where we see that Character play a game, often with friends or family, this could be a video game, a board game (chess), a quiz night, it might involve gambling and cards, it might include a gym visit, or some other fitness (race you to the pub), or sports activity (bowling, soccer, darts), or it might be a moment showing the Character hunting. Then again the game that is being played may be the dating game, with the Character trying to find a quick hook up or their soul-mate, depending on the Character and Yarn-Teller.

Nimbed: BattleThe Nimbed of Trial is Battle, the Annexes that have it are intended to be used in combat. The first Battle Proficiency makes it so that all Spades played by the Annex add the Nimbed Trial Score to their Pips. The second and third Battle Proficiencies add the Warfare Edge and Glow respectively and each additional Battle Proficiency after that adds a Gladiator Success.

Ordeal: OpposedOpposed Ordeals involve competition between active participants, they include, “Sports League”, “Knock-Out Rounds”, “Fight” and “Pitched Battle”

Persona: Athlete

Motivation: The Athlete, Competitor, or “Gladiator” is driven by a desire to compete against others. They usually want to win, but that isn’t actually important to most Athletes. Athletes often have codes of honour that force them to obey all the rules of a contest, but others will cheat to win, there really is no way to tell one from the other. Athletes are always driven to find a game or contest to play.

Avoid: The Athlete avoids surrender and giving up, they will always try to compete, as long as they are able. Atheletes Gain Stress when they are unable to compete, are forced to throw in the towel, or stop trying at something.

Shadow: The Shadow of an Athlete feeds on injuries, usually the minor injuries of training and competing will keep them fed, but if they don’t then the Athlete may find themselves lashing out at others around them, some push themselves too hard, some just self-harm.

Gain Chi: Gain Chi when you compete against another, argue, or fight.

Ordeal Gain Chi when you play a ♠.

Psychosocial Location: ArsenalThe Arsenal is the Psychosocial State that holds all the weapons of psychological warfare, assaults, attacks and tactics. The Arsenal also acts as an arena, where Alternates may compete and win rulership of the Psychosocial space as a whole, and can act as a training ground for psych attacks. The Arsenal will usually consist of a list of all the Psych Attacks available to the Character. Although it may also contain tactics and strategies, as well as any leverage that a Character may have over their Rivals, foes and opponents. The Arsenal will therefore often be connected to Folk and Language States, as well as Mental Defences. Typically a Character enters the Arsenal either to collect “a weapon” or to compete to control the whole Psychosocial space. For example, to calm oneself it may be necessary to enter the Arsenal and silence those inner voices.

Quest: CompeteIf you are representing your colony in the interstellar Olympics, if you must win the latest hover-board in a street-race, or if you are just making up the numbers in a children’s board game, or game of bridge, you are embroiled in a Trial Quest.

Question: QuizTrial asks us lots of questions often in the form a quiz. These are usually about whoever can answer the most question correctly, although bonus points and themed rounds are also possible, usually these are questions about the pop culture of the narrative world, but science, magic, alchemy, or any Guild may have a quiz. Job interviews can also be considered a quiz of sorts.

Resolved Hitch: CombatantThe resolution of an Offensive Hitch leads to a Character or Descendant who is an experienced veteran combatant. They are hardened to taking a hit, and too taking a life. Add +1 Success Level to any Action that is combat orientated, striking, aiming, parrying, dodging, tactical planning, etc.

Rule: ConflictThe Rule of Conflict drives the game, everything within the game is based around expressing Conflicts. Plots are created by and driven to explore Conflicts; Ordeals and particularly Combat Ordeals are almost always a direct expression of that Plot-embedded Conflict. And it can appear that Trial and Conflict are the most important Facet of the game, but good stories and good games are not just about the Plots and the fights, they are about absurd moments, bright ideas, drama, epic vistas, grand plans, improvised dialogue, memorable Extras, set-backs, small character bits, tension, tough decisions, and lots of failures along the way, oh and that bit where… never mind you probably had to be there.

Style: TacticalThe Tactical Style is favoured by sportsmen, soldiers and wise elders. The Tactical Style Reserve can be used for any purpose, unless counter indicated by the Sub-Style. Sub-Styles of the Tactical Style include, Shock (cannot be used for defence), Flanking (cannot be used to move away from enemies), Retreat (cannot be used to approach an enemy), Reconnaissance (cannot be used to Attack), Fortifying (cannot be used to Move), Political (cannot be used to Move or Assault), Military (cannot be used to persuade, or emote), Called Plays (the Reserve is discarded the moment the Called Play is complete with the Discarded Pips gained as Chi).

Success: GladiatorGladiator Successes are the little tricks of a seasoned competitor. 1 Gladiator Success can increase or decrease the Wound Limit of a card in the Attack or you may Draw an extra card to your Pool. When trying to attack 1 Gladiator Success may Play an extra card from your Ordeal Pool. 2 Gladiator Successes will cancel the GRT and RT of the current Action, and you may Pull and Play a additional card if you are attacking the Target. 3+ Gladiator Successes can Level the Playing Field, this will remove any advantage the opponent may think they have, removing any Wounds from you that the Target does not have an equivalent of (or jamming a Descendant of theirs you have no equivalent to). This can apply a Yarn Gain for you, or Pull and Play a Yarn Card as a Snag, Fray, Ordeal or Obstacle for the Target.

Sway: PlaysTrial Sway is sometimes known as Plays. Plays can be spent on any action that competes with others, especially when attacking them directly. Bold Plays can manipulate the Stakes of the Action they are played on or against. Each 2 Plays spent can raise or lower the Stakes by 1 Level. 5 Plays spent at once can allow a specific Stake (such as Extreme) to be specified for the Action.

Tangle: DangerousThe Tangle of Trial is Dangerous, all Annexes that are built around the Tangle are more dangerous to their User and their Targets. Each Tangled Aura Proficiency helps automatically wound the Annex holder (User or Descendant). Each Tangled Facet Score (which may be rolled) adds Pips towards an Unsoakable Wound created according to the current Stakes. The Wound Limit is defined by the Highest Wound card Drawn (not necessarily Played) during the Action, or the card atop the Discard Pile.

Test: Battling / Competing / Confronting / Fighting / Struggling / Tactics / WarringTrial tests are about competing with others, or against yourself, even to death.

Tone: CombativeWhether you are talking entrenched battlefield manoeuvre, or simply a screaming exchange of malign curse words, you may benefit from a Trial Tone. The Combative tone can be about competition, and the people involved, but usually emphasises direct conflict, and actions. Causing harm is more common to the tone than co-operation, and we are usually beyond friendly-rivalry when the Tone turns combative. War stories might be mostly Action tone, but the big push is almost always combative. In Combative Tone all Attacking Actions have an Additional Success Level and Stakes are often considered High or Extreme.

Turn: A New Challenger AppearsThe Turn reveals that this is not just a Conflict between Dominant and Pressed sides, at least one other side is sending in an Embodiment to directly compete in some Quest, Ordeal or Test, for some reason. Often this is an Above or External Embodiment, representing a side from a larger Plot, but sometimes every side will be present. This Turn can be especially powerful after the Pressed or Dominant side think that they have won, and lead the Plot in whole new directions.

Twisted: AssaultTwists can be used by the Character to attack an opponent directly with a thought, or a glance.

  1. 1 Twist lets you Play a card from your Ordeal Pool on the Target.
  2. 2 Twists allows 1 Card to be Pulled, Played and made Unsoakable
  3. 3 Twists allows you to Draw 4 and Play 3 Ordeal cards
  4. 4 Twists allow you to apply any Unsoakable Wound up to Carnage+ to the Target
.

Umbral: StrifeThe Umbral of Trial is strife. Strife is a struggle with another that restricts how the Annex can be used. The first Umbral Trial Proficiency requires that the Annex must be used to Target another, it can never effect the User. The second Umbral Trial Proficiency adds a Forfeit Trial Failure Level any time the Target would be defeated by the Annex. The third Umbral Trial Proficiency Draws the Umbral Trial Draw Ordeal Cards and adds them to the Target’s Ordeal Pool which may be used to Soak the Attack. Each additional Umbral Trial Proficiency automatically adds an automatic Forfeit Trial Failure Level.

V

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 Defender’s 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.

Facet Name: Virtue

Description: Virtue is the Yin Facet that governs Goodness. The Facet is the home of hope, love and charity. Incorruptible and innocent, it is the Facet of worth and worthiness, and the only Facet that has the transformative compassion to embrace its opposite Sin.

Action: PraiseThe Action of Virtue is to praise and compliment others (sometimes a god).

Annex Channel: Practising Annexes that channel through Virtue use verbs like: Absorb / Abstain / Advocate / Bear / Beg / Change / Convert / Convince / Consider / Counsel / Deny / Develop / Devote / Dictate / Enable / Encourage / Endure / Enforce / Exercise / Favour / Forgive / Generate / Implore / Intercede / Interest / Love / Obstruct / Pardon / Practise / Praise / Pray / Prevail / Rejoice / Repent / Seek / Serve / Summon / Temper / Transform / Translate / Turn

Annex Root: Virtuous Annexes rooted in Virtue, or Descendants or Characters that use them are described as: Atheist / Chemical / Civic / Convertible / Diverted / Divine / Devout / Dynamic / Electric / Energetic / Ethical / Heroic / Hallowed / Honourable / Holy / Innocent / Internal / Kinetic / Loving / Mechanical / Moral / Nuclear / Passive / Patient / Pious / Potential / Radiant / Religious / Revered / Righteous / Sacred / Saintly / Sober / Solemn / Stoic / Strict / Supernatural / Temperate / Unflinching / Virtuous / Worthy

Attack: Convert (

👤

Mode: 👤

Name: Psych

Text: Psych (pronounced ‘Sigh-k’) attacks target the Target’s mind and emotions — which means they are only useful on Characters (even if those Characters may be Intelligent Descendants or Extras). All Wounds are targeted on the Personality Annex (or Master Annex for an Intelligent Descendant / Extra). Psych Attacks typically have an emotional or Psychosocial outcome.

Active-Defences:

🔍

Mode: 🔍

Type: Active Psych

Name: Focus

Text: Focus is a Psych Parry. The defender focuses on one aspect of the attack, and thereby turns it around on the attacker. They might retort to the attack, with a biting insult, or just refute one point so well that the attack is ruined, then again they might just react so badly to the attack that they effect the attacker back. The problem with Focus as a defence is that it requires specific cards to work at all.

Rule:

  • Draw a number of cards equal to the number of Hitches Reduced, and add the cards to your Ordeal Pool. Then Play One Card.
  • The card must match exactly one Attack card’s Pips and Suit — Jokers may be Wild. Clubs will Trump with +2 Pips, which means an 8 can be matched by a 6,7, or 8).
  • If they can match an Attack card, then the Attack has been stopped. Discard the matched Attack card and all Attack cards Higher than the Focus card.
  • Attack cards lower than the Focus card are immediately added to the Defender’s Ordeal Pool as “Fight-or-Flight” cards that may be immediately played or prepared without RT or GRT penalties.
  • If no match can be made then Focus has failed. The Defender takes the full effect of the Attack as Focus has been used the Personality Annex cannot now Soak.
🦋

Mode: 🦋

Type: Active Psych

Name: Ignore

Text: Ignoring a Psych attack is a great choice, if you can. However ignoring is an all or nothing defence, fail to ignore the whole attack and you will have ignored nothing at all.

Rule:

  • Draw a number of cards equal to the total number of Hitches Reduced and add them to the Defender’s Ordeal Pool.
  • Play Hitches Reduced number of cards to try and Ignore the Psych Attack.
  • Ignore cards must beat the total Pips of the Attack. Beat the Pips and the Attack is Discarded. Otherwise the Defender takes all the Psych Damage and since they used their Personality Annex to Ignore, they cannot use it to Psych Soak.

Passive-Defences:

🔲

Mode: 🔲

Type: Passive

Name: Prepared Defence

Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.

Rule: Prepared defences must be prepared with Diamonds () or Clubs () as a Suitable Style Reserve and create a Pip Wall that must be worked through.

  • The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs () with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
  • The defence stops all Cards within this range, as long as there are still any Pips left.
  • Each attacking Card removes those Pips from the remaining Pip Score — e.g. If the defence prepared with a A amd 10 is attacked with a J that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
  • Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
  • You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5 (+7), 7(+9) and K (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).

💭

Mode: 💭

Type: Passive Psych

Name: Passive Psych Soak

Text: When someone yells an insult at you, it might sting, or it might not. If you see someone killed in front of you, it might scare you, or may not. You can decide which with a Passive Psych Soak.

Rule:

  • Personality Annex Plays a number of Soak cards equal to number of Hitches Reduced (½ to 4 Cards) from their Ordeal Pool.
  • If any Soak Card exactly matches in Pips and Suit (or Clubs ♣ with +2 Trump bonus) any Attack Card then the Attack Card is discarded and the Defender may Pull and Play a ‘Fight-or-Flight’ Ordeal card. If a Soak card exactly matches the Highest Card of the Attack then the whole Attack is Discarded.
  • If any Psych Soak card is higher in Pips than an Attack card, then those Attack cards are Blocked and Discarded immediately. The Soak card is then kept, but is turned sideways, Stalled. It will be added to the next Psych Attack automatically unless moved by a Defence Glow to a Prepared Defence. A card in this state is considered Stalled.
  • If any Psych Soak card has less Pips than an Attack card (or a Stalled card) then the Attack card is Soaked and immediately Discarded. The Defender takes a copy of the Soak card for each card Blocked. The Attacker may add some of the Penetration Pips to increase the Attack cards Pips at this point.
  • Psych Attacks that begin with more than 3 cards (such as most Tricks) always cause Extreme Emotional responses, rather than Normal emotional responses. All Psych Attacks must affect the Target’s Active Personality Annex (or its Profs). Psych Wounds automatically stack together whenever they can (2 Psych Distracts Wounds automatically become a Psych Flesh Wound).
  • Once the incoming attacks have been dealt with (or not) the Character may now Draw as many cards as they Played earlier to their Ordeal Pool.

Mode:

Name: Energy

Text: Energy attacks are blasts of radiation that are not entirely physical in nature. They might still have a physical impact, but the damage is usually radiation, or electrical burns and sensory overloads.

Active-Defences:

👣

Mode: 👣

Type: Active

Name: Dodge

Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.

Rule:

  • All Physical and Energy Attacks that do not Splash can be dodged fully.
  • Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
  • To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
  • If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3,J has 5 Pips of Penetration, an A cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3 with +5 Pips of Penetration

🛡

Mode: 🛡

Type: Active

Name: Blocking

Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.

Rule:

  • The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
  • Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7 and 4.
  • If any Block Card exactly matches in Pips and Suit (or is a Club ) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7 matches the 7 (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
  • If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7 as damage however.
  • If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4 is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4 now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
  • The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.

Passive-Defences:

🔲

Mode: 🔲

Type: Passive

Name: Prepared Defence

Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.

Rule: Prepared defences must be prepared with Diamonds () or Clubs () as a Suitable Style Reserve and create a Pip Wall that must be worked through.

  • The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs () with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
  • The defence stops all Cards within this range, as long as there are still any Pips left.
  • Each attacking Card removes those Pips from the remaining Pip Score — e.g. If the defence prepared with a A amd 10 is attacked with a J that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
  • Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
  • You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5 (+7), 7(+9) and K (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).

👟

Mode: 👟

Type: Passive

Name: Passive Dodge

Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.

Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.

Mode:

Type: Passive

Name: Soak

Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.

Rule:

  • The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annex’s normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
  • Compare the Soak cards to the Attack cards.
    • Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
      TypeMinimum SoakMaximum Soak
      Facet / “Saving Throw” 510
      Skill 511
      Talent513 (K)
      Power515
      Super-Annex 216+ (any)
      Mud / Clay / Foam810
      Cloth/Wool/Fur Descendant37
      Silk / Padding Descendant28
      Leather Descendant49
      Foam Plastic Descendant38
      Hard Plastic Descendant711 (J)
      Advanced Polymer Descendant3 14
      Chainmail Descendant913 (K)
      Thin Wood Descendant47
      Thick Wood Descendant311 (J)
      Laminated Wood Descendant312
      Turtle Shell Armour711 (J)
      Stone Armour912 (Q)
      Bronze plate Descendant812 (Q)
      Steel plate Descendant614 (A)
      Orichalcum plate Descendant515 (Joker)
      Vibro-field Descendant410
      Power field Descendant12 (Q)15 (Joker)
      Force-field Descendant815 (Joker)
      Toon/Femite Descendant616 (suited Ace)
      Nullite Descendant416 (suited Ace)
      Magickal/Alchemical Enhancement-2 compared to normal+2 compared to normal
    • If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
    • If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
    • If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6 if you play a 2 then both cards are Soaked and 2 × 2 pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
    • Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6 10 and J is soaked by a 7 then you will see the Soak Layer take the J, 10, Stalls the 6 and the 4 on the Soak-Layer, which Discards the 7, then two copies of the 7 also pass on into the next layer of Soak.
  • The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
  • If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
  • The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Character’ Ordeal Pool before you move to the next Soak-Layer.

Mode:

Name: Magic

Text: Magic may just be technology we don’t understand, or it can be a mysterious force unknowable and frightening to the common man. Magic can parry magic, and so sometimes can silver or cold iron, it depends on the magic. Magic attacks are rarely dodgeable (and the few that are are usually actually spells that perform energy attacks), and usually ignore Range, but instead must pierce the target’s Liberty or Wyrd Score (-4 Pips as standard).

Active-Defences:

Mode:

Type: Active

Name: Parry

Text: Deflecting the incoming blade with your own, also works with spears, hammers, maces, vibro-halberd, or magic spells and counter-magics, whatever really, except energy, you can’t Parry lasers or electricity with a sword (blaster bolts on the other hand).

Rule:

  • The Descendant or Annex draws Cards as normal, then plays One (1) card from their Pool.
  • If they can match any attack card in Suit (or Clubs ♣ as Defence Trump) and Pips (including Additional Style and Penetration Pips, or additional Wound / Success Levels, or +2 Pips for Trumps) then the attack has been Parried (Wildcards automatically Parry).
  • What happens next depends upon the suit of the Defending card (see the Suit Parry details)

🛡

Mode: 🛡

Type: Active

Name: Blocking

Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.

Rule:

  • The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
  • Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7 and 4.
  • If any Block Card exactly matches in Pips and Suit (or is a Club ) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7 matches the 7 (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
  • If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7 as damage however.
  • If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4 is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4 now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
  • The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.

Passive-Defences:

🔲

Mode: 🔲

Type: Passive

Name: Prepared Defence

Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.

Rule: Prepared defences must be prepared with Diamonds () or Clubs () as a Suitable Style Reserve and create a Pip Wall that must be worked through.

  • The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs () with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
  • The defence stops all Cards within this range, as long as there are still any Pips left.
  • Each attacking Card removes those Pips from the remaining Pip Score — e.g. If the defence prepared with a A amd 10 is attacked with a J that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
  • Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
  • You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5 (+7), 7(+9) and K (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).

👟

Mode: 👟

Type: Passive

Name: Passive Dodge

Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.

Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.

Mode:

Type: Passive

Name: Soak

Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.

Rule:

  • The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annex’s normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
  • Compare the Soak cards to the Attack cards.
    • Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
      TypeMinimum SoakMaximum Soak
      Facet / “Saving Throw” 510
      Skill 511
      Talent513 (K)
      Power515
      Super-Annex 216+ (any)
      Mud / Clay / Foam810
      Cloth/Wool/Fur Descendant37
      Silk / Padding Descendant28
      Leather Descendant49
      Foam Plastic Descendant38
      Hard Plastic Descendant711 (J)
      Advanced Polymer Descendant3 14
      Chainmail Descendant913 (K)
      Thin Wood Descendant47
      Thick Wood Descendant311 (J)
      Laminated Wood Descendant312
      Turtle Shell Armour711 (J)
      Stone Armour912 (Q)
      Bronze plate Descendant812 (Q)
      Steel plate Descendant614 (A)
      Orichalcum plate Descendant515 (Joker)
      Vibro-field Descendant410
      Power field Descendant12 (Q)15 (Joker)
      Force-field Descendant815 (Joker)
      Toon/Femite Descendant616 (suited Ace)
      Nullite Descendant416 (suited Ace)
      Magickal/Alchemical Enhancement-2 compared to normal+2 compared to normal
    • If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
    • If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
    • If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6 if you play a 2 then both cards are Soaked and 2 × 2 pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
    • Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6 10 and J is soaked by a 7 then you will see the Soak Layer take the J, 10, Stalls the 6 and the 4 on the Soak-Layer, which Discards the 7, then two copies of the 7 also pass on into the next layer of Soak.
  • The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
  • If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
  • The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Character’ Ordeal Pool before you move to the next Soak-Layer.

💰

Mode: 💰

Name: Resource

Text: Damage is intended to be paid by a specific Facet Sway. The damage may be soaked or dodged by appropriate defences, but are rare for Characters not focused on the Resource. Wounds are usually taken in a specific targeted Facet Sway (often Wealth, Health, or Support) or Yarn as Pips, with any excess taken as Yarn, so a 23 Pip Economic attack will cost the Target 23 Wealth or Yarn if they had no Wealth, if they had 13 Wealth, it would cost them that and 10 Yarn. It should be noted that Yarn is taken as Chi from the total that a Character has (e.g. a Character with 66 Chi losing 10 Yarn would have only 8 Chi left, but a Character with 45 Chi would lose everything). Resource Attacks may also Maim, Cripple or “Destroy” suitable Descendants and can create Hitches, (such as Lacking, Binding, etc.) if the target does not have enough of the targeted Facet Sway / Chi.

Active-Defences:

👣

Mode: 👣

Type: Active

Name: Dodge

Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.

Rule:

  • All Physical and Energy Attacks that do not Splash can be dodged fully.
  • Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
  • To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
  • If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3,J has 5 Pips of Penetration, an A cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3 with +5 Pips of Penetration

🛡

Mode: 🛡

Type: Active

Name: Blocking

Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.

Rule:

  • The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
  • Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7 and 4.
  • If any Block Card exactly matches in Pips and Suit (or is a Club ) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7 matches the 7 (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
  • If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7 as damage however.
  • If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4 is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4 now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
  • The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.

Passive-Defences:

🔲

Mode: 🔲

Type: Passive

Name: Prepared Defence

Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.

Rule: Prepared defences must be prepared with Diamonds () or Clubs () as a Suitable Style Reserve and create a Pip Wall that must be worked through.

  • The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs () with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
  • The defence stops all Cards within this range, as long as there are still any Pips left.
  • Each attacking Card removes those Pips from the remaining Pip Score — e.g. If the defence prepared with a A amd 10 is attacked with a J that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
  • Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
  • You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5 (+7), 7(+9) and K (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).

👟

Mode: 👟

Type: Passive

Name: Passive Dodge

Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.

Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.

Mode:

Type: Passive

Name: Soak

Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.

Rule:

  • The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annex’s normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
  • Compare the Soak cards to the Attack cards.
    • Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
      TypeMinimum SoakMaximum Soak
      Facet / “Saving Throw” 510
      Skill 511
      Talent513 (K)
      Power515
      Super-Annex 216+ (any)
      Mud / Clay / Foam810
      Cloth/Wool/Fur Descendant37
      Silk / Padding Descendant28
      Leather Descendant49
      Foam Plastic Descendant38
      Hard Plastic Descendant711 (J)
      Advanced Polymer Descendant3 14
      Chainmail Descendant913 (K)
      Thin Wood Descendant47
      Thick Wood Descendant311 (J)
      Laminated Wood Descendant312
      Turtle Shell Armour711 (J)
      Stone Armour912 (Q)
      Bronze plate Descendant812 (Q)
      Steel plate Descendant614 (A)
      Orichalcum plate Descendant515 (Joker)
      Vibro-field Descendant410
      Power field Descendant12 (Q)15 (Joker)
      Force-field Descendant815 (Joker)
      Toon/Femite Descendant616 (suited Ace)
      Nullite Descendant416 (suited Ace)
      Magickal/Alchemical Enhancement-2 compared to normal+2 compared to normal
    • If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
    • If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
    • If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6 if you play a 2 then both cards are Soaked and 2 × 2 pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
    • Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6 10 and J is soaked by a 7 then you will see the Soak Layer take the J, 10, Stalls the 6 and the 4 on the Soak-Layer, which Discards the 7, then two copies of the 7 also pass on into the next layer of Soak.
  • The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
  • If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
  • The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Character’ Ordeal Pool before you move to the next Soak-Layer.

🔫

Mode: 🔫

Name: Normal

Text: The Standard against which other Attacks are measured. Everything is standard, no weird rules.

Rules: No Special Rules. Normal Attacks obey the normal rules for Reach and Range additional Targets cost +3 Pips per Target.

)
Convert attacks are Non-Physical Normal Damage attacks. Conversion wounds often create new Hitches in the targets, these can be religious Duty Hitches or similar, or the Wounds may alter Core, Persona or Incarna for the active Personality Annex.

Core: PreacherGain Chi whenever you talk about your beliefs, quote a text, or act in accord with your beliefs.

Critical: Perfect 9♦A Perfect Critical is, perhaps, as good as a Critical can get. Perfect Criticals first Draw and Play an additional card. Then the Pips of each card played (including the extra one) are Doubled (allowing more and larger Wounds to be summoned). The Wounds Summoned may be made Unsoakable for a cost of 1 Virtue Sway (Merits) each. Finally, a Perfect Critical cancels the RT and GRT of the Action taken completely. The only drawback to the Perfect Critical is that you cannot use it more than once per Scene. Any additional Perfect Criticals during that Scene instead become Fair Fumbles.

Descendants: PureVirtue Descendants are pure, they might be innocence embodied, filled with divine light, like holy relics, angelic miracles, or can just be pure in a chemical, physical sense.

Edge: ShiningA Shining Edge makes an Annex or Descendant capable of emitting a “Beam” attack (which may be as simple as reflecting a beam of light across their eyes, or may be a huge column of laser light depending upon the situation) that can strike multiple Targets. You may Draw and Play an Extra card that can pay Range and Extra Target Pip costs on the Beam.

Emotion Negative:

  • Cocky — A feeling of self-assertive confidence, that is usually not appropriate.
  • Self-Righteous— A feeling that you morally justified in your actions and beliefs and others are not.
  • Vainglorious — An excessively pompous, sanctimonious and self-righteous pride in your own abilities and accomplishments.

Emotion Positive:

  • Tenderness — A feeling of compassion for the welfare of another.
  • Affection —A feeling of caring for someone or something.
  • Love —A very strong feeling of caring, that may include romantic or sexual attraction, but can be platonic or familial.

Failure: NobleNoble failures are true failures that stop a Character from achieving their immediate goals, but which grant information that may eventually lead to a success. Often the Noble failure will completely cancel what could have been a success, only to reveal later it was not. In some ways the Noble Failure can be seen as delaying the eventual success, causing the Character to think that they have failed initially, or it may later reveal that the Success that was wanted was wrong for the Character in the first place.

Fumble: Fair 6♦A Fair Fumble, is the best it could be and still be called a Fumble. Fair Fumbles lower the card Wound Limits on the Action that Fumbles (so Mortal Wounds require at least an Ace), otherwise everything is as normal.

Glow: ShiningA Shining Glow makes an Annex or Descendant capable of emitting multiple “Beam” attacks that can each strike multiple Targets. Usually the Glow works like the Edge version only with multiple Beams (and no extra cards), however if the User spends all their current Merits (and they must have at least 7 Merits in total) they may roll their Virtue Die and Draw and Play that many extra cards on their Beams (which are handled as normal) OR without extra cards the Beams will fill the current Location and strike everyone inside the Location that the User Targets (Fumbles and Failure Levels may strike unintended Targets) for the full normal Strike attack.

Gnarl: PrudenceThe 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.

Herald: InnocenceThe Herald of Virtue is innocence, often in the form of a child, especially a chick, lamb, kitten or puppy, it is not unknown for purity to stand for innocence, in the form of mountain spring waters, snow, green sprouts, white or blue flowers, silver metal and gold.

Hitch: DutyThe 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”.

  • Quirk — A Duty Quirk indicates a Character or Descendant that has some important (but relatively minor in the grand scheme of things) responsibility, duty, or obligation to another Character or Descendant (such as their friend, family, boss or company) which they must consider when performing their actions. Duty Quirk Triggers usually simply identify the expected duty, obligation or responsibility, such as “Parental Responsibilities”, “Military Orders”, “Religious Duties”, “Legal Obligations”, etc.
  • Flaw — A Duty Flaw indicates a Character or Dscendant that is largely defined by their obligations, responsibilities, duties, or commitments. The Character or Descendant will often make or find themselves liable and responsible for whatever is going on, but fundamentally they must be at least answerable to their partners, family, country or the law. Duty Flaw Triggers often include a circumstance that will require action, “Suffer not the heretic to live”, “Death to Infidels”, “Root out traitors”, “Lies are the same as betrayal”, etc.
  • Woe — A Duty Woe indicates a Character or Descendant who is completely driven by their duties, who revel in responsibilities, are consumed by their commitments, and cannot even consider working against those they respect and follow. The Character or Descendant is dedicated to following the orders of their leadership regardless of whether such leadership is acting in their best insterest or not. Such loyalty is rarely repaid in kind. Duty Woe Triggers usually indicate the extent that the Character or Descendant will go to maintain their duty, examples include “Any means necessary”, “Duty over truth”, “Duty over honour”, “Duty over life”, “Responsible for everyone”, etc.

Hurdle: InnocenceThe hurdle of Virtue is innocence, usually this is a lack of worldly knowledge, although occasionally it is the state of being without any sin, it is more often used when someone is innocent of a specific crime that they have been accused of. The hurdle of Virtue complicates other Tests, Ordeals and Quests by playing on the Character’s naivety, where a hero doesn not realise who his allies are, and then discovers to his horror, or the hurdle may represent a situation where the person they are being asked to keep prisoner is clearly innocent, representing a deeper mystery and a hidden agenda that again the heroes know nothing about.

Incarna: EnergyMaybe you want to model a power source or you’d like to train electricity or you just want to play an alien that is a living psionic energy field, an angelic being, something god-like, an actual god, a divine bodhisattva, a being of light, some Seelie Faeries, a living laser beam, or a lightning or storm giant, well then the Virtue Incarna is for you.

Location: SacredSacred Locations mean different things to different people, for some a cathedral, church or any holy building is an example, for others it is a sports-field, kitchen or hospital.

Lore: PraisePraise Lores tell us what is liked about a character, sure they may be the God of Bad Guys, but they are incredibly generous to war widows and orphans. Of course important questions to be asked are “Why is this character being praised?” and “By whom?”. One bad guy will often praise another for their intelligence (when they actually mean, I wish I had thought of that), or business acumen (which usually just means, mercilessness), but then again Mussolini was praised for making the trains run on time (which he had nothing to do with) and Hitler was praised for his charisma, so who knows really.

Monster: FriendlyThe Monster is a “Friendly” monster, that will almost certainly be misunderstood and attacked by some people.

  • Friendlies always make at least one friend, it is their identifying feature, although who that friend is may not always be clear, even to the friend.
  • Friendlies may Draw cards to their Monster Pool by being kind to another (typically their friend), making a new friend, or whenever they are attacked.
  • Friendly Monsters automatically subtract their Monster Pool Bonus as a Penalty on any Action that targets them or their friends.
  • A friendly Monster is defined by their friends, and must play cards from their Monster Pool to help a friend in need.
Examples might include a cynical, but big-hearted ogre; many a Monstrous henchman to a Villain; or perhaps even an Electric Mouse.

Narration Technique: FaithfulFaithful narration is as honest and truthful as the Yarn-Teller can manage. The Yarn-Teller should include at least one additional hint or fact everytime they narrate to the players, giving them a sort of hotter/colder feel about what they are trying to do. Of course there’s absolutely no guarrantee that the Faithful narration will be believed, especially later when it may even be retconned.

Narrative Moment: Ties That BindOne of the Character’s friends, Allies, or family is having an important event, such as a birthday, wedding, christening, bar mitzvah, business launch, court case, thanksgiving, soul-feast, recital, party or funeral, and the Character is expected to be there. More often events like this form part of a proper plot, but occasionally they just happen to Characters almost out of the blue, with little notice other than,”I’m having a party tomorrow, be there.” These events help to ground a Character, showing them interacting with Characters outside the normal flow of the tale, in a relaxed (or occasionally highly pressured) social setting.

Nimbed: LightThe Nimbed of Virtue is Light. An Annex that has it, is bright and light-emitting. The first Light Proficiency adds the Nimbed Virtue Score to the Annex Score whenever taking the Average rather than rolling. The Second and third Light Proficiencies add the Shining Edge and Glow respectively, and each Light Proficiency after adds a Radiant Virtue Success Level.

Ordeal: RighteousRighteous Ordeals come in many types, some examples include, “Honour Bound”, “Falling In Love”, “Ethical Treatment”, “Test of Faith”, and “Pure of Heart”.

Persona: Hallow

Motivation: A Hallow (or Saint) is motivated by both a profound sense of empathy for others, and a strict moral code (such as that of a religion or nations laws). Sometimes these two motivations can come into conflict and the Hallow must choose between these motivators, although they will usually try to dismiss and downplay these issues.

Avoid: A Hallow will try to avoid admitting to any serious conflicts between their code and sense of empathy, and will often excuse minor conflicts with incredible mental gymnastics. Hallows Gain Stress when their moral code conflicts with their empathy.

Shadow: The Shadow of a Hallow feeds on conflicts between their code of conduct and sense of empathy. If such conflicts occur often enough, then the Shadow will be satisfied, but if they don’t the Shadow will create conflicts of its own to feed on.

Gain Chi: Gain Chi when you act according to your personal moral code, display empathy for others, or try and do your best.

Ordeal Gain Chi when you play any card not to attack.

Psychosocial Location: PrinciplesWithin the Psychosocial mindscape Principles are the State that holds the moral centre, the internalised ethics and moral codes the Character lives by. Individual Principles are usually represented by Extras or Psychosocial Locations that physically represent the principle in question (a towering Church or Temple may represent religiously sourced morals). A Character’s veracity and truthfulness might be represented by a library, or librarian, or their confidentiality might be represented by a strong-walled garden or silent guards. Typically Characters enter the Principles when they are questioning their principles, often as a reassurance, but sometimes to make edits and changes to those principles moving forwards. Principles that are not being observed can and will Stress the Character.

Quest: Convert / ProtectVirtue Quests can either ask you to change someone’s mind, to convert their beliefs, or adapt something for another purpose, or occasionally they will demand that you protect something or someone. Virtue Quests can have some overlap with Rook and Phoenix Quests, but where they focus on security or offering aid the Virtue Quest focuses on more supportive protection.

Question: PhilosophicalVirtue ask us questions that are conceptual in nature, they are never factual in nature and are often little more than opinion gathering exercises, although some can amuse and entertain with the debate. Examples include, “What can we know with certainty?”, “Are ethics absolute or relative?” and “If there is a Supreme Intelligence in the universe, do they have a lot of explaining to do?”

Resolved Hitch: FormerThe resolution of a Duty Hitch creates a Character or Descendant who has been retired, discharged, decommissioned, deactivated, or released from their duty. This could be a dismissal, such as a dishonourable discharge, a dereliction (or desertion) of a duty, or a fulfilment, having served their time, depending upon the circumstances behind the resolution. Add +1 Success Level to any Action that would have been practised, drilled or expected as part of those duties.

Rule: GoodtimesThe Rule of Goodtimes is that if everyone is having fun, you are probably doing something right. Who cares if no one can remember the name of their dear friend that they all went to school with for ten years, and who invited them to the cabin in the woods for the weekend. After he gave that speech welcoming everyone by name, and hugged everyone, apart from Frank (who got fist bump, because… you know, Frank), and then the party started, just before the power went out, and the screaming started… well since wotsisname from school got decapitated by that hockey player with a chainsaw… I’m sure once things have settled down again, the Yarn-Teller, or Referee, might remember the name (or go look it up again, if they remembered to write it down) and I’m sure they’ll drop the name back into conversation naturally… Sorry, what did you say? Hard to hear you over the chainsaw and the screaming, and while running… Oh yeah, great game!

Style: DazzlingThe Dazzling Style is favoured by pacifists, politicians and Seelie Faeries. The Dazzling Style Reserve may be used for almost any effect, although if used for a Physical Attack the Reserve is immediately discarded.

Success: RadiantRadiant Successes are guileless, impulsive successes, usually performed out of the goodness of one’s heart, or without concern. 1 Radiant Success can set the Tone of the Scene to match the current Action being taken, decrease the Stakes one level, or remove one Stress from the Target or User, or one Drama Die from the Drama Pool. 2 Radiant Successes allow a card from your Ordeal Pool to be played as a Wyrd Tarot card on yourself or an Ally or allows you to Draw and Prepare two cards to your Style Reserve while making your normal Action. 3+ Radiant Successes allows a Character to Summon or Gain an Ally, perhaps even making a “friend” during this Scene, or they may, once per Story / Chapter / Session use 3 Radiant Successes to replace all cards an Action is playing with Wildcards equivalent to Jokers.

Sway: MeritsVirtue Sway is sometimes called Merits. Merits are spent on actions to convert others, particularly changing minds and opinions and catching the attention of the divine for transformation through prayer. Bold Merits can affect a Character in a Psychosocial Space, moving them within that space automatically regardless of what other effect (including Social Actions) those Merits were spent on.

Tangle: PrudenceThe Tangle of Virtue is Prudence, which implies a certain caution to an Annex’s use. The User must have access to a Style Reserve (ideally a cautious Style) before the Annex will activate. The Annex requires one Ordeal card prepared in the Style Reserve for each Tangled Aura Proficiency before the Annex will activate. Additionally each card should be of the correct Suit for each Facet (e.g. Hearts for Virtue) or take a Failure Level for that Facet.

Test: Converting / Diligence / Eagerness / Innocence / Persuading / Praising / Praying / Temperance / TransformingVirtue tests are often about converting or changing another’s mind by persuasion, and the virtues of your argument; or they can be about demonstrating a virtue, such as eagerness, diligence, temperance, or innocence.

Tone: RomanticMomentum and not love may make the world go around, but love can certainly drive a narrative on, and the Virtue Tone is the main way it does it. Traditionally, romance is a hero and a heroine uniting against the odds, but in these post-modern days that simple equation has a whole lot of other variants. The Romantic tone emphasises the interactions of characters, although often a situation will occur that places barriers, especially social or emotional ones, between the characters involved, this situation will have to be overcome, but it is usually how the Characters emotionally respond to the situation that is important, rather than how they overcome it.

Turn: Change of HeartSometimes we fight for what we want only to get it, and we find out it does not have the effect we thought it would. Hate can turn to love and vice-versa under the right circumstances, and this is one of those circumstance. Characters who were in love, or loyal to a cause can suddenly change their minds, because of new information, or actions taken by a Character.

Twisted: MoralsThe Characters morals and religious stance is twisted by the presence of Twists. What they once found unconscionable is now reasonable. All moral based Hitches (such as Taboos and Duties) are immediately reversed while the Character has Twists.

Umbral: IntegrityThe Umbral of Virtue is integrity, integrity implies a strict adherence to a set of principles, that always include not lying, stealing and murdering (killing is usually allowed under certain circumstances). The first Umbral Virtue Proficiency requires that the Annex will only activate if the use does not involve bold-faced lying intended to be believed, illegal transfer of money, material goods or property and absolutely no pre-meditated homicides (excepting mercy killings and judicial executions). The second Umbral Virtue Proficiency adds a Noble Virtue Failure Level unless the action of the Annex is intended to assist society or help someone else. Each additional Umbral Virtue Proficiency after this is adds an additional Noble Virtue Failure Level.

W

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.

Facet Name: Wyrd

Description: Wyrd is the Yin Facet of the goddess of destiny. Binding and weaving she envelops everything in her nets of karma, kismet and doom. Her’s is the Facet of inevitability, predestination, misfortune and providence, the only Facet able to plan for and predict its opposite Liberty.

Action: DecideThe Action of Wyrd is to decide, making decisions and judgements are what the goddess herself must do to decide all folk’s fates, even allowing for the Heroes and Yarn-Tellers.

Annex Channel: Allowing Annexes that channel through Wyrd use verbs like: Adjudicate / Allow / Appraise / Bewitch / Bind / Cast / Catch / Comply / Convict / Decide / Declare / Determine / Enact / Enchant / Enforce / Ensorcell / Ensnare / Enthral / Examine / Forbid / Glamour / Hypnotise / Judge / Legislate / Mesmerise / Obey / Pass / Pronounce / Prosecute / Referee / Respect / Sentence / Set / Snare / Spellbind / Trap / Thwart / Weaving

Annex Root: Judged Annexes rooted in Wyrd, or Descendants or Characters that use them are described as: Authorised / Bound / Certain / Condemned / Destined / Distinguished / Doomed / Entitled / Fair / Fated / Færy / Forbidden / Impartial / Judged / Judicial / Legal / Licensed / Logical / Magical / Official / Permitted / Preordained / Qualified / Respected / Set / Shrewd / Spellbound / Statutory / Weird / Wise

Attack: Snare (

👤

Mode: 👤

Name: Psych

Text: Psych (pronounced ‘Sigh-k’) attacks target the Target’s mind and emotions — which means they are only useful on Characters (even if those Characters may be Intelligent Descendants or Extras). All Wounds are targeted on the Personality Annex (or Master Annex for an Intelligent Descendant / Extra). Psych Attacks typically have an emotional or Psychosocial outcome.

Active-Defences:

🔍

Mode: 🔍

Type: Active Psych

Name: Focus

Text: Focus is a Psych Parry. The defender focuses on one aspect of the attack, and thereby turns it around on the attacker. They might retort to the attack, with a biting insult, or just refute one point so well that the attack is ruined, then again they might just react so badly to the attack that they effect the attacker back. The problem with Focus as a defence is that it requires specific cards to work at all.

Rule:

  • Draw a number of cards equal to the number of Hitches Reduced, and add the cards to your Ordeal Pool. Then Play One Card.
  • The card must match exactly one Attack card’s Pips and Suit — Jokers may be Wild. Clubs will Trump with +2 Pips, which means an 8 can be matched by a 6,7, or 8).
  • If they can match an Attack card, then the Attack has been stopped. Discard the matched Attack card and all Attack cards Higher than the Focus card.
  • Attack cards lower than the Focus card are immediately added to the Defender’s Ordeal Pool as “Fight-or-Flight” cards that may be immediately played or prepared without RT or GRT penalties.
  • If no match can be made then Focus has failed. The Defender takes the full effect of the Attack as Focus has been used the Personality Annex cannot now Soak.
🦋

Mode: 🦋

Type: Active Psych

Name: Ignore

Text: Ignoring a Psych attack is a great choice, if you can. However ignoring is an all or nothing defence, fail to ignore the whole attack and you will have ignored nothing at all.

Rule:

  • Draw a number of cards equal to the total number of Hitches Reduced and add them to the Defender’s Ordeal Pool.
  • Play Hitches Reduced number of cards to try and Ignore the Psych Attack.
  • Ignore cards must beat the total Pips of the Attack. Beat the Pips and the Attack is Discarded. Otherwise the Defender takes all the Psych Damage and since they used their Personality Annex to Ignore, they cannot use it to Psych Soak.

Passive-Defences:

🔲

Mode: 🔲

Type: Passive

Name: Prepared Defence

Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.

Rule: Prepared defences must be prepared with Diamonds () or Clubs () as a Suitable Style Reserve and create a Pip Wall that must be worked through.

  • The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs () with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
  • The defence stops all Cards within this range, as long as there are still any Pips left.
  • Each attacking Card removes those Pips from the remaining Pip Score — e.g. If the defence prepared with a A amd 10 is attacked with a J that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
  • Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
  • You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5 (+7), 7(+9) and K (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).

💭

Mode: 💭

Type: Passive Psych

Name: Passive Psych Soak

Text: When someone yells an insult at you, it might sting, or it might not. If you see someone killed in front of you, it might scare you, or may not. You can decide which with a Passive Psych Soak.

Rule:

  • Personality Annex Plays a number of Soak cards equal to number of Hitches Reduced (½ to 4 Cards) from their Ordeal Pool.
  • If any Soak Card exactly matches in Pips and Suit (or Clubs ♣ with +2 Trump bonus) any Attack Card then the Attack Card is discarded and the Defender may Pull and Play a ‘Fight-or-Flight’ Ordeal card. If a Soak card exactly matches the Highest Card of the Attack then the whole Attack is Discarded.
  • If any Psych Soak card is higher in Pips than an Attack card, then those Attack cards are Blocked and Discarded immediately. The Soak card is then kept, but is turned sideways, Stalled. It will be added to the next Psych Attack automatically unless moved by a Defence Glow to a Prepared Defence. A card in this state is considered Stalled.
  • If any Psych Soak card has less Pips than an Attack card (or a Stalled card) then the Attack card is Soaked and immediately Discarded. The Defender takes a copy of the Soak card for each card Blocked. The Attacker may add some of the Penetration Pips to increase the Attack cards Pips at this point.
  • Psych Attacks that begin with more than 3 cards (such as most Tricks) always cause Extreme Emotional responses, rather than Normal emotional responses. All Psych Attacks must affect the Target’s Active Personality Annex (or its Profs). Psych Wounds automatically stack together whenever they can (2 Psych Distracts Wounds automatically become a Psych Flesh Wound).
  • Once the incoming attacks have been dealt with (or not) the Character may now Draw as many cards as they Played earlier to their Ordeal Pool.

Mode:

Name: Energy

Text: Energy attacks are blasts of radiation that are not entirely physical in nature. They might still have a physical impact, but the damage is usually radiation, or electrical burns and sensory overloads.

Active-Defences:

👣

Mode: 👣

Type: Active

Name: Dodge

Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.

Rule:

  • All Physical and Energy Attacks that do not Splash can be dodged fully.
  • Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
  • To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
  • If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3,J has 5 Pips of Penetration, an A cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3 with +5 Pips of Penetration

🛡

Mode: 🛡

Type: Active

Name: Blocking

Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.

Rule:

  • The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
  • Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7 and 4.
  • If any Block Card exactly matches in Pips and Suit (or is a Club ) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7 matches the 7 (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
  • If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7 as damage however.
  • If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4 is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4 now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
  • The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.

Passive-Defences:

🔲

Mode: 🔲

Type: Passive

Name: Prepared Defence

Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.

Rule: Prepared defences must be prepared with Diamonds () or Clubs () as a Suitable Style Reserve and create a Pip Wall that must be worked through.

  • The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs () with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
  • The defence stops all Cards within this range, as long as there are still any Pips left.
  • Each attacking Card removes those Pips from the remaining Pip Score — e.g. If the defence prepared with a A amd 10 is attacked with a J that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
  • Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
  • You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5 (+7), 7(+9) and K (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).

👟

Mode: 👟

Type: Passive

Name: Passive Dodge

Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.

Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.

Mode:

Type: Passive

Name: Soak

Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.

Rule:

  • The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annex’s normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
  • Compare the Soak cards to the Attack cards.
    • Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
      TypeMinimum SoakMaximum Soak
      Facet / “Saving Throw” 510
      Skill 511
      Talent513 (K)
      Power515
      Super-Annex 216+ (any)
      Mud / Clay / Foam810
      Cloth/Wool/Fur Descendant37
      Silk / Padding Descendant28
      Leather Descendant49
      Foam Plastic Descendant38
      Hard Plastic Descendant711 (J)
      Advanced Polymer Descendant3 14
      Chainmail Descendant913 (K)
      Thin Wood Descendant47
      Thick Wood Descendant311 (J)
      Laminated Wood Descendant312
      Turtle Shell Armour711 (J)
      Stone Armour912 (Q)
      Bronze plate Descendant812 (Q)
      Steel plate Descendant614 (A)
      Orichalcum plate Descendant515 (Joker)
      Vibro-field Descendant410
      Power field Descendant12 (Q)15 (Joker)
      Force-field Descendant815 (Joker)
      Toon/Femite Descendant616 (suited Ace)
      Nullite Descendant416 (suited Ace)
      Magickal/Alchemical Enhancement-2 compared to normal+2 compared to normal
    • If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
    • If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
    • If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6 if you play a 2 then both cards are Soaked and 2 × 2 pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
    • Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6 10 and J is soaked by a 7 then you will see the Soak Layer take the J, 10, Stalls the 6 and the 4 on the Soak-Layer, which Discards the 7, then two copies of the 7 also pass on into the next layer of Soak.
  • The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
  • If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
  • The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Character’ Ordeal Pool before you move to the next Soak-Layer.

Mode:

Name: Physical

Text: The simplest forms of wounding are nothing but bashing and cutting physical wounds. Physical attacks are usually performed with weapons (Prop Descendants) or Martial Arts Annexes, which means they can be blocked, parried and so on by another weapon or Martial Art.

Active-Defences:

Mode:

Type: Active

Name: Parry

Text: Deflecting the incoming blade with your own, also works with spears, hammers, maces, vibro-halberd, or magic spells and counter-magics, whatever really, except energy, you can’t Parry lasers or electricity with a sword (blaster bolts on the other hand).

Rule:

  • The Descendant or Annex draws Cards as normal, then plays One (1) card from their Pool.
  • If they can match any attack card in Suit (or Clubs ♣ as Defence Trump) and Pips (including Additional Style and Penetration Pips, or additional Wound / Success Levels, or +2 Pips for Trumps) then the attack has been Parried (Wildcards automatically Parry).
  • What happens next depends upon the suit of the Defending card (see the Suit Parry details)

👣

Mode: 👣

Type: Active

Name: Dodge

Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.

Rule:

  • All Physical and Energy Attacks that do not Splash can be dodged fully.
  • Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
  • To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
  • If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3,J has 5 Pips of Penetration, an A cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3 with +5 Pips of Penetration

🛡

Mode: 🛡

Type: Active

Name: Blocking

Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.

Rule:

  • The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
  • Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7 and 4.
  • If any Block Card exactly matches in Pips and Suit (or is a Club ) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7 matches the 7 (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
  • If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7 as damage however.
  • If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4 is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4 now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
  • The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.

Passive-Defences:

🔲

Mode: 🔲

Type: Passive

Name: Prepared Defence

Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.

Rule: Prepared defences must be prepared with Diamonds () or Clubs () as a Suitable Style Reserve and create a Pip Wall that must be worked through.

  • The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs () with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
  • The defence stops all Cards within this range, as long as there are still any Pips left.
  • Each attacking Card removes those Pips from the remaining Pip Score — e.g. If the defence prepared with a A amd 10 is attacked with a J that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
  • Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
  • You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5 (+7), 7(+9) and K (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).

👟

Mode: 👟

Type: Passive

Name: Passive Dodge

Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.

Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.

Mode:

Type: Passive

Name: Soak

Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.

Rule:

  • The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annex’s normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
  • Compare the Soak cards to the Attack cards.
    • Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
      TypeMinimum SoakMaximum Soak
      Facet / “Saving Throw” 510
      Skill 511
      Talent513 (K)
      Power515
      Super-Annex 216+ (any)
      Mud / Clay / Foam810
      Cloth/Wool/Fur Descendant37
      Silk / Padding Descendant28
      Leather Descendant49
      Foam Plastic Descendant38
      Hard Plastic Descendant711 (J)
      Advanced Polymer Descendant3 14
      Chainmail Descendant913 (K)
      Thin Wood Descendant47
      Thick Wood Descendant311 (J)
      Laminated Wood Descendant312
      Turtle Shell Armour711 (J)
      Stone Armour912 (Q)
      Bronze plate Descendant812 (Q)
      Steel plate Descendant614 (A)
      Orichalcum plate Descendant515 (Joker)
      Vibro-field Descendant410
      Power field Descendant12 (Q)15 (Joker)
      Force-field Descendant815 (Joker)
      Toon/Femite Descendant616 (suited Ace)
      Nullite Descendant416 (suited Ace)
      Magickal/Alchemical Enhancement-2 compared to normal+2 compared to normal
    • If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
    • If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
    • If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6 if you play a 2 then both cards are Soaked and 2 × 2 pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
    • Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6 10 and J is soaked by a 7 then you will see the Soak Layer take the J, 10, Stalls the 6 and the 4 on the Soak-Layer, which Discards the 7, then two copies of the 7 also pass on into the next layer of Soak.
  • The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
  • If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
  • The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Character’ Ordeal Pool before you move to the next Soak-Layer.

Mode:

Name: Magic

Text: Magic may just be technology we don’t understand, or it can be a mysterious force unknowable and frightening to the common man. Magic can parry magic, and so sometimes can silver or cold iron, it depends on the magic. Magic attacks are rarely dodgeable (and the few that are are usually actually spells that perform energy attacks), and usually ignore Range, but instead must pierce the target’s Liberty or Wyrd Score (-4 Pips as standard).

Active-Defences:

Mode:

Type: Active

Name: Parry

Text: Deflecting the incoming blade with your own, also works with spears, hammers, maces, vibro-halberd, or magic spells and counter-magics, whatever really, except energy, you can’t Parry lasers or electricity with a sword (blaster bolts on the other hand).

Rule:

  • The Descendant or Annex draws Cards as normal, then plays One (1) card from their Pool.
  • If they can match any attack card in Suit (or Clubs ♣ as Defence Trump) and Pips (including Additional Style and Penetration Pips, or additional Wound / Success Levels, or +2 Pips for Trumps) then the attack has been Parried (Wildcards automatically Parry).
  • What happens next depends upon the suit of the Defending card (see the Suit Parry details)

🛡

Mode: 🛡

Type: Active

Name: Blocking

Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.

Rule:

  • The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
  • Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7 and 4.
  • If any Block Card exactly matches in Pips and Suit (or is a Club ) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7 matches the 7 (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
  • If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7 as damage however.
  • If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4 is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4 now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
  • The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.

Passive-Defences:

🔲

Mode: 🔲

Type: Passive

Name: Prepared Defence

Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.

Rule: Prepared defences must be prepared with Diamonds () or Clubs () as a Suitable Style Reserve and create a Pip Wall that must be worked through.

  • The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs () with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
  • The defence stops all Cards within this range, as long as there are still any Pips left.
  • Each attacking Card removes those Pips from the remaining Pip Score — e.g. If the defence prepared with a A amd 10 is attacked with a J that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
  • Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
  • You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5 (+7), 7(+9) and K (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).

👟

Mode: 👟

Type: Passive

Name: Passive Dodge

Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.

Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.

Mode:

Type: Passive

Name: Soak

Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.

Rule:

  • The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annex’s normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
  • Compare the Soak cards to the Attack cards.
    • Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
      TypeMinimum SoakMaximum Soak
      Facet / “Saving Throw” 510
      Skill 511
      Talent513 (K)
      Power515
      Super-Annex 216+ (any)
      Mud / Clay / Foam810
      Cloth/Wool/Fur Descendant37
      Silk / Padding Descendant28
      Leather Descendant49
      Foam Plastic Descendant38
      Hard Plastic Descendant711 (J)
      Advanced Polymer Descendant3 14
      Chainmail Descendant913 (K)
      Thin Wood Descendant47
      Thick Wood Descendant311 (J)
      Laminated Wood Descendant312
      Turtle Shell Armour711 (J)
      Stone Armour912 (Q)
      Bronze plate Descendant812 (Q)
      Steel plate Descendant614 (A)
      Orichalcum plate Descendant515 (Joker)
      Vibro-field Descendant410
      Power field Descendant12 (Q)15 (Joker)
      Force-field Descendant815 (Joker)
      Toon/Femite Descendant616 (suited Ace)
      Nullite Descendant416 (suited Ace)
      Magickal/Alchemical Enhancement-2 compared to normal+2 compared to normal
    • If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
    • If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
    • If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6 if you play a 2 then both cards are Soaked and 2 × 2 pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
    • Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6 10 and J is soaked by a 7 then you will see the Soak Layer take the J, 10, Stalls the 6 and the 4 on the Soak-Layer, which Discards the 7, then two copies of the 7 also pass on into the next layer of Soak.
  • The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
  • If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
  • The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Character’ Ordeal Pool before you move to the next Soak-Layer.

💰

Mode: 💰

Name: Resource

Text: Damage is intended to be paid by a specific Facet Sway. The damage may be soaked or dodged by appropriate defences, but are rare for Characters not focused on the Resource. Wounds are usually taken in a specific targeted Facet Sway (often Wealth, Health, or Support) or Yarn as Pips, with any excess taken as Yarn, so a 23 Pip Economic attack will cost the Target 23 Wealth or Yarn if they had no Wealth, if they had 13 Wealth, it would cost them that and 10 Yarn. It should be noted that Yarn is taken as Chi from the total that a Character has (e.g. a Character with 66 Chi losing 10 Yarn would have only 8 Chi left, but a Character with 45 Chi would lose everything). Resource Attacks may also Maim, Cripple or “Destroy” suitable Descendants and can create Hitches, (such as Lacking, Binding, etc.) if the target does not have enough of the targeted Facet Sway / Chi.

Active-Defences:

👣

Mode: 👣

Type: Active

Name: Dodge

Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.

Rule:

  • All Physical and Energy Attacks that do not Splash can be dodged fully.
  • Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
  • To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
  • If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3,J has 5 Pips of Penetration, an A cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3 with +5 Pips of Penetration

🛡

Mode: 🛡

Type: Active

Name: Blocking

Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.

Rule:

  • The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
  • Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7 and 4.
  • If any Block Card exactly matches in Pips and Suit (or is a Club ) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7 matches the 7 (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
  • If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7 as damage however.
  • If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4 is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4 now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
  • The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.

Passive-Defences:

🔲

Mode: 🔲

Type: Passive

Name: Prepared Defence

Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.

Rule: Prepared defences must be prepared with Diamonds () or Clubs () as a Suitable Style Reserve and create a Pip Wall that must be worked through.

  • The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs () with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
  • The defence stops all Cards within this range, as long as there are still any Pips left.
  • Each attacking Card removes those Pips from the remaining Pip Score — e.g. If the defence prepared with a A amd 10 is attacked with a J that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
  • Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
  • You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5 (+7), 7(+9) and K (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).

👟

Mode: 👟

Type: Passive

Name: Passive Dodge

Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.

Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.

Mode:

Type: Passive

Name: Soak

Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.

Rule:

  • The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annex’s normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
  • Compare the Soak cards to the Attack cards.
    • Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
      TypeMinimum SoakMaximum Soak
      Facet / “Saving Throw” 510
      Skill 511
      Talent513 (K)
      Power515
      Super-Annex 216+ (any)
      Mud / Clay / Foam810
      Cloth/Wool/Fur Descendant37
      Silk / Padding Descendant28
      Leather Descendant49
      Foam Plastic Descendant38
      Hard Plastic Descendant711 (J)
      Advanced Polymer Descendant3 14
      Chainmail Descendant913 (K)
      Thin Wood Descendant47
      Thick Wood Descendant311 (J)
      Laminated Wood Descendant312
      Turtle Shell Armour711 (J)
      Stone Armour912 (Q)
      Bronze plate Descendant812 (Q)
      Steel plate Descendant614 (A)
      Orichalcum plate Descendant515 (Joker)
      Vibro-field Descendant410
      Power field Descendant12 (Q)15 (Joker)
      Force-field Descendant815 (Joker)
      Toon/Femite Descendant616 (suited Ace)
      Nullite Descendant416 (suited Ace)
      Magickal/Alchemical Enhancement-2 compared to normal+2 compared to normal
    • If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
    • If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
    • If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6 if you play a 2 then both cards are Soaked and 2 × 2 pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
    • Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6 10 and J is soaked by a 7 then you will see the Soak Layer take the J, 10, Stalls the 6 and the 4 on the Soak-Layer, which Discards the 7, then two copies of the 7 also pass on into the next layer of Soak.
  • The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
  • If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
  • The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Character’ Ordeal Pool before you move to the next Soak-Layer.

🎭

Mode: 🎭

Name: Stage

Text: Affects the Stage, Location, or the Target’s position in it.

Rules: The Rules depend on the attack being used. A Snare Attack creates a Trap in the the Stage of the Ordeal, or in the Location of the Scene. The Trap may be avoided, by playing a higher card, but it remains as an Obstacle in the Stage. The Snare may be disabled (by beating Twice the Pips + any additional modifiers the Snare may have), or it may injure everyone that enters the Stage. Throw and Leap Attacks move the Target or Attacker in the Stage, or Location, by differing amounts depending upon the game.

)
Wyrd attacks can be of any Type or Mode, and modify the Stage creating a Trap Obstacle.

Core: CheaterChi/Sway cost or difficulty for one chosen effect is halved. (E.g. Reload for 4 Chi, specific sidestep for half price, increase Scale for 1/4 Max Chi, etc.)

Critical: Magical K♣A Magical Critical is just amazing, sure it might have been a coincidence, but maybe it was destiny, or the gods working a miracle. Magical Criticals are extremely unlikely events, things that are theoretically possible, but they are not things you normally observe. Magical Criticals immediately move all cards from your Wyrd Tarot Hand to a “Magic” Style Reserve, and restock the Wyrd Tarot Hand. This “Magic” Reserve can be used in the Critical Action as desired. Additionally Magical Criticals allow one Ordeal card from an Action to be played as a Wyrd Tarot Card on either Character or target.

Descendants: SentencesWyrd Descendants are usually called Sentences. Sentences can actually take a lot of forms including any Trophy, Prize or Artefact (Chronoliths and Dark Matter are technically the same thing, as are Seats, Real Estate, Provinces and Dark Territories, and Trusts, Leagues and Covenants, but they all behave a little differently), Traps (as all Traps are technically Snare Wounds) and codemn a victim somehow, which is also true of Laws (as legislation and royal decrees are known) or Spells (as any bewitchment, enchantment, charm, or sorcery may be called).

Edge: DestinyA Destiny Edge indicates an Annex or Descendant is part of a greater Destiny for a Character. The Annex or Descendant may Play any Ordeal Pool card as a Wyrd Tarot card upon the User or Target with each use.

Emotion Negative:

  • Indifference — A mild feeling of apathy and lack of caring.
  • Resentment— An angry and unhappy feeling that is directed toward someone you feel wronged or ignored you.
  • Spite — A feeling of wanting others to suffer for a perceived slight.

Emotion Positive:

  • Considering — A feeling of weighing choices in a decision.
  • Contemplating —A feeling of thinking deeply about a subject or decision.
  • Cogitate —A feeling where you are thinking so deeply about a subject that almost nothing will disturb you from those thoughts.

Failure: JustJust Failures are failures that seem just. They may be a case of karmic retribution, poetic justice, or even just-desserts, the point is bad things happen to bad people, and these sorts of failures will punish characters for their previous actions, often having things they have done in past come back to haunt them.

Fumble: Hesitation 2♣Sometimes judgement works against you, and a fight or flight response can hang in the decision phase too long. The Hesitation Fumble is an example of this, decision paralysis, something about the situation is off, or wrong, and you freeze instead of acting. Your whole action is just discarded, it will have no effect.

Glow: DestinyA Destiny Glow indicates an Annex or Descendant that is meant to have a Profound effect upon the Destiny of a Character. The Annex or Descendant will Draw and Play an extra card as either a Wyrd Tarot or Yarn Card each use. However, playing as a Yarn Card causes the User to Gain Stress.

Gnarl: RulingThe 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 Character’s 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.

Herald: LiminalThe Heralds of Wyrd are liminal spaces and times, Wyrd things occur at cross-roads, stations, ports and fuel stations, on beaches, bridges, stairways, in doorways (often through mailboxes in Wyrd’s legal sense), mists and fogs, or occur at liminal times, such as twilight, Dusk, Dawn, Noon, Midnight, the last hour of a day, moonrise, moonset, the top of each hour (the o’clocks or hundred hour ones), Solstices and Equinoxes, and of course during eclipses.

Hitch: DoomedThe 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”.

  • Quirk — A Doomed Quirk indicates a Character or Descendant who isn’t entirely aware of their doomed status, it could be that the curse they are under is not very powerful, or can be largely ignored under the right circumstances. Doomed Quirk Triggers typically specify the nature of the curse or predestination e.g. “Potential Time-Traveller”, “Life detailed in Prophesy you never read”, “Possibly Bitten by Werewolf / Zombie”, “Remotely Cursed”, “Forgotten Curse”, etc
  • Flaw — A Doomed Flaw indicates a Character or Descendant who is fully aware of their doomed status. They know the prophecy, know exactly what they can and cannot do under their curse or geas, or understand exactly when they will die, and accept this all with simple fatalism. Doomed Flaw Triggers usually indicate the limits of the Curse, such as “Time-Traveller”, “Prophesied”, “Lycanthropy Curse”, “Zombiefied”, etc.
  • Woe — A Doomed Woe indicates a Character who accepts that doomed status completely. They will not question, fight against it, or even test the limits. For them, their doom is already written, they may have effectively already seen the events that are going to happen and are rarely surprised by events as they unfold, although they may be surprised if they have not realised the events unfolding are the ones they have forseen for some reason. Doomed Woe Triggers typically indicate the attitude of the Characetr to the Doomed Hitch, or some special circumstances about it, e.g. “Resigned”, “Institutionalised”, “Pessimistic”, “Focused”, “Does not apply on Tuesdays in August.”, etc.

Hurdle: PredestinationThe hurdle of Wyrd is Predestination, determinism, or fate over free-will. Wyrd foresees everything, by remembering all futures, so everything is predestined, but optional from her perspective. Free will is merely choosing from her list of options. Within Ordeals, Tests and Quests the hurdle of Wyrd complicates the situation by adding some additional conditions, such as a prediction or prophecy that says they will perform the deed, perhaps in a specific way, if you try and accomplish things according to the specific way suggested then Wyrd will be on your side (helping out with extra Chi and Modifiers), divert from the specific wording (which will often be quite ambiguous to help) and Wyrd would turn against you (depending upon the situation she may even task Fae with putting you back the right track).

Incarna: Fate / SwayMagick, Curses and the magical creatures of the Wyrd, including most Fairies (or the Fæ if you prefer), and some Eelafin and Solos may have a Wyrd Incarna as do the beings responsible for reality itself, a number of divine beings, anthropomorphic powers, gods, some Angels, most True Faeries and some prophets and prophetesses.

Location: CourtCourt means different things in different places and eras, although it is always influenced by the Wyrd Facet. You can find it referring to places of Law and Authority, such as the local lord’s castle, a sheriff’s office, police station, parliamentary buildings, but also plans and urban planning, such as an enclosed square surrounded by residences, and any place soaked in fate or magic, such as any place inhabited by Faeries, or any Wizard’s tower.

Lore: WarningWarning Lores can tell us lots of different things about a character. They can warn us about some defect of character, such as a quick temper, or terrible sense of humour, or some predicated behaviour (let me warn you about Judge “Hang’em” Rogers, he’s no fan of the governor) or they can be ancient rhyming prophesies, profound prognostications, detailed scientific projections, statistical and probabilistic predictions, or just hunches about a character as required.

Monster: Doom-weaverThe monster is a creature of the Fæ, it weaves the dooms of men.

  • Doom-weavers can draw and play Yarn cards or Wyrd Tarot cards (as appropriate). A Wyrd Monster may play cards from its Monster Pool as Wyrd Tarot (even when Banal) or Yarn cards (not usually for Banal or Intrepid Monsters) as it wishes.
  • Doom-Weavers Draw cards to their Monster Pool whenever they make a choice, decision, or judgement, or whenever anyone else plays Wyrd Tarot or Yarn cards in the same Location.
  • Doom-Weavers may add their Monster Pool Bonus to any action where luck, fate, probability, or quantum-hypergeometry are a component.
  • Doom-weavers must Discard Half the cards from their Monster Pool if they have to undo a choice, decision or judgement they made.
Doom-Weavers come in many forms from creature of the Fæ, time-travelling, space-spice-junky prophets, super-intelligent AIs, and a lot of magicians.

Narration Technique: ForeshadowingForeshadowing narration is narration that gives a hint, clue or vision that reveals something from the future of the Story. It could be a Character dialogue that rumours what is in another location, or it may be a dream or prophecy that creates a future event, that the Yarn-Teller may even invest Yarn in creating and therefore insuring that the event will come to pass.

Narrative Moment: Shadows from AboveThese Moments show how the Character reacts to authority, it may be by having the CEO of the company meet them in the lift, or by having the police pull them over (usually over a misunderstanding or error in their records, although occasionally it will be because of prejudices). It is an ideal moment for a Character to demonstrate self-control, or disdain, depending upon their temperament, and is also a good moment to show the Above or Shadow sides (if they have not appeared). The results of the Shadows from Above moment can be as simple as the correct time, a set of directions or as complex and dangerous as a high speed pursuit, through a shopping mall, with automatic gunfire if Hollywood is to be believed.

Nimbed: InevitableThe Nimbed of Wyrd is inevitable, the Annex has a finality to its actions. The first Inevitable Proficiency guarantees the action of the Annex will have the desired effect, if the action fails to penetrate defences (or fail to soak in the case of a defence) then it may immediately Draw and Play Nimbed Wyrd Draw Ordeal Ordeal Cards and add Nimbed Wyrd Score Pips to those cards adding them to the Action underway. The Second and third Inevitable Proficiencies add the Destiny Edge and Glow respectively, and each additional Inevitable Proficiency after adds a Judgement Wyrd Success Level.

Ordeal: AxiomaticAxiomatic Ordeals deal with laws and the like, they include, “The Crown/People Versus”, “Rituals and Rites”, “Physical Law” and “Swerve Destiny”

Persona: Judge

Motivation: A Judge is motivated by a need to listen to others, and make rational decisions, usually reasoned according to some set code of behaviour, or assessed quality. This can be a complex legal code, a convoluted religious code, or a quality such as size, or more subjectively, taste. Decisions made by the judge can be as petty as deciding you don’t like someone’s shoes, to as important as assigning blame in a criminal case.

Avoid: A Judge will avoid an appearance of bias, or any lack of balanced, rational decision-making. This can cause them to take much longer deciding than you might expect. Judges Gain Stress when their decision may be biased, is lacking balance or ignores some aspect of the rules.

Shadow: The Shadow of a Judge feeds on the despondency and sense of loss that one feels when they are found guilty, or judged unworthy, normally a Judge will produce plenty of this sensation for the Shadow to eat, but should they fail… Judges can be driven to convict innocents, or to hand down harsher sentences or criticisms, they may become biased, swayed by criminal bribery, or political influences, worse still the shadow can turn on the Judge forcing them to feel loss, and hopelessness too.

Gain Chi: Gain Chi when you listen, ask questions, make a decision, or announce your verdict.

Ordeal Gain Chi when you set a Trap or Snare or Prepare a ♣

Psychosocial Location: JudgementThe Judgement State is an ability to think logically, weigh evidence and reason through a problem to make a decision. For Judgement to work correctly it must have good connections to other parts of the Psychosocial mindscape, particularly Knowledge, Muscle-Memory, Language, Memories, Perceptions, and especially Thoughts. Judgement is often expressed within the Psychosocial space by use of debating “Advocate” Extras, each espousing their own arguments, as well as the “Judge” that weighs the arguments of these Advocates. Judgement that takes place in Darkness is often prejudicial, not properly weighing the facts, and can be very detrimental. Typically a Character that enters Judgement State is trying to weigh arguments and reach a conclusion, inability reach a conclusion within a Wyrd Boon as Chi Extend Duration time will result in Stress while in the Judgement State.

Quest: Capture / JudgeIf you are asked to sit in judgement on a decision, decide the best cake in show, or if you must bring in a no good gang of horse rustlers, or capture hill 14 before dawn, then you may be ensnared in a Wyrd Quest.

Question: Fact-findingWyrd asks questions that try to establish the facts, often in the form of Means (the equipment or method of doing something), Motive (or reason to do it) and Opportunity (or having a chance to do something and not having an alibi) “Who did this?”, “When and where did they do it?”, “How did they do they do it?” and “Why did they do it?”. Of course, sometimes Wyrd can try to establish facts that have not yet happened such as asking “What will they do?”, “When and where will it happen?”, “How will it be done”, etc.

Resolved Hitch: DiscretionThe resolution of a Doomed Hitch changes the emphasis for a Character or Descendant of the Wyrd Facet. Now, rather than facing a predestined series of events, instead they (or perhaps their owner) must freely judge the situation and decide what to do, often blind to the consequences of that choice before they make it, and usually unconstrained by external agencies, although if you run afoul of Time Corps, The Special Committee for Aoristic Management, Thyme Copse, The Lords Temporal, the Parliament of Eternity, your definition of unconstrained may vary. Add +1 Success Level to any Action once per Scene.

Rule: LawThe Rule of Law basically states that the Rules are the Rules for a reason, they represent an idealised representation of the model. Stress, Strains, Sway, Chi, Yarn, Facets, Hitches, Tangles, Umbrals and everything else are all part of this idealised ruleset for a reason. But most of the components will function in isolation, due to the way the game has been constructed, when teaching the game, you can begin very simply, with Extra / Lite Characters, and as the game grows you can add rules for that. Conversely, if you just cannot make Compositional Character Arcs work, drop that whole thing and just ignore that side of Character play. Sometimes a Rule that you are using may reference a Rule that you are not, in these cases consider using the referenced Rule in those circumstances (such as suddenly creating a Drama Pool the first time a Character gets Overstressed as a way to relieve that Stress, or a Plot Prods a Character because they are ignoring it).

Style: BalanceThe Balance Style is favoured by law-givers, weapons-masters, and many martial artists. The Balance Style Reserve may be added to any movement action, any defence, and any attack except Energy Attacks. Balance Style Reserve cannot be added to Perception-based checks, such as spotting traps, but can be used to bypass them.

Success: JudgementJudgement Successes represent the judgement of the law or the Wyrd, they can be used for invoking the law of the land or laws of magic. 1 Judgement Success can invoke a law or precedent, or if in a liminal space or time (doorways, dusk etc) then you may Play an extra card from your Ordeal Pool . 2 Judgement Successes will allow a Character to Draw 2 Wyrd Tarot Cards to their Hand, or play an Ordeal Card or Wyrd Tarot Card as a Wyrd Tarot Card on themselves, or the Target of their Action. 3+ Judgement Successes allows you to Draw and Play a card as a Yarn Card upon yourself as a Scene Significator, Gain, Revelation, or Sweeping effect, or on your Target as the same or more often as a Fray or Snag. 3+ Judgement Successes can also be used to reverse the last decision that affected the Character, creating a Crux Event with Wyrd Score Yarn Stored in it. `

Sway: AxiomsWyrd Sway are also known as Axioms. Axioms can be spent on actions to law-make, impose laws, use judgement, or make rulings. Bold Axioms can be used to alter the world, this is usually done by unlocking technologies or magic and making them available to others, for example early use of Axioms allowed humans to develop language, adding a new name for every object they found or created, and this continues to this day with potentially any Axiom unlocking a new Noun or Verb.

Tangle: NarrativesWyrd Tangles with the web of Wyrd itself and so can manipulate Plots and Narratives around the Annex user, not usually to the User’s benefit. The current Yarn-Teller (or Referee if the current Yarn-Teller is the Annex user) should Draw one card for each Tangled Proficiency, which they may use as they see fit, playing them as Obstacles, Ordeals and Wyrd Tarot on the Character, Opponents or Allies, or as Yarn cards to create new Plots, Hooks, Conflicts, Sides, Rivals, Love-Interests, or give Revelations to the bad guys (or other NPCs), or just grant a Rival a Gain, as they like. Large complex plots can be created by Narrative Tangles slowly adding new smaller plots each time they are used, that can greatly hamper a Character from reaching their goals — and are even often responsible for Characters dying before completing their arcs.

Test: Intuition / Judging / Law-making / Loopholes / Magic / ProphecyWyrd tests are the about laws and judgement, whether the laws of men, science, or the fates, and discovering or making laws, applying them, or bending laws.

Tone: MagicalWhen dark wizards gather to perform great deeds, the elves sing from within the stones and trees, or miracles happen, then you may be ensorcelled by a Wyrd Tone. The Magical tone is not far removed from fantasy, or the surreal tone, and there is plenty of cross-over, but usually the emphasis of the magical tone is on a sense of wonder, often with an undercurrent of judgement or law. Magic doesn’t just happen, it happens for reasons, guided by laws, even if those laws may be made by lunatics and fairies. Magical Tones usually balance characterisation and situations equally, magical Characters are often striggling with more than external pressures.

Turn: MeddlersThe direction of the plot is changed die to some external (or superior) force meddling in events. The external force is most often the External Side of the Conflict (but can occasionally be another side, most often the Above or Shadows), but it can be the government, a secret agency or conspiracy, Time-travellers, Faeries, Aliens or some thing more unusual, depending upon the circumstances. Whoever is involved, they have their own reasons for meddling with the events, and changing the direction of the plot.

Twisted: DestinyThe Character’s destiny or Doom is corrupted and changed by the presence of Twists. This means that any Wyrd Tarot card played on the Character is immediately discarded and a replaced by the top card from the Deck, no matter who plays it. The Character can ignore this effect for 1 Twist per card.

Umbral: LegalThe Umbral of Wyrd is legal, it represents or binds the user to a specific contract. The contract may, in some cases, have already been completed, and the access to the Annex is guaranteed, in other cases the contract is phrased as a prophecy that the owner of the Annex must complete some Quest or Ordeal in the future, and they are guaranteed access until that is complete. Each Umbral Wyrd Proficiency will set some aspect, clause, sub-clause, legal requirement, prophetic Quest, Ordeal, or Test (often based off the Annex Root, Channel or any other Tangled Facets) of the contract, failure to follow or complete a Wyrd Umbral condition or clause can result in additional Just Wyrd Failure Levels. Failing to comply with all Umbral conditions or clauses usually results in the Annex not activating, individual clauses may set additional penalties (such as if deactivated the Annex cannot be reactivated for Wyrd Umbral Boon as Chi Extend Duration) like any contract.

Y

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.

Facet Name: Yonder

Description: Yonder is the Yin Facet of space and distance. Completely passively this Facet sits holding point A apart from point B. The decider of distance and the root of range and roads, the Facet oversees all paths from space-lanes to highways to the Lea. Passive and inert Yonder lies always beyond the control but able to reach the heart of its opposite Dominion

Action: SpeakThe Action of Yonder is speaking, as this is how we most easily convey our desires over a distance to another, especially via communications technologies such as writing and smartphones.

Annex Channel: Throwing Annexes that channel through Yonder use verbs like: Aim / Alienate / Attain / Broadcast / Carry / Casting / Communicate / Convey / Converse / Cover / Disaffect / Distance / Drop / Engage / Estrange / Explore / Extend / Fill / Guide / Hit / Hurl / Liaise / Locate / Message / Occupy / Pass / Reach / Reconnoitre / Reside / Roam / Scout / Situate / Shoot / Speak / Spot / Stretch / Surround / Talk / Throw / Transmit / Wander

Annex Root: Distant Annexes rooted in Yonder, or Descendants or Characters that use them are described as: Alien / Attained / Bizarre / Broad / Cartographic / Chatty / Communicative / Curious / Diverse / Exotic / Expanded / Expatriate / Extraterrestrial / Distant / Foreign / Geographical / Immigrant / Local / Locational / Non-native / Peculiar / Remote / Rural / Scenic / Spatial / Strange / Suburban / Talkative / Thrown / Travelled / Unfamiliar / Urban / Widespread

Attack: Throw (

Mode:

Name: Energy

Text: Energy attacks are blasts of radiation that are not entirely physical in nature. They might still have a physical impact, but the damage is usually radiation, or electrical burns and sensory overloads.

Active-Defences:

👣

Mode: 👣

Type: Active

Name: Dodge

Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.

Rule:

  • All Physical and Energy Attacks that do not Splash can be dodged fully.
  • Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
  • To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
  • If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3,J has 5 Pips of Penetration, an A cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3 with +5 Pips of Penetration

🛡

Mode: 🛡

Type: Active

Name: Blocking

Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.

Rule:

  • The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
  • Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7 and 4.
  • If any Block Card exactly matches in Pips and Suit (or is a Club ) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7 matches the 7 (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
  • If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7 as damage however.
  • If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4 is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4 now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
  • The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.

Passive-Defences:

🔲

Mode: 🔲

Type: Passive

Name: Prepared Defence

Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.

Rule: Prepared defences must be prepared with Diamonds () or Clubs () as a Suitable Style Reserve and create a Pip Wall that must be worked through.

  • The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs () with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
  • The defence stops all Cards within this range, as long as there are still any Pips left.
  • Each attacking Card removes those Pips from the remaining Pip Score — e.g. If the defence prepared with a A amd 10 is attacked with a J that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
  • Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
  • You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5 (+7), 7(+9) and K (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).

👟

Mode: 👟

Type: Passive

Name: Passive Dodge

Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.

Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.

Mode:

Type: Passive

Name: Soak

Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.

Rule:

  • The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annex’s normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
  • Compare the Soak cards to the Attack cards.
    • Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
      TypeMinimum SoakMaximum Soak
      Facet / “Saving Throw” 510
      Skill 511
      Talent513 (K)
      Power515
      Super-Annex 216+ (any)
      Mud / Clay / Foam810
      Cloth/Wool/Fur Descendant37
      Silk / Padding Descendant28
      Leather Descendant49
      Foam Plastic Descendant38
      Hard Plastic Descendant711 (J)
      Advanced Polymer Descendant3 14
      Chainmail Descendant913 (K)
      Thin Wood Descendant47
      Thick Wood Descendant311 (J)
      Laminated Wood Descendant312
      Turtle Shell Armour711 (J)
      Stone Armour912 (Q)
      Bronze plate Descendant812 (Q)
      Steel plate Descendant614 (A)
      Orichalcum plate Descendant515 (Joker)
      Vibro-field Descendant410
      Power field Descendant12 (Q)15 (Joker)
      Force-field Descendant815 (Joker)
      Toon/Femite Descendant616 (suited Ace)
      Nullite Descendant416 (suited Ace)
      Magickal/Alchemical Enhancement-2 compared to normal+2 compared to normal
    • If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
    • If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
    • If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6 if you play a 2 then both cards are Soaked and 2 × 2 pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
    • Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6 10 and J is soaked by a 7 then you will see the Soak Layer take the J, 10, Stalls the 6 and the 4 on the Soak-Layer, which Discards the 7, then two copies of the 7 also pass on into the next layer of Soak.
  • The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
  • If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
  • The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Character’ Ordeal Pool before you move to the next Soak-Layer.

👤

Mode: 👤

Name: Psych

Text: Psych (pronounced ‘Sigh-k’) attacks target the Target’s mind and emotions — which means they are only useful on Characters (even if those Characters may be Intelligent Descendants or Extras). All Wounds are targeted on the Personality Annex (or Master Annex for an Intelligent Descendant / Extra). Psych Attacks typically have an emotional or Psychosocial outcome.

Active-Defences:

🔍

Mode: 🔍

Type: Active Psych

Name: Focus

Text: Focus is a Psych Parry. The defender focuses on one aspect of the attack, and thereby turns it around on the attacker. They might retort to the attack, with a biting insult, or just refute one point so well that the attack is ruined, then again they might just react so badly to the attack that they effect the attacker back. The problem with Focus as a defence is that it requires specific cards to work at all.

Rule:

  • Draw a number of cards equal to the number of Hitches Reduced, and add the cards to your Ordeal Pool. Then Play One Card.
  • The card must match exactly one Attack card’s Pips and Suit — Jokers may be Wild. Clubs will Trump with +2 Pips, which means an 8 can be matched by a 6,7, or 8).
  • If they can match an Attack card, then the Attack has been stopped. Discard the matched Attack card and all Attack cards Higher than the Focus card.
  • Attack cards lower than the Focus card are immediately added to the Defender’s Ordeal Pool as “Fight-or-Flight” cards that may be immediately played or prepared without RT or GRT penalties.
  • If no match can be made then Focus has failed. The Defender takes the full effect of the Attack as Focus has been used the Personality Annex cannot now Soak.
🦋

Mode: 🦋

Type: Active Psych

Name: Ignore

Text: Ignoring a Psych attack is a great choice, if you can. However ignoring is an all or nothing defence, fail to ignore the whole attack and you will have ignored nothing at all.

Rule:

  • Draw a number of cards equal to the total number of Hitches Reduced and add them to the Defender’s Ordeal Pool.
  • Play Hitches Reduced number of cards to try and Ignore the Psych Attack.
  • Ignore cards must beat the total Pips of the Attack. Beat the Pips and the Attack is Discarded. Otherwise the Defender takes all the Psych Damage and since they used their Personality Annex to Ignore, they cannot use it to Psych Soak.

Passive-Defences:

🔲

Mode: 🔲

Type: Passive

Name: Prepared Defence

Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.

Rule: Prepared defences must be prepared with Diamonds () or Clubs () as a Suitable Style Reserve and create a Pip Wall that must be worked through.

  • The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs () with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
  • The defence stops all Cards within this range, as long as there are still any Pips left.
  • Each attacking Card removes those Pips from the remaining Pip Score — e.g. If the defence prepared with a A amd 10 is attacked with a J that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
  • Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
  • You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5 (+7), 7(+9) and K (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).

💭

Mode: 💭

Type: Passive Psych

Name: Passive Psych Soak

Text: When someone yells an insult at you, it might sting, or it might not. If you see someone killed in front of you, it might scare you, or may not. You can decide which with a Passive Psych Soak.

Rule:

  • Personality Annex Plays a number of Soak cards equal to number of Hitches Reduced (½ to 4 Cards) from their Ordeal Pool.
  • If any Soak Card exactly matches in Pips and Suit (or Clubs ♣ with +2 Trump bonus) any Attack Card then the Attack Card is discarded and the Defender may Pull and Play a ‘Fight-or-Flight’ Ordeal card. If a Soak card exactly matches the Highest Card of the Attack then the whole Attack is Discarded.
  • If any Psych Soak card is higher in Pips than an Attack card, then those Attack cards are Blocked and Discarded immediately. The Soak card is then kept, but is turned sideways, Stalled. It will be added to the next Psych Attack automatically unless moved by a Defence Glow to a Prepared Defence. A card in this state is considered Stalled.
  • If any Psych Soak card has less Pips than an Attack card (or a Stalled card) then the Attack card is Soaked and immediately Discarded. The Defender takes a copy of the Soak card for each card Blocked. The Attacker may add some of the Penetration Pips to increase the Attack cards Pips at this point.
  • Psych Attacks that begin with more than 3 cards (such as most Tricks) always cause Extreme Emotional responses, rather than Normal emotional responses. All Psych Attacks must affect the Target’s Active Personality Annex (or its Profs). Psych Wounds automatically stack together whenever they can (2 Psych Distracts Wounds automatically become a Psych Flesh Wound).
  • Once the incoming attacks have been dealt with (or not) the Character may now Draw as many cards as they Played earlier to their Ordeal Pool.

Mode:

Name: Physical

Text: The simplest forms of wounding are nothing but bashing and cutting physical wounds. Physical attacks are usually performed with weapons (Prop Descendants) or Martial Arts Annexes, which means they can be blocked, parried and so on by another weapon or Martial Art.

Active-Defences:

Mode:

Type: Active

Name: Parry

Text: Deflecting the incoming blade with your own, also works with spears, hammers, maces, vibro-halberd, or magic spells and counter-magics, whatever really, except energy, you can’t Parry lasers or electricity with a sword (blaster bolts on the other hand).

Rule:

  • The Descendant or Annex draws Cards as normal, then plays One (1) card from their Pool.
  • If they can match any attack card in Suit (or Clubs ♣ as Defence Trump) and Pips (including Additional Style and Penetration Pips, or additional Wound / Success Levels, or +2 Pips for Trumps) then the attack has been Parried (Wildcards automatically Parry).
  • What happens next depends upon the suit of the Defending card (see the Suit Parry details)

👣

Mode: 👣

Type: Active

Name: Dodge

Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.

Rule:

  • All Physical and Energy Attacks that do not Splash can be dodged fully.
  • Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
  • To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
  • If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3,J has 5 Pips of Penetration, an A cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3 with +5 Pips of Penetration

🛡

Mode: 🛡

Type: Active

Name: Blocking

Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.

Rule:

  • The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
  • Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7 and 4.
  • If any Block Card exactly matches in Pips and Suit (or is a Club ) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7 matches the 7 (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
  • If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7 as damage however.
  • If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4 is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4 now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
  • The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.

Passive-Defences:

🔲

Mode: 🔲

Type: Passive

Name: Prepared Defence

Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.

Rule: Prepared defences must be prepared with Diamonds () or Clubs () as a Suitable Style Reserve and create a Pip Wall that must be worked through.

  • The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs () with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
  • The defence stops all Cards within this range, as long as there are still any Pips left.
  • Each attacking Card removes those Pips from the remaining Pip Score — e.g. If the defence prepared with a A amd 10 is attacked with a J that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
  • Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
  • You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5 (+7), 7(+9) and K (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).

👟

Mode: 👟

Type: Passive

Name: Passive Dodge

Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.

Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.

Mode:

Type: Passive

Name: Soak

Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.

Rule:

  • The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annex’s normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
  • Compare the Soak cards to the Attack cards.
    • Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
      TypeMinimum SoakMaximum Soak
      Facet / “Saving Throw” 510
      Skill 511
      Talent513 (K)
      Power515
      Super-Annex 216+ (any)
      Mud / Clay / Foam810
      Cloth/Wool/Fur Descendant37
      Silk / Padding Descendant28
      Leather Descendant49
      Foam Plastic Descendant38
      Hard Plastic Descendant711 (J)
      Advanced Polymer Descendant3 14
      Chainmail Descendant913 (K)
      Thin Wood Descendant47
      Thick Wood Descendant311 (J)
      Laminated Wood Descendant312
      Turtle Shell Armour711 (J)
      Stone Armour912 (Q)
      Bronze plate Descendant812 (Q)
      Steel plate Descendant614 (A)
      Orichalcum plate Descendant515 (Joker)
      Vibro-field Descendant410
      Power field Descendant12 (Q)15 (Joker)
      Force-field Descendant815 (Joker)
      Toon/Femite Descendant616 (suited Ace)
      Nullite Descendant416 (suited Ace)
      Magickal/Alchemical Enhancement-2 compared to normal+2 compared to normal
    • If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
    • If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
    • If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6 if you play a 2 then both cards are Soaked and 2 × 2 pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
    • Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6 10 and J is soaked by a 7 then you will see the Soak Layer take the J, 10, Stalls the 6 and the 4 on the Soak-Layer, which Discards the 7, then two copies of the 7 also pass on into the next layer of Soak.
  • The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
  • If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
  • The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Character’ Ordeal Pool before you move to the next Soak-Layer.

Mode:

Name: Magic

Text: Magic may just be technology we don’t understand, or it can be a mysterious force unknowable and frightening to the common man. Magic can parry magic, and so sometimes can silver or cold iron, it depends on the magic. Magic attacks are rarely dodgeable (and the few that are are usually actually spells that perform energy attacks), and usually ignore Range, but instead must pierce the target’s Liberty or Wyrd Score (-4 Pips as standard).

Active-Defences:

Mode:

Type: Active

Name: Parry

Text: Deflecting the incoming blade with your own, also works with spears, hammers, maces, vibro-halberd, or magic spells and counter-magics, whatever really, except energy, you can’t Parry lasers or electricity with a sword (blaster bolts on the other hand).

Rule:

  • The Descendant or Annex draws Cards as normal, then plays One (1) card from their Pool.
  • If they can match any attack card in Suit (or Clubs ♣ as Defence Trump) and Pips (including Additional Style and Penetration Pips, or additional Wound / Success Levels, or +2 Pips for Trumps) then the attack has been Parried (Wildcards automatically Parry).
  • What happens next depends upon the suit of the Defending card (see the Suit Parry details)

🛡

Mode: 🛡

Type: Active

Name: Blocking

Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.

Rule:

  • The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
  • Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7 and 4.
  • If any Block Card exactly matches in Pips and Suit (or is a Club ) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7 matches the 7 (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
  • If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7 as damage however.
  • If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4 is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4 now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
  • The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.

Passive-Defences:

🔲

Mode: 🔲

Type: Passive

Name: Prepared Defence

Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.

Rule: Prepared defences must be prepared with Diamonds () or Clubs () as a Suitable Style Reserve and create a Pip Wall that must be worked through.

  • The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs () with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
  • The defence stops all Cards within this range, as long as there are still any Pips left.
  • Each attacking Card removes those Pips from the remaining Pip Score — e.g. If the defence prepared with a A amd 10 is attacked with a J that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
  • Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
  • You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5 (+7), 7(+9) and K (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).

👟

Mode: 👟

Type: Passive

Name: Passive Dodge

Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.

Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.

Mode:

Type: Passive

Name: Soak

Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.

Rule:

  • The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annex’s normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
  • Compare the Soak cards to the Attack cards.
    • Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
      TypeMinimum SoakMaximum Soak
      Facet / “Saving Throw” 510
      Skill 511
      Talent513 (K)
      Power515
      Super-Annex 216+ (any)
      Mud / Clay / Foam810
      Cloth/Wool/Fur Descendant37
      Silk / Padding Descendant28
      Leather Descendant49
      Foam Plastic Descendant38
      Hard Plastic Descendant711 (J)
      Advanced Polymer Descendant3 14
      Chainmail Descendant913 (K)
      Thin Wood Descendant47
      Thick Wood Descendant311 (J)
      Laminated Wood Descendant312
      Turtle Shell Armour711 (J)
      Stone Armour912 (Q)
      Bronze plate Descendant812 (Q)
      Steel plate Descendant614 (A)
      Orichalcum plate Descendant515 (Joker)
      Vibro-field Descendant410
      Power field Descendant12 (Q)15 (Joker)
      Force-field Descendant815 (Joker)
      Toon/Femite Descendant616 (suited Ace)
      Nullite Descendant416 (suited Ace)
      Magickal/Alchemical Enhancement-2 compared to normal+2 compared to normal
    • If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
    • If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
    • If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6 if you play a 2 then both cards are Soaked and 2 × 2 pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
    • Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6 10 and J is soaked by a 7 then you will see the Soak Layer take the J, 10, Stalls the 6 and the 4 on the Soak-Layer, which Discards the 7, then two copies of the 7 also pass on into the next layer of Soak.
  • The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
  • If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
  • The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Character’ Ordeal Pool before you move to the next Soak-Layer.

🎭

Mode: 🎭

Name: Stage

Text: Affects the Stage, Location, or the Target’s position in it.

Rules: The Rules depend on the attack being used. A Snare Attack creates a Trap in the the Stage of the Ordeal, or in the Location of the Scene. The Trap may be avoided, by playing a higher card, but it remains as an Obstacle in the Stage. The Snare may be disabled (by beating Twice the Pips + any additional modifiers the Snare may have), or it may injure everyone that enters the Stage. Throw and Leap Attacks move the Target or Attacker in the Stage, or Location, by differing amounts depending upon the game.

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Yonder attacks can be energy, psychological, physical or magic. They usually affect the Target’s position in the Stage. Motion is determined by Pips of the attack being spent on motion. In a Bold game this will be as flight and all Pips are used, in an Intrepid game this would be as marching and only the Pips of the Highest card are used, in a Banal game only Crawling and the Pips of the Highest card are used.

Core: TravellerThe Character has an additional Annex (1-11 Skill, 12-21 Talent, 22-26 Power) that grants an extra mode of Travel. E.g. Driving, Fleet-footed, Flying, Lea-walking, Matter-transmission, Piloting, Riding, Sailing, Swimming or U-spacing Skill, Talent or Power.

Critical: Remote J♠A Remote Critical can only occur at Range, although the Range can be only a metre (if you are in melee for example). The Remote Critical adds 1 Pip to any attack for each Pip of Range involved, or to put it another way all Range Costs are free.

Descendants: Locations/ConnectionsAll Locations are Yonder Descendants (although they also have a second Location or Psychosocial Facet too), however there are also Connections, which can connect Locations or Characters, examples include virtually every technology with “tele-” in its name, as well as doors, elevators, stairs, some Locations are also Connections such as roads, rivers, corridors, passages, and even Space-Time itself.

Edge: RangedA Ranged Edge allows an Annex or Descendant to be useful at longer-range. The User’s Yonder Boon divides the Range before Difficulty is calculated. Confined Terrain divides Range in metres by Yonder Score, Closed Terrain divides by Yonder Boon and Open Terrain by Yonder Value. e.g. Boon 13 gives 4 / 13 / 66 divides Confined Terrain Ranges by 4, Closed Terrain by 13 and Open Terrain Ranges by 66.

Emotion Negative:

  • Disaffection — A feeling of being distant from a group or individual that you were once close with.
  • Loneliness— A feeling of sadness usually caused by isolation from a group or individual.
  • Alienation — A feeling that you do not belong to any group, that you have no place in society.

Emotion Positive:

  • Excited — A feeling of happy enthusiasm about what you believe is happening.
  • Elated —A feeling of happiness and excitement.
  • Euphoria —A feeling of great, if often short-lived elation

Failure: MissMiss Failures are usually the result of acting at Range and does not simply mean that the Target has not been hit by the action. Instead, a Miss means something else was hit instead. This does two things, the first is create an immediate Ricochet Fumble, and the second is potentially warn the target that the shot was intended for them (especially if it ricochets off their wards or armour). A large number of Miss Failures when using a Descendant will generally cause the Descendant to target itself or the User, the User is usually the target of many Miss Failure Levels on an Annex, but Allies are sometimes sacrificed, and civilian casualties should always be a consideration for lesser Misses.

Fumble: Ricochet 4♠Ricochets are the Fumble where sometimes the bullet bounces, often it bounces into a completely random Character, sometimes that means it bounces into an Ally, occasionally it comes straight back. Yarn-Tellers may direct this Ricochet re-targeting with Miss Failure Levels.

Glow: RangedA Ranged Glow on an Annex or Descendant can ignore all Range costs for any Full-Action once per Scene. Otherwise it functions as the Ranged Edge

Gnarl: DisplacementThe 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 Character’s or Descendant’s 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.

Herald: DispersionThe Herald of Yonder is dispersion, which is the reason a sound in the distance is quieter than one close by, and a light in the distance does little to illuminate the ground around you, fogs and hazes are also a good example, as are also echoes, and the Doppler effect, as they all herald Yonder well.

Hitch: Loss-of-SenseThe 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 don’t 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”.

  • Quirk — A Loss-of-Sense Quirk indicates the Character or Descendant has lost some accuracy in perception on one of their senses, but has not completely lost the sense, so perhaps they may find reading more difficult, are forced to wear hearing-aids, glasses or some other aid, or they may have some colour-blindness, or a diminished sense of smell or taste. Typically the Loss-of-sense Quirk Triggers will define exactly which sense is impacted and how, “Short-sighted”, “Tinnitus”, “Can’t taste saltiness” etc.
  • Flaw — A Loss-of-Sense Flaw indicates a near complete loss of the affected sense. A profoundly Deaf Character for example, while having no hearing, may have some perception of noises from air pressure. A Blind Character may have some sense of space, size or brightness from the warmth on their skin etc. Loss-of-sense Flaw Triggers usually indicate the sense that is lacking, “Sightless”, “Blind”, “Deaf”, “No Common Sense”, etc.
  • Woe — A Loss-of-Sense Woe indicates a Character or Descendant that has completely lost some sense that they should have been able to access. This might mean the Character is completely blind, unable to even feel infra-red light heating their skin, or completely lacking balance they may never stand, or even sit up. Loss-of-sense Woe Triggers usually specify the additional complications the Character or Descendant suffers from, such as “Cannot Sense any Light”, “Cannot Taste or Smell”, “Deaf and has no inner monologue”, etc.

Hurdle: DistanceThe hurdle of Yonder is distance, distance between you and your objective usually, although when a hurdle Yonder can also impose that a certain distance from the target must be kept (perhaps so that they do not realise they are being observed, guarded, educated, etc or perhaps because of a danger the target poses such as being polluted, poisonous, radioactive, or you may pose some risk to the target, infecting, corrupting, or poisoning them).

Incarna: Space (Location)When you need to build a Location, or play a sentient building, grove, forest, city, land or planet, some giant Kaiju, such as a Storm / Hurricane / Typhoon giant, or a telepathic pocket dimension that has an entrance looks like a blue box and can move in space and time, then you will want a Yonder Formation Facet.

Location: ConnectionConnection Locations are often considered liminal spaces, although more normally the liminal space occurs where connections cross or meet. They can range in size from the smallest public phone booth, to whole universes, but beaches, corridors, passages, paths, roads, routes, ways, lanes, canals, ways, junctions, crossroads, stations, hubs, highways, centres and nexuses are all examples.

Lore: PositionPosition Lores tell us interesting things about a character, sometimes they are as simple as the character’s current geographical location, other times we may learn a character’s political, ethical, emotional or personal position on a topic, but we could also discover a character’s rank and role within an organization, or their side in a plot.

Monster: AlienThe Monster is an alien, an outsider. It may just be a metaphor for alienation, or literally be an extra-(or ultra)-terrestrial.

  • Aliens are usually obvious and strange, not necessarily to look at, but in the way they think, act and behave. They may have apparently supernatural powers and abilities, but often make do with advanced technologies (in the form of additional Descendants).
  • They may Draw cards to their Monster Pool when they perform their alien / inhuman / weird actions and behaviours, such as blinking with additional eyelids, panting from their ears, sleeping on their feet, or whatever, especially if they are observed doing it.
  • They may add their Monster Pool Bonus to any action to do with their alien abilities, technologies, motion or survival (including Dodge, Soak, etc).
  • Alien Monsters must play cards from their Monster Pool to interact with “non-alien” Characters, including attacking them.
From little grey Eusaiveans, through pod people, pepper-pot shaped engines of hate, and face-hugging space-wasps, all the way through to the foreigners from the next country, there are plenty of aliens.

Narration Technique: DistantDistant Narration is both emotionally distant and often physically describing distant events. These can include events that are reported, or observed, by a Character or anything that is received via a descendant, such as a telescope, binoculars or a video surveillance system. Distant narration never conveys all the possible information, often emotional details and a lot of subtleties are lost.

Narrative Moment: ChatA chat is usually a chance meeting, or phone call (especially in the form of messages and then a returned call) with someone known to the Character (often a relative or old friend), who wants to catch up. They don’t need to be family members, or friends, variants include: Parent of an old school friend, an old teacher, Grandparent’s neighbour, co-worker from a former job, the cashier from the corner shop, or that family that they met on holiday last summer. Chats help ground Characters, setting them as some one who is part of the society. They can occur by chance, or occur regularly, such as chats with a doorman, bus driver, cabbie, child’s teacher, receptionist or anyone who you meet regularly. Chats can also introduce new Characters, with Characters from other Plots sometimes appearing as a Chat Moment before they are later revealed as an Embodiment, perhaps as the new receptionist or colleague.

Nimbed: DistanceThe Nimbed of Yonder is distance, and allows the Annex to be used at a distance more easily than other Annexes. This might be good to slap on your Psychokinesis to upgrade it to real Telekinesis, for example. The first Distance Proficiency adds Nimbed Yonder Score to the Pips of any action that has a Range or Reach Difficulty. The second and third Distance Proficiencies add the Ranged Edge and Glow respectively, and each Distance Proficiency after adds a Spatial Yonder Success Level.

Ordeal: DistantDistant Ordeals are usually about doing something far-away, they include, “Exploration”, “Travelling”, “Telepresence”, “Sniper Duel”, and “Crossing That Bridge”

Persona: Trailblazer

Motivation: The Trailblazer is motivated by a need for freedom, discovery and most importantly self-discovery. They may find new places, new ways, and new discoveries, and while they get delight from novelty value, it is the inner journey that is important for the Trailblazer.

Avoid: The Trailblazer may avoid commitments, rigid structures, and other ties that bind them and could interfere with their inner journey. This can lead to Trailblazers abandoning projects and relationships as they begin to feel trapped, hemmed in or off-track. Trailblazers can also avoid people who they feel are getting too close, as they react emotionally rather than rationally to these people. Trailblazers Gain Stress when they can’t explore or self-discover.

Shadow: The Shadow of a Trailblazer feeds on departures, separations and farewells, normally the Trailblazer will provide plenty of these, but if they don’t the Shadow will make its own. This can drive a Trailblazer to run away, rather than toward, can cause them to become thrill-seeking heart-breakers, the love ’em and leave ’em type, it can even lead to deaths and mourning if not properly fed.

Gain Chi: Gain Chi when you see something new (novel to you), have an insight that you share, answer a question, or leave a place.

Ordeal Gain Chi when you act at Range (paying Range costs or using Range Nimbeds).

Psychosocial Location: BroadnessWithin the Psychosocial mindscape Broadness refers to both the apparent spatial volume of the spaces, and also how broad-minded the Character is. A broad-minded Character should have a mindscape full of open, airy spaces, high ceilings and open views, a closed-minded person would instead have a dark, labyrinthine mindscape, filled with tight corners and low doorways. Broadness is not a State in its own right, but rather a quality shared by all the Psychosocial States, Broadness allows a variety of Principles, Memories, Drives, Urges and Wishes to exist within the same person without an internal war. Narrow minded people find new information difficult to process as it must be kept near some inner voice yelling about how they don’t like what ever it is. Typically a Character cannot enter their Broadness State, but they can alter it in specific areas, causing areas to grow and change within the Psychosocial Landscape.

Quest: Follow / TravelIf you’ve ever shouted "Quick follow that car" or followed a Treasure map, or travelled to reach a destination for any reason, then you have been involved in a Yonder Quest. Yonder Quests are sometimes short, but usually long, involving great distances travelled in unusual, or exciting, ways to strange lands.

Question: WhereYonder asks where questions, such as “Where are we?”, “Where is it?”, “Where are we going”, and of course variants that don’t actually include “Where” are possible such as “How do we get there?”, “Are we nearly there yet?”, and of course “How many metres to the Target?”

Resolved Hitch: AwarenessThe resolution of a Loss-of-Sense Hitch creates a Character or Descendant who has their lost sense restored (perhaps by surgery, cybernetics, or magic), or more often, has adapted to cope without it, this make it seem as though a blind person can see, as they hear (feel from air currents, smell sweat, or sense body heat) and dodge an incoming swing, but they could not tell you the colour of the wall. Add +1 Success Level to any Test or Action to do with any sensory perception that does not rely entirely upon the sense that was lost.

Rule: RangeThe Distance to the target increases the Difficulty of affecting the target, but this is not always as simple as 1 metre equals +1 Difficulty. A Character firing from the hip into a densely packed melee is going to find the shot a lot harder than a Prone sniper trying to hit a Character in a field. Range can also be indicated by the Difficulty to traverse or follow a line on a node map, and this can indicate things like social or emotional distances and difficulties as well.

Style: AimingThe Aiming Style is used by Sharpshooters and Smart Types. The Aiming Style Reserve can only be added to attacks, Reaction and Global Reaction Times, or motion towards a specific goal. The Aiming Style Reserve only keeps the highest card played to it (as a Limit card), and a total of the Pips stored (equal to each cards Pips +2), all other cards are immediately discarded. However, the total number of cards can be recorded for initiative order. The Aiming Style Reserve will even be kept over the end of a Round, unlike all other Style Reserves. The Aiming Reserve is always assumed to create as many wounds of the Highest Level possible for the number of Pips played (minus Range Costs first). Chi and Sway may be added to the Reserve adding to the stored Pips as normal.

Success: SpatialSpatial Successes allow the warping of space during the Action, this can alter Range, Reach and Movement Difficulties or even Teleport Characters around. 1 Spatial Success will allow a Character to play an additional Card from their Ordeal Pool to pay for a Range, Reach or Movement Difficulty (or increase a Difficulty). 2 Spatial Successes can Draw and Play a card to pay for Range, Reach or Movement Difficulties, or can Open or Close the Terrain Type by one for this Action (as Crowds suddenly part and Confined becomes Closed, or smoke engulfs the battlefield and the Open space becomes Closed). 3+ Spatial Successes can contract and warp space for an action, this can divide or multiply the distance in metres between you and any other Character or Descendant by 1 + Yonder Score (Yonder 13 divides by 5) before Range, Reach and Movement are calculated.

Sway: ScopesYonder Sway points are known as Scopes. Scopes can be spent to act at a distance, this could be as a Range, such as long distance communication, throwing, archery or shooting, or as a Reach such as a Descendant has, that might allow you to extend an Annex’s Reach. Usually the difference between when to uses Scopes as Reach and when to use them as Range should be obvious. Bold Scopes automatically Spot things in the Location or about the target. 1 Scope spent on any action will automatically Spot something Obvious in or about the Location or Target.

Tangle: SpaceThe Tangle of Yonder is Space, it complicates the use of Annex in a number of ways, stopping the Annex from activating or complicating the difficulty in different ways. Each Tangled Proficiency may add one of the following spatial complications:

  1. It can add a minimum Range in metres equal to the sum of the Tangled Aura Proficiency’ Facet Draws, any activation closer than this will add an automatic Failure level.
  2. It can set a Range multiplier of 1 + the Tangled Aura Proficiency’s Facet Draw. This multiplies the calculated Range in metres before calculating the Difficulty in Pips.
  3. It may require a certain sized Space to activate. Typically, the minimum Space required is equal to the sum of the Tangled Aura Proficiency’s Facet Scores as Chi Location Size, so a couple of 13 Boon Aura Profs would give a Floor of a Building as a Location size. This space should be open ideally, if closed or confined add a Generic Failure Level.

    Test: Broadcasting / Communicating / Restraining / Shooting / Spotting / Stretching / Transmission / YellingYonder tests are all about operating at a distance, usually this is about spotting things in the distance, communicating information over a distance, or hitting a target at range.

    Tone: Odyssey / Road-movieWhen the song of the open road, sea, sky or space-lanes calls to you, it calls in a Yonder Tone. All forms of travel can become an Odyssey, where the story or scene becomes more about the Locations and situations, than about the characters. Characterisation may occur, although largely to the traveller, and more rarely to the crew or the people in the places they go. The Locations of an Odyssey, or road-movie, can appear more as characters than the people that live there.

    Turn: Off-CourseWhen you reach the place you were going and try to check into your hotel, and discover you have booked into a different hotel in a different city, or perhaps you fell asleep on the bus and have missed your stop, or just occasionally, the place you were going to visit never even existed. Sometimes you may realise you are off-course before you actually end up where you are going, other times, you will arrive only to find out it isn’t where you wanted, or need, to be. The point is where you are is not where you now need to be. You have travelled a long way, and it was either all for nothing, or worse, has taken you in entirely the wrong direction. You may need to make the most of it, or turn around and start back, depending upon the circumstances.

    Twisted: SpaceSpace around the Character (or within if they are a Location) is Twisted and Distorted by the presence of Twists. This may be as simple as North is now West, or Down is Left, but is usually a complex warping of space-time around the Character. This makes action at Range upon or by the Character difficult to predict (and is usually discouraged), with all Ranges in metres being multiplied by 1d10 and divided by another 1d10 before calculation of Range Diffs. This might make a Character who looks a couple of metres away appear across a street, or actually be within kissing distance, you just can’t tell.

    Umbral: DistantThe Umbral of Yonder is distant, and the Annex that has it demands the user remain distant from others, at least some of the time. The first Umbral Yonder Proficiency adds a Miss Yonder Failure Level to any action that has a Target closer than Umbral Yonder Boon metres. The second Umbral Yonder Proficiency demands that no Character can be closer than Umbral Yonder Draw metres at all when the Annex activates, or the user and everyone within the area will be affected by a Umbral Yonder Draw card Negative Emotional effect (Disaffection or Loneliness usually). Any additional Umbral Yonder Proficiencies will demand that the user spends twenty minutes, for every point of Umbral Yonder Score, at least Umbral Yonder Draw metres away from all other characters every day before the Annex will Activate.

Z

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 Defender’s 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.

Facet Name: Zeal

Description: Zeal is the Yang Facet of dynamic energy and motion. It is the dominant, active faith in oneself or another that energizes enthusiasm, empowers prayers and drives us to our desires. Earnest and eager it is fervour of fanaticism, faith and confidence of belief. Zeal is the only Facet capable of sparking any action in its opposite of Inertia.

Action: MoveMovement is the Action of Zeal, whether it be running, walking, marching, crawling, swimming, flying, dancing, swooping, driving, skiing, skating, etc.

Annex Channel: Driving Annexes that channel through Zeal use verbs like: Accelerate / Accept / Arrive / Begin / Believe / Brake / Confirm / Convince / Crusade / Depart / Display / Dive / Doubt / Drive / Embark / Expect / Express / Fly / Go / Incite / Jump / Launch / Leap / Manifest / Manoeuvre / Move / Motivate / Motor / Park / Pilot / Praise / Propel / Push / Pursue / Reform / Reinforce / Revolt / Ride / Speed / Travel / Trust / Undertake / Urge

Annex Root: Zealous Annexes rooted in Zeal, or Descendants or Characters that use them are described as: Approaching / Avid / Confident / Convinced / Devout / Dogmatic / Doubting / Driven / Eager / Excessive / Fanatical / Faithful / Flying / Intemperate / Keen / Leaving / Loyal / Missionary / Mobile / Motivated / Motorised / Obsessive / Parked / Patriotic / Powered / Propelled / Relentless / Religious / Speeding / Staunch / Strident / Superstitious / Transported / Travelled / Trusted / Vehement / Vehicular / Zealous

Attack: Leap (

👤

Mode: 👤

Name: Psych

Text: Psych (pronounced ‘Sigh-k’) attacks target the Target’s mind and emotions — which means they are only useful on Characters (even if those Characters may be Intelligent Descendants or Extras). All Wounds are targeted on the Personality Annex (or Master Annex for an Intelligent Descendant / Extra). Psych Attacks typically have an emotional or Psychosocial outcome.

Active-Defences:

🔍

Mode: 🔍

Type: Active Psych

Name: Focus

Text: Focus is a Psych Parry. The defender focuses on one aspect of the attack, and thereby turns it around on the attacker. They might retort to the attack, with a biting insult, or just refute one point so well that the attack is ruined, then again they might just react so badly to the attack that they effect the attacker back. The problem with Focus as a defence is that it requires specific cards to work at all.

Rule:

  • Draw a number of cards equal to the number of Hitches Reduced, and add the cards to your Ordeal Pool. Then Play One Card.
  • The card must match exactly one Attack card’s Pips and Suit — Jokers may be Wild. Clubs will Trump with +2 Pips, which means an 8 can be matched by a 6,7, or 8).
  • If they can match an Attack card, then the Attack has been stopped. Discard the matched Attack card and all Attack cards Higher than the Focus card.
  • Attack cards lower than the Focus card are immediately added to the Defender’s Ordeal Pool as “Fight-or-Flight” cards that may be immediately played or prepared without RT or GRT penalties.
  • If no match can be made then Focus has failed. The Defender takes the full effect of the Attack as Focus has been used the Personality Annex cannot now Soak.
🦋

Mode: 🦋

Type: Active Psych

Name: Ignore

Text: Ignoring a Psych attack is a great choice, if you can. However ignoring is an all or nothing defence, fail to ignore the whole attack and you will have ignored nothing at all.

Rule:

  • Draw a number of cards equal to the total number of Hitches Reduced and add them to the Defender’s Ordeal Pool.
  • Play Hitches Reduced number of cards to try and Ignore the Psych Attack.
  • Ignore cards must beat the total Pips of the Attack. Beat the Pips and the Attack is Discarded. Otherwise the Defender takes all the Psych Damage and since they used their Personality Annex to Ignore, they cannot use it to Psych Soak.

Passive-Defences:

🔲

Mode: 🔲

Type: Passive

Name: Prepared Defence

Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.

Rule: Prepared defences must be prepared with Diamonds () or Clubs () as a Suitable Style Reserve and create a Pip Wall that must be worked through.

  • The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs () with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
  • The defence stops all Cards within this range, as long as there are still any Pips left.
  • Each attacking Card removes those Pips from the remaining Pip Score — e.g. If the defence prepared with a A amd 10 is attacked with a J that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
  • Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
  • You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5 (+7), 7(+9) and K (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).

💭

Mode: 💭

Type: Passive Psych

Name: Passive Psych Soak

Text: When someone yells an insult at you, it might sting, or it might not. If you see someone killed in front of you, it might scare you, or may not. You can decide which with a Passive Psych Soak.

Rule:

  • Personality Annex Plays a number of Soak cards equal to number of Hitches Reduced (½ to 4 Cards) from their Ordeal Pool.
  • If any Soak Card exactly matches in Pips and Suit (or Clubs ♣ with +2 Trump bonus) any Attack Card then the Attack Card is discarded and the Defender may Pull and Play a ‘Fight-or-Flight’ Ordeal card. If a Soak card exactly matches the Highest Card of the Attack then the whole Attack is Discarded.
  • If any Psych Soak card is higher in Pips than an Attack card, then those Attack cards are Blocked and Discarded immediately. The Soak card is then kept, but is turned sideways, Stalled. It will be added to the next Psych Attack automatically unless moved by a Defence Glow to a Prepared Defence. A card in this state is considered Stalled.
  • If any Psych Soak card has less Pips than an Attack card (or a Stalled card) then the Attack card is Soaked and immediately Discarded. The Defender takes a copy of the Soak card for each card Blocked. The Attacker may add some of the Penetration Pips to increase the Attack cards Pips at this point.
  • Psych Attacks that begin with more than 3 cards (such as most Tricks) always cause Extreme Emotional responses, rather than Normal emotional responses. All Psych Attacks must affect the Target’s Active Personality Annex (or its Profs). Psych Wounds automatically stack together whenever they can (2 Psych Distracts Wounds automatically become a Psych Flesh Wound).
  • Once the incoming attacks have been dealt with (or not) the Character may now Draw as many cards as they Played earlier to their Ordeal Pool.

Mode:

Name: Energy

Text: Energy attacks are blasts of radiation that are not entirely physical in nature. They might still have a physical impact, but the damage is usually radiation, or electrical burns and sensory overloads.

Active-Defences:

👣

Mode: 👣

Type: Active

Name: Dodge

Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.

Rule:

  • All Physical and Energy Attacks that do not Splash can be dodged fully.
  • Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
  • To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
  • If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3,J has 5 Pips of Penetration, an A cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3 with +5 Pips of Penetration

🛡

Mode: 🛡

Type: Active

Name: Blocking

Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.

Rule:

  • The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
  • Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7 and 4.
  • If any Block Card exactly matches in Pips and Suit (or is a Club ) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7 matches the 7 (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
  • If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7 as damage however.
  • If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4 is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4 now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
  • The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.

Passive-Defences:

🔲

Mode: 🔲

Type: Passive

Name: Prepared Defence

Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.

Rule: Prepared defences must be prepared with Diamonds () or Clubs () as a Suitable Style Reserve and create a Pip Wall that must be worked through.

  • The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs () with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
  • The defence stops all Cards within this range, as long as there are still any Pips left.
  • Each attacking Card removes those Pips from the remaining Pip Score — e.g. If the defence prepared with a A amd 10 is attacked with a J that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
  • Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
  • You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5 (+7), 7(+9) and K (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).

👟

Mode: 👟

Type: Passive

Name: Passive Dodge

Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.

Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.

Mode:

Type: Passive

Name: Soak

Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.

Rule:

  • The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annex’s normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
  • Compare the Soak cards to the Attack cards.
    • Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
      TypeMinimum SoakMaximum Soak
      Facet / “Saving Throw” 510
      Skill 511
      Talent513 (K)
      Power515
      Super-Annex 216+ (any)
      Mud / Clay / Foam810
      Cloth/Wool/Fur Descendant37
      Silk / Padding Descendant28
      Leather Descendant49
      Foam Plastic Descendant38
      Hard Plastic Descendant711 (J)
      Advanced Polymer Descendant3 14
      Chainmail Descendant913 (K)
      Thin Wood Descendant47
      Thick Wood Descendant311 (J)
      Laminated Wood Descendant312
      Turtle Shell Armour711 (J)
      Stone Armour912 (Q)
      Bronze plate Descendant812 (Q)
      Steel plate Descendant614 (A)
      Orichalcum plate Descendant515 (Joker)
      Vibro-field Descendant410
      Power field Descendant12 (Q)15 (Joker)
      Force-field Descendant815 (Joker)
      Toon/Femite Descendant616 (suited Ace)
      Nullite Descendant416 (suited Ace)
      Magickal/Alchemical Enhancement-2 compared to normal+2 compared to normal
    • If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
    • If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
    • If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6 if you play a 2 then both cards are Soaked and 2 × 2 pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
    • Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6 10 and J is soaked by a 7 then you will see the Soak Layer take the J, 10, Stalls the 6 and the 4 on the Soak-Layer, which Discards the 7, then two copies of the 7 also pass on into the next layer of Soak.
  • The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
  • If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
  • The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Character’ Ordeal Pool before you move to the next Soak-Layer.

Mode:

Name: Physical

Text: The simplest forms of wounding are nothing but bashing and cutting physical wounds. Physical attacks are usually performed with weapons (Prop Descendants) or Martial Arts Annexes, which means they can be blocked, parried and so on by another weapon or Martial Art.

Active-Defences:

Mode:

Type: Active

Name: Parry

Text: Deflecting the incoming blade with your own, also works with spears, hammers, maces, vibro-halberd, or magic spells and counter-magics, whatever really, except energy, you can’t Parry lasers or electricity with a sword (blaster bolts on the other hand).

Rule:

  • The Descendant or Annex draws Cards as normal, then plays One (1) card from their Pool.
  • If they can match any attack card in Suit (or Clubs ♣ as Defence Trump) and Pips (including Additional Style and Penetration Pips, or additional Wound / Success Levels, or +2 Pips for Trumps) then the attack has been Parried (Wildcards automatically Parry).
  • What happens next depends upon the suit of the Defending card (see the Suit Parry details)

👣

Mode: 👣

Type: Active

Name: Dodge

Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.

Rule:

  • All Physical and Energy Attacks that do not Splash can be dodged fully.
  • Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
  • To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
  • If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3,J has 5 Pips of Penetration, an A cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3 with +5 Pips of Penetration

🛡

Mode: 🛡

Type: Active

Name: Blocking

Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.

Rule:

  • The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
  • Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7 and 4.
  • If any Block Card exactly matches in Pips and Suit (or is a Club ) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7 matches the 7 (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
  • If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7 as damage however.
  • If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4 is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4 now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
  • The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.

Passive-Defences:

🔲

Mode: 🔲

Type: Passive

Name: Prepared Defence

Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.

Rule: Prepared defences must be prepared with Diamonds () or Clubs () as a Suitable Style Reserve and create a Pip Wall that must be worked through.

  • The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs () with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
  • The defence stops all Cards within this range, as long as there are still any Pips left.
  • Each attacking Card removes those Pips from the remaining Pip Score — e.g. If the defence prepared with a A amd 10 is attacked with a J that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
  • Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
  • You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5 (+7), 7(+9) and K (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).

👟

Mode: 👟

Type: Passive

Name: Passive Dodge

Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.

Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.

Mode:

Type: Passive

Name: Soak

Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.

Rule:

  • The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annex’s normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
  • Compare the Soak cards to the Attack cards.
    • Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
      TypeMinimum SoakMaximum Soak
      Facet / “Saving Throw” 510
      Skill 511
      Talent513 (K)
      Power515
      Super-Annex 216+ (any)
      Mud / Clay / Foam810
      Cloth/Wool/Fur Descendant37
      Silk / Padding Descendant28
      Leather Descendant49
      Foam Plastic Descendant38
      Hard Plastic Descendant711 (J)
      Advanced Polymer Descendant3 14
      Chainmail Descendant913 (K)
      Thin Wood Descendant47
      Thick Wood Descendant311 (J)
      Laminated Wood Descendant312
      Turtle Shell Armour711 (J)
      Stone Armour912 (Q)
      Bronze plate Descendant812 (Q)
      Steel plate Descendant614 (A)
      Orichalcum plate Descendant515 (Joker)
      Vibro-field Descendant410
      Power field Descendant12 (Q)15 (Joker)
      Force-field Descendant815 (Joker)
      Toon/Femite Descendant616 (suited Ace)
      Nullite Descendant416 (suited Ace)
      Magickal/Alchemical Enhancement-2 compared to normal+2 compared to normal
    • If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
    • If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
    • If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6 if you play a 2 then both cards are Soaked and 2 × 2 pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
    • Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6 10 and J is soaked by a 7 then you will see the Soak Layer take the J, 10, Stalls the 6 and the 4 on the Soak-Layer, which Discards the 7, then two copies of the 7 also pass on into the next layer of Soak.
  • The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
  • If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
  • The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Character’ Ordeal Pool before you move to the next Soak-Layer.

Mode:

Name: Magic

Text: Magic may just be technology we don’t understand, or it can be a mysterious force unknowable and frightening to the common man. Magic can parry magic, and so sometimes can silver or cold iron, it depends on the magic. Magic attacks are rarely dodgeable (and the few that are are usually actually spells that perform energy attacks), and usually ignore Range, but instead must pierce the target’s Liberty or Wyrd Score (-4 Pips as standard).

Active-Defences:

Mode:

Type: Active

Name: Parry

Text: Deflecting the incoming blade with your own, also works with spears, hammers, maces, vibro-halberd, or magic spells and counter-magics, whatever really, except energy, you can’t Parry lasers or electricity with a sword (blaster bolts on the other hand).

Rule:

  • The Descendant or Annex draws Cards as normal, then plays One (1) card from their Pool.
  • If they can match any attack card in Suit (or Clubs ♣ as Defence Trump) and Pips (including Additional Style and Penetration Pips, or additional Wound / Success Levels, or +2 Pips for Trumps) then the attack has been Parried (Wildcards automatically Parry).
  • What happens next depends upon the suit of the Defending card (see the Suit Parry details)

🛡

Mode: 🛡

Type: Active

Name: Blocking

Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.

Rule:

  • The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
  • Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7 and 4.
  • If any Block Card exactly matches in Pips and Suit (or is a Club ) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7 matches the 7 (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
  • If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7 as damage however.
  • If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4 is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4 now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
  • The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.

Passive-Defences:

🔲

Mode: 🔲

Type: Passive

Name: Prepared Defence

Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.

Rule: Prepared defences must be prepared with Diamonds () or Clubs () as a Suitable Style Reserve and create a Pip Wall that must be worked through.

  • The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs () with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
  • The defence stops all Cards within this range, as long as there are still any Pips left.
  • Each attacking Card removes those Pips from the remaining Pip Score — e.g. If the defence prepared with a A amd 10 is attacked with a J that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
  • Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
  • You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5 (+7), 7(+9) and K (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).

👟

Mode: 👟

Type: Passive

Name: Passive Dodge

Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.

Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.

Mode:

Type: Passive

Name: Soak

Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.

Rule:

  • The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annex’s normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
  • Compare the Soak cards to the Attack cards.
    • Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
      TypeMinimum SoakMaximum Soak
      Facet / “Saving Throw” 510
      Skill 511
      Talent513 (K)
      Power515
      Super-Annex 216+ (any)
      Mud / Clay / Foam810
      Cloth/Wool/Fur Descendant37
      Silk / Padding Descendant28
      Leather Descendant49
      Foam Plastic Descendant38
      Hard Plastic Descendant711 (J)
      Advanced Polymer Descendant3 14
      Chainmail Descendant913 (K)
      Thin Wood Descendant47
      Thick Wood Descendant311 (J)
      Laminated Wood Descendant312
      Turtle Shell Armour711 (J)
      Stone Armour912 (Q)
      Bronze plate Descendant812 (Q)
      Steel plate Descendant614 (A)
      Orichalcum plate Descendant515 (Joker)
      Vibro-field Descendant410
      Power field Descendant12 (Q)15 (Joker)
      Force-field Descendant815 (Joker)
      Toon/Femite Descendant616 (suited Ace)
      Nullite Descendant416 (suited Ace)
      Magickal/Alchemical Enhancement-2 compared to normal+2 compared to normal
    • If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
    • If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
    • If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6 if you play a 2 then both cards are Soaked and 2 × 2 pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
    • Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6 10 and J is soaked by a 7 then you will see the Soak Layer take the J, 10, Stalls the 6 and the 4 on the Soak-Layer, which Discards the 7, then two copies of the 7 also pass on into the next layer of Soak.
  • The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
  • If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
  • The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Character’ Ordeal Pool before you move to the next Soak-Layer.

🎭

Mode: 🎭

Name: Stage

Text: Affects the Stage, Location, or the Target’s position in it.

Rules: The Rules depend on the attack being used. A Snare Attack creates a Trap in the the Stage of the Ordeal, or in the Location of the Scene. The Trap may be avoided, by playing a higher card, but it remains as an Obstacle in the Stage. The Snare may be disabled (by beating Twice the Pips + any additional modifiers the Snare may have), or it may injure everyone that enters the Stage. Throw and Leap Attacks move the Target or Attacker in the Stage, or Location, by differing amounts depending upon the game.

)
Leap attacks can be any Type but Resource. Regardless of type they have the same effect. Leap attacks move the attacker at the same time as they make an attack. The Pips of the attack are also used to move the attacker. In a Banal game they move as though Walking. In an Intrepid game they move as though Marching and in a Bold Game they move as though flying.

Core: MeddlerCharacter can store and usually has an additional point of Twist (whether they can gain Twists or not). Normally the character would be restricted to the number of Hitches that they had and require a Dæmonic Hitch or Annex to generate Twists. The extra Twist will naturally regenerate once a Scene.

Critical: Manoeuvre 8♦A Manoeuvre Critical can change the course of a battle, if performed correctly. A Manoeuvre Critical can only occur if either the Character or their Target moves during the Action. The Character must pay a cost in Verves (Zeal Sway) (mostly to cover the size of the Target or the Base Range Difficulty for the distance, whichever is higher), they may then move the Target(s) and themselves anywhere in the Stage or Location, with appropriate Narration. E.g. “Okay, a Manoeuvre Critical. So my Truck is going to cost me 10 Verve to manoeuvre, so I’ll pay that upfront, that’s what 530 metres in Open Territory, 45m Closed. Alright, I’ll drive up behind the car and shunt it from behind, (so that’ll cost me 6 Verve to effect the car as well). Okay, assuming the Road is Closed Territory because of the barriers and stuff, that sends them into a skid up to 21 metres long, so they should end up about there in this wall, that looks like a crash to me. Meanwhile, I’ll skid the truck to a stop, about another twenty metres past them, and facing back towards them.

Descendants: EngineZeal Descendants are known as engines, and while that does mean the mechanical type (and includes vehicles), it also encapsulates engines of belief such as political philosophies and religions too. Most religions can be defined as an Engine Descendant driving the Character to better themselves in some way.

Edge: PotentA Potent Edge is just more powerful than other Annexes or Descendants, the Edge will add the Zeal Score to the Annex Score.

Emotion Negative:

  • Surprise — A feeling that you get when the unexpected happens.
  • Amazed— A feeling of not believing someone or something especially unexpectedly
  • Shocked — A feeling of being very surprised when something bad happens unexpectedly.

Emotion Positive:

  • Enthusiastic — A feeling of being very interested or excited about something.
  • Ardent —A feeling of strong emotion associated with someone or something.
  • Ecstatic —A feeling of great happiness that may involve mystic transcendence, usually about something or someone.

Failure: ZealousZealous failures indicate that whatever has gone wrong is an example of things getting out of hand. Sometimes the Zealous failure indicates that you have succeeded too well, other times that in your haste, you have lost control of the situation. Zealous Failures cause an Action to go further than you intended, do more damage than you expected, or Negatively Emotionally impact people in unintended ways. The Zealous Failure can be what causes someone to drop dead of a heart attack in a haunted house, or for a city-wide riot to break out after someone says “I’ll whip the crowd up a bit, as a distraction.”

Fumble: Haywire 7♦A Haywire Fumble is usually when a machine or Action suddenly goes out of control. Maybe you applied too much power too quickly and it spins out, maybe the electronics suddenly went on the fritz, or a feedback loop happened between your Annex and the Target, causing the power to escalate uncontrollably. The point is the entire action is now out of control and not going to do what you thought it would. Vehicle Descendants are likely to crash, and there will certainly be injuries usually to the User, who most often faces the brunt of the Action (although it may be shared with the Target, the Vehicle Descendant, or any Passengers).

Glow: PotentA Potent Glow is much more potent than other Annexes or Descendants. The Potent Glow adds the Zeal Boon to the Annex Boon (or all Annex Boons of the Descendant) directly. This increases the dice available permenently and the Edge effect also applies to the new die roll.

Gnarl: IntensityThe 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.

Herald: ShowsThe Heralds of Zeal are called shows, they include Slogans, Placards, Banners, Flags, Chants, Songs, and shows like videos, theatrical or musical productions, etc. Zeal grows when fans are exposed to the shows and the arguments, fan-fictions, memes, and fan-art of the other Fanatics.

Hitch: DevotionWhat 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”.

  • Quirk — A Devotion Quirk indicates a Character or Descendant that has a positive feeling for another Character or thing. This feeling may be categorised as a crush, or an infatuation, but can represent a strong attachment, mild adoration, or distant reverence, which they will do their best not to break. Devotion Quirk Triggers usuallly help define the positive feeling and how it is expressed, “Familial Love”, “Loyalty to the boss”, “Miss them when they aren’t there”, “Think abou them constantly”, etc.
  • Flaw — A Devotion Flaw indicates a Character or Descendant that has a strong attachment to some other person or thing. This may be categorised as adoration, devotion, affection, friendship, reliance, codependence, fealty or love, and has a profound effect upon the Character or Descendant affected. Devoted Characters are completely loyal to the subject of their Devotions, which can make them blind to issues around them. Characters Devoted to another will rarely realise they have become a monster for example. Devotion Flaw Triggers typically indicate the extents of the devotion, “Would die for them”, “Would lie for them”, “Would kill for them”, “Would probably not sell them to pirates”, etc.
  • Woe — A Devotion Woe indicates a Character or Descendant who is driven completely by their feelings for another person. A Devotion Woe can ask a Character to lay down more than their life to protect the ones they love, and they will do it unthinkingly. Of course there is no greater Woe than when someone is Devoted to someone who is unworthy and intends to betray that devotion and trust. Devotion Woe Triggers tend to indicate exactly how far the Character will go, “Body, and Soul”, “Always”, “Would lay down the lives of yourself and all your men for them”, “Even death will not stop me”, etc.

Hurdle: UrgencyThe hurdle of Zeal is urgency, whatever must be done, it must be done quickly. The hurdle of Zeal complicates Tests, and especially Ordeals and Quests by making them urgent. Some factor demands that whatever they are meant to be doing it must be done with speed (and not too much haste hopefully), this may be due to a time limit, religious beliefs, budget, duty, political pressure, it may be a matter of special treatment for an important client or personal friend, but something makes this situation a pressing, imperative matter.

Incarna: FaithIt is said that it is harder to kill an idea than a man, even more so a belief. Whether a prayer, a belief, or even a god that you are trying to model, you should consider a Zeal Incarna.

Location: VehicleThe Location is a Vehicle of some sort, such as a ship, coach, carriage, car, bus, lorry. Sometimes religious buildings may appear as Vehicles as well, such as shrines, temples, churches and cathedrals, as they allow transportation of the soul. If you want to play as a vehicle, an artificially intelligent boat, plane, car, helicopter, fighter jet, or space-cruiser then this is probably the Incarna for you.

Lore: MotiveMotive Lores can tell us why a character drives a character to do the things they do? We may also learn some of the things they have done, or intend to do, and often learn of plans or agendas that the character is working towards as their motives and reasoning are revealed.

Monster: CelestialThe Monster is a Celestial, a creature of divine or supernatural nature, often associated with a particular divinity, occasionally a political association, they often act as heralds of greater powers. Celestial beings include Anthropomorphic Personifications of social constructs like, Death, War, and Wyrd herself.

  • When acting according to their nature, following their belief system, performing their duties, or following orders, they may Draw Ordeal cards into their Monster Pool.
  • They automatically add their Monster Pool Bonus to any action to do with their nature, duty, travel, or communication.
  • Celestial Monsters must Discard Half their Monster Pool cards if they fail their assigned duty or orders.
The monster could be an angel, a devil, a djinn, a devi, a yokai, or perhaps even one of the Four Horsemen of the Apocalypse.

Narration Technique: SkippingSkipping Narration is intended to make narration less tied to the inertia and pacing. If the pacing suggests a slow section while the Character’s are travelling from one location to another, skipping narration would suggest to drop this section entirely, don’t mention it at all and slip straight to the destination. A skipping narrator may also skip individual narration of Actions in the Ordeal Phase and skip straight to a summary narration that combines all the Phase Actions.

Narrative Moment: MotivationCharacters have ways of gaining Sway from Persona, Core, Geometry and I-Ching. This Moment is meant to allow a Character a chance to gain Sway from one of these methods. These are often created by Yarn-Tellers for their own Characters, but can be fun to create for others, although obviously more difficult if little is known about the Character. Tale-wise these moments reveal Character motivations and drives, it shows the audience what this Character wants out of life (or at least out of life right now). A Motivation moment can reveal Personas, Cores, Geometries and I-Ching, as well as occasionally Hitches and Annexes. Although it will often only reveal one, this can be helpful information to have if you want to motivate the Character yourself later, and knowing the Persona may be important for a friendship or alliance.

Nimbed: SpeedThe Nimbed of Zeal is speed, it makes an Annex faster and more potent. The first Speed Proficiency reduces the RT of the Annex by Nimbed Zeal Score (to the normal minimum of the Annex GRT), it also lowers the GRT of the Annex by Nimbed Zeal Draw. If the GRT becomes Negative then rather than actually becoming Negative the GRT remains at 0, however the Annex may Play an additional card for each Negative point or RT. These cards may be played immediately or in any of the following Phases until the next Action of this Character. The second and third Speed Proficiencies add the Potent Edge and Glow respectively, and each Speed Proficiency after adds a Boost Zeal Success Level.

Ordeal: DriveDrive Ordeals can be a measure of someone’s personal drive, or how well they handle a vehicle, examples include, “Be Your Best”, “Be The Fastest”, “Weaving Through Traffic”, “Touring”, “Delivery Driver” and “Blue-Light Driving”

Persona: Fanatic

Motivation: The Fanatic or “Enthusiast” is motivated by an extreme (and often uncritical) enthusiasm for something, often a cause, religion, profession, hobby, or a particular genre of entertainment. Some Fanatics are devoted to a specific cause, such as a particular religion or specific brands, celebrities, characters, or car manufacturer, where as others are more generally fanatical, like Theologians, Technophiles, Gossip fans, Movie-buffs, or Petrol-Heads. This enthusiasm can express as murderous psychopathic rage (usually religious this one), an encyclopaedic knowledge on the topic, or just warm-fuzzies when you see it, and everything in between.

Avoid: Fanatics will avoid social interactions with other Fanatics who do not share the same enthusiasms. At times this can become extreme, with the Fanatic not speaking to anyone unless it is about their enthusiasm. Fanatics Gain Stress when they talk to another Character about anything other than what they are Fanatical about.

Shadow: The Shadow of a Fanatic feeds on assertions, usually the Fanatic should make enough themselves, or from others, but if they don’t the Shadow will start to make its own assertions. These can drive an enthusiasm into an obsession, or the Fanatic can become opinionated, refusing to listen to reason on their enthusiasm, worse still the Shadow can assert that those that disagree with the Fanatic should be punished.

Gain Chi: Gain Chi when you speak about your enthusiasm or engage in it.

Ordeal Gain Chi when you play a ♦ as an action rather than attack or preparation.

Psychosocial Location: DrivesDrives are the way the Character moves between Psychosocial states or locations, it is the psychological force that moves the Character between different mental, emotional and social states. Drives usually exist as lines running between the Psychosocial locations, that allow the Character to travel between the states connected. Drives for a Character usually include their Geometry Goals, the Motivation(s) of their Persona(s), avoiding triggering Flaw and especially Woe Hitches, as well as generic and base Drives such as ambitions, love, hunger, thirst, need to breathe, sexual desire, an itch that needs scratchng, etc. Characters should have multiple Drives that will change in order or preference, however Urge Drives (that connect to Urges), such as those governing immediate survival will often be re-prioritzed (a Character who is drowning cares a lot more about the Urge to breathe, than their Wish to become an Oscar winner). Typically a Character enters a Drive to be carried to its destination State, but sometimes they will enter a Drive to make adjustments or even change where the drive heads.

Quest: Flee / Encourage / ProtestAny time you start running and just keep going, or if you are screaming encouragement for an athlete, singing along at a concert, chanting a chant, or waving a flag or placard, you are probably under the thrall of a Zeal Quest. Zeal Quests can be huge culture shifting events, but usually they are smaller gatherings of vaguely like-minded individuals that all have their own tales to tell, and most often they are just a desperate attempt to escape some imminent danger.

Question: WhatZeal asks the question “What?”, which begins simply with questions of origin or identity (such as “What did you say?”, “What is this?”, “What, or who, are you?”, “What was that noise?”, “What does it cost?”) and lead to many more complex questions, from “What can I do for you?”, “What is the matter?” or “What happened?”, via classics like, “What is the air speed of a swallow?”, “What is your favourite food?”, “What did she say?” to complex theoretical questions, such as “What is stronger a dragon or a dinosaur?” “What if we could sneak someone in?” etc.

Resolved Hitch: WithdrawnThe resolution of a Devotion Handicap creates a Character or Descendant that has stopped loving someone, or something, as much as they once did, they withdraw from that relationship or religious practice. This is often a slow growing apart, rather than a dramatic straw breaking a camel’s back, but epiphanies, like betrayals, can, and do, happen. Sometimes a Devotion will not appear to resolve, but instead “transforms” into a different type of Hitch as part of a story or arc, this is usually a new Hitch being added while the resolution takes place. Such as Devotion becoming a Lacking, a Lament, Desires, or a Duty. Add +1 Success Level to any Action that distances the Character or Descendant from their former devotion.

Rule: DrivesThe Rule of Zeal is also known as the Rule of Drives. Characters are complex beings (even simple Extras), and have a variety of behaviours that they may favour under a certain circumstance. Character Motivations, Catalysts, Hitches, Geometry, Plot Tensions, Stakes, as well as Traumas and various I-Ching readings, all create a complex web of rewards and punishments that drive a Character’s behaviour and repsonse within and too any given Plot or other Character. Players, particularly Yarn-Tellers and the Referee should think about an Extra’s responses to the Player’s Actions within the context of that Character’s drives, rather than their own preferences. This should allow a Character to serve the needs of the Plot, while appearing to have some personal direction, without appearing as a puppet of a greater power too often.

Style: SpeedThe Speed Style is favoured by quick, speedster hero and pilot types. The Speed Style Reserve can be spent on movement, attacks, evasion, perception, but cannot be spent on hiding or soaking damage. However, the current number of Cards in the Pool is automatically removed from the RT of all actions the Speed Style Reserve user makes, and count toward Card Number Initiative Order. Any GRT or RT costs can be automatically paid from the Speed Style Reserve by the User with +2 Pips to each card (so only a 3 is required to pay 1 GRT or 5 RT).

Success: BoostBoost Successes lift and move their Targets sometimes literally. 1 Boost Success will allow a Character to Play an extra card from their Pool to move a Target (including themselves) or have a 1 card Emotional Effect. 2 Boost Successes can negate all GRT and RT of the current Action, or Draw and Play a card to move a Target (including themselves). 3+ Boost Successes can be used to create a 3 card Emotional Effect that can also move the Character or a Target as though they were Flying or immediately negate all Shocks and Strains in the Target of the Action.

Sway: VerveZeal Sway is also called Verve. Verve can be spent on any action that causes a change in position, mind, speed, direction, heart, or approach. Bold Verves can cause a Character to move both Psychosocially and Physically at the same time. Bold Verves spent to move a Character in one Action Space will also allow movement of that Character (or another Character, such as the Character spending Verves and a target) in one other Action Space at the same time for free.

Tangle: DynamicThe Tangle of Zeal is dynamic, it is forceful, driving things forwards, in fact if movement isn’t happening for this Annex, not alot else will be either. Dynamic Tangles require that the user moves as part of the Action created by the Annex. Typically Pips equal to the total Tangled Aura Proficiency Facet Scores must be spent on movement, or the Character must have moved that many Pips before activating the Annex in this Phase, or the Action will add one Failure Level for each Draw they failed to make. For example, if an Annex has Aura Proficiencies equal to Boon 13, then each one demands 4 Pips of movement from the Action or before the Action.

Test: Accelerating / Believing / Determination / Driving / Enthusing / Faith / Self-belief / Suicide / TravellingZeal tests are tests of passion, enthusiasm, belief and determination, they control motion, in the form of both, drive and acceleration, and in their extremes they are part of any suicide attempt.

Tone: SincereZeal brings a sincere Tone to a scene or story. This is the Tone of heart-felt pleas, genuine despair, devout prayer, and passion filled hate. The Sincere Tone emphasises Characters, their Stress, raw emotions and their struggles against the situations they find themselves in, rather than the situations themselves or the actions the Characters may take.

Turn: Ex MachinaThe Turn comes out of a machine? Well perhaps, actually while there may be a Devil or God in (or out of) the machine, with a sudden inexplicable twist of fate. Then again the turn can involve a piece of equipment (often a vehicle) behaving in a weird way (such as breaking down, running out of fuel or being plagued by Gremlins). The Turn can also come as a result of Tension or a Persona’s Shadow.

Twisted: BeliefsThe Character’s beliefs are twisted by their Twists, this may cause a Character to change religion (or more often corrupt their own somehow, Christians often become Satanists ( Fundamentalist and Extremist versions are also examples). It can also cause a person to appear to suffer Quixotic, or paranoid behaviours, although often with a distinct twist of its own. Each Duty, Defensive, Devotion, Dependence and Doubt Hitches the Character has are altered, or replaced with a Madness, Paranoia, Lack of Sense, Vague, or Apathy Hitch (as the Yarn-Teller and Player agree) when the Character has stored Twists, usually on a one for one basis (this has no effect on the Facet or Boon of the actual Hitch).

Umbral: FollowingThe Umbral of Zeal is following, the Annex is meant to help a user follow a particular path, religion or individual. The first Umbral Zeal Proficiency that an Annex has makes the Annex only activate if the user is following orders or directly following an individual. The second Umbral Zeal Proficiency demands that before this Annex can activate some one else must have taken a full-action in the Round, and the third (or more) demands that the Character has moved Umbral Zeal Score metres (multiplied by the number of Umbrals less two) this Round before they can activate the Annex.


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