When playing a game or writing a story we have to model the world of the Narrative. Events that take place in the universe of the story take place in this Narrative Space, every conversation, every exchange of Sway or Score.
Now when Characters are talking to each other and ambling around, we don’t need a very clear model of the space, but if someone decides to try and shoot someone, or dive for cover, or run up and brain someone with a frying pan, then we need a slightly more advanced Narrative Space, we call this Action Space.
Action Space can be defined in a number of ways, depending upon how simulationist you need to Action Space to be. Now, many may be quick to assume that more simulationist is better, but the simulation is generally of a physical space. Not all Action Spaces are necessarily physical, Psychosocial spaces exist beyond physical, such as dreams, mindscapes, friendship groups, and spiritual realms where a strictly simulationist Action Space will work against you if the space is inappropriate.
Type | Description | Rule | |||||||||||||||||||||||||||||||||
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Theatre of the Mind | In many ways the simplest Action Space available, the players imagine the space and the events that take place within it. This is the least simulationist model, and as such dramatically cuts tactical play during Ordeals. Distance and Range are difficult to enforce accurately and many groups will avoid rules that become unnecessarily complicated in this model. | Yarn-Tellers describe the Action Space in general terms (a large field, a forest clearing, a dark alley, etc) and the Character positions in that space (stood on a hill, behind a bush, under a lamppost half-way along the north wall). Action in the space, movement and ranges are decided and narrated by the Yarn-Teller. This can make tactical play difficult (and is a lot of work for the Yarn-Teller). | |||||||||||||||||||||||||||||||||
Range Space | Range Space is a simple Action Space that consists of imaginary Rings around each Character. Each Ring represents a Range, from Melee (out to about half their height or 1 metre), Measure (their height plus the reach of their weapon or 5 metres), Close Range (out to their height × 5), and Medium, Long, Far and Horizon Ranges. | Yarn-Tellers describe the Action Space in general terms as in the Theatre of the Mind, but must describe positions in the different Ranges as appropriate for each Character. Ranges have specific Sway Values that can be viewed on the Sway Table as a Range (see additional information). As Characters move around their Ranges to each other will alter. If two Characters are fighting they will be in Measure or Melee of each other generally. | |||||||||||||||||||||||||||||||||
Shot-Zones | Shot Zones alter the play of the Theatre of the Mind by adding ideas from Physical Theatre and Cinematography. Each Character is considered to have Zones around them (any of which may be shared with other Characters), these are Close-up, Normal and Reverse Medium-shot and Normal or Reverse and Left or Right Long-shot. If two Characters are fighting hand to hand then they are probably in the same Close-up, or at a push a Medium-shot if say one was using a whip. Characters who are shooting each other will usually be in the same Medium-Shot or Long-shot Motion and Range can be incorporated into this Shot-Zoned play with relative ease. Yarn-Tellers need only be consistent regarding the transition from Close-up to Medium shot, and where Medium-shot becomes a Long-shot, generally 3 × to 12 × the Character’s height which is normally 5-20 metres across, with anything larger being a Long-shot and anything shorter being a Close-Up. | Yarn-Tellers usually describe the Action Space (largely as Theatre of the Mind) to each character from that character’s location within the space, or all Shot-Zones are based on the Yarn-Teller’s own position in the Action Space as they prefer. All positions in the Action Space are described as being in Close-up (closer than three times the Character’s heights, or an average of 5 metres), in one of two Medium-shots called the Normal (which is in front of the character) and Reverse (which is behind them and is often ignored by the Yarn-Teller as the Character will often be unaware of this space as they face away from it) Medium shots (these are a semi-circular arc that extends out to twelve-times the Character’s height or on average 20 metres across at normal Scale) or in one of four Long-shots which are extensions of the Medium Shots split into Left and Right (based on the Character’s position) and extend out to infinity or the horizon). Motion inside shot zones can be largely ignored as only Motion between shots or in the Close-Up is considered important. The Close-Up may be left for either the Normal or Reverse Medium-Shot with any card with at least 5 Pips. The Medium-Shots can be left for the Close-Up, the other Medium Shot or for the Left or Right Long Shot for 10+ Pips. Characters can move between Long-Shots or enter the appropriate Medium-Shot with 20+ Pips. Shot-Zones are intended to imitate a cinematic experience, so the narration should reflect this. Yarn-Tellers may grant a Success Level to any Character who uses the narrated terrain to gain some narrated advantage. Such as declaring that they run up the stool, onto the table and leap to attack the enemy. This Shot-Zone technique can help add simple tactical play and simplify the Yarn-Teller’s role. | |||||||||||||||||||||||||||||||||
Node-Map | Play takes place with a simple node map, which is traditionally sketched on a piece of paper. This map identifies the important places within the Action Space, whether they are geo-physical or Psychosocial. It is often used for a gamier, less cinematic experience, that can feel looser and less grounded, and so is well suited to Ordeals involving Fæ, Spirits and some Increated. | The node map usually consists of boxes with labels with coloured lines connecting the boxes. Lines of a given colour are usually assigned a set “length” and Difficulty to traverse. Character Positions on the map are usually tracked with simple counters, occasionally miniatures, or player fingers, but can just be remembered. | |||||||||||||||||||||||||||||||||
Sketched Arena | Play takes place with a simple map, which is traditionally sketched on a piece of paper. Character positions are often marked in their initial positions on the map, but are often not recorded thereafter. Shot-Zones may be drawn on the arena. | The Sketched Arena is drawn as a simple map, usually a line based map. Any walls or features are marked as appropriate upon the map. Movement and ranges are not usually accurately scaled, but instead use the Shot-Zones technique. It can be helpful to block off the shot-zones on the map, usually in accordance to the diagram above, around the Yarn-Teller’s initial location (their entrance). | |||||||||||||||||||||||||||||||||
Battle-board | Inherited from boardgames, the Battle Board model consists of a map covered in squares. | The normal scale used in RPGs is usually 25-32mm figurines, which is around 1:56 to 1:64 scale. At this Scale a 1 inch square on the battle board represents about 5 foot square in the game-world (although these are rarely accurately scaled). In T13, we use metres not feet for range and movement calculations so keeping the standard scale, standard squares are treated as being 1.5 metres across, their diagonal length is very close to 2 metres. Motion across these squares can be measured 2 full squares being 3 metres across, or moving diagonally will count as 2 metres, although the types of motion used will determine the card Pips required for these motions. | |||||||||||||||||||||||||||||||||
Simulation | The area is mapped, or modelled accurately, but not marked with squares or similar nonsense. Instead the scale is considered accurate and is marked upon the map, and is a consistent scale with miniatures. Indicating the length of 1 metre (or 10 kilometres, or whatever the appropriate scale of the map). Positions of Characters are marked with miniatures, figurines or markers that are moved around the map. | Based on the scale of the map all Ranges and distances are calculated with a rule. For example, if the map is built on a scale of 1 inch = 100 km and you measure a distance of 8.4 inches then the range would be 840 km. This is the most simulationist model that is available, and may include optional rules such as penalties for soft, muddy, loose ground, pushing through deep vegetation, bushes, nettles, and thorns. | |||||||||||||||||||||||||||||||||
Psychosocial | The Ordeal takes place in a non-physical environment, like a Character’s mindscape, a dreamscape, or the interconnected emotional states of a group or community. Psychosocial Action Spaces are best described as a combination of a Shot-Zones, Venn diagrams and a Node-Map. Although the most simple Psychosocial Spaces are typically grid-like arrangements. Psychosocial spaces vary greatly depending upon what is being modelled. Psychosocial Spaces are controlled by the Eidolon, the genius Loci of the space, which may be the Character themselves, or some other monster of the Id. |
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Type | Description | Rule |
Terrain Types
In T13 we classify the types of Terrain within the Action Space into one of 3 different physical types. This controls how we create Difficulties from Distances to give Range Diffs that are used in both ranged attacks and movement.
Type | Description | Psychosocial | Rules |
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Open | Wide-open terrain is outdoors, free from clutter, such as a desert, tundra, wasteland, grassland/prairie, open square, open water, empty air and the cold void of outer-space. | An open mind, unbiased on this topic, or unprejudiced against you is easier to reach, even if there is a great divide between your ideas. Difficulty to travel is often Assisted or Neutral, rarely Opposed. | Base Range Diff is calculated from the distance in Metres as a Value to a Score (Double Reduced). Base Movement Distance is Pips Value metres so a Jack of Diamonds will let you move 66 metres (11+2 Trump Pips=13). Note that Rolled Scores may be converted to Ordeal Pips by either direct conversion, halving or Reducing depending upon the Power-Level and Facet. Descendant Reach does not alter in Open terrain (a 3 metre Reach is still 3 metres away). |
Closed | Closed terrain is indoors, or a cluttered outdoor space, such as in a woodland, a street with parked vehicles, there’s usually occasional traffic (including pedestrians). This is the normal standard for roads, paths, indoor spaces, and urban settings. It is the standard battle field of the modern day. | A closed mind is cautious, but already decided. They may be willing to reason to reason, and even change their mind, but it will be a harder fought job. Difficulty to travel is usually Neutral, but may be Assisted or Opposed also. | Base Range Diff is calculated from the distance in Metres as a Boon to a Score (Reduced). Base Movement Distance is Pips in metres. Descendant Reach is most easily understood in this Terrain. |
Confined | Confined is close-quarters, when your elbows touch the walls, or you are jostled by a crowd. Packed, cluttered environments, such as crowds, jungles, melee, busy market squares, roads with heavy-traffic, cluttered corridors and small furnished rooms. | A confined mind is completely closed to other ideas. These people believe that beliefs different than their own are somehow already immoral or even criminal. Such a mind is very hard to reach and effect, with years of effective defences, such as the ability to spot fallacies in counter-arguments, formal training in apologetics or mental conditioning such as doublethink. Difficulty to travel is often Opposed, but may be Neutral occasionally. Assisted Paths will exist away from or around Protected Spaces occasionally. | Base Range Diff is the distance in Metres as a Score. Base Movement Distance is Pips Score (Reduced) in metres. Descendant Reach can create issues causing long-reached Weapons to become ineffective in confined spaces. Range counts for the Reach of the Descendant, and usually counts as Hip-fire (see Firing Type) unless both hands are on the weapon when it may count as braced. |
Type | Description | Psychosocial | Rules |
Terrain Modifiers
Of course there is more to Terrain than just how open it is, and there are many factors that can affect Motion, Reach and Range within an Action Space beyond the Type. Typically we include the following as potential modifiers to the Terrain, which may alter the Difficulty to complete a specific Action in the Space.
Type | Description | Rules |
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Paved | The terrain is smooth, open, level and firm underfoot. Such as you would find on a well-maintained city street, piazza or courtyard. | Does not modify Range, Reach or Movement at all. |
Uneven | The terrain is paved, but uneven, usually by using river stones or cobbles, or due to wear and tear to bricks or flags. | Adds +1 Difficulty to all Movement on the terrain. Does not modify Range or Reach |
Field | The terrain is mostly smooth, although the occasional divot or lump may hide in the long grasses. | Adds +1 Difficulty to all Movement and Range calculations, but does not affect Reach. |
Rough | The terrain is rough ground, this may be due to very uneven ground or dense clutter such as furniture. | 1 ½ × Difficulty for Movement. Adds +1 Difficulty to all Range and Reach Difficulties. |
Soft | The terrain is soft, such as very muddy soil, deep snow, fine sand, or scree. Soft terrain is not a stable platform for firing except when prone. | Doubles the Difficulty of Movement and Reach. Adds +3 Difficulty to Range unless prone. |
Slick | The terrain is slick, often smooth rock with a layer of slime, or ice, that makes movement and large weapons more Difficult. | Doubles Difficulty of Movement and Reach. Adds +1 Difficulty to Range. |
Moving | The terrain is moving, this is common in vehicles, such as the pitch and roll of a ship’s deck or the yawing of a train corridor. | Adds between +1d4 to +1d12 Difficulty to all Range, Reach and Movement Actions on the vehicle depending upon the speed, acceleration, violence of the ocean, etc. |
Flooded | The terrain is covered in a liquid, usually water. This is common to oceans, seas, lakes, rivers, shorelines, streams, as well as during floods. Often the liquid will be in motion, whether flowing with gravity or the tide, thermal currents, vortices, undertows, or waves. | Reach and Movement Difficulties increase by 2% for each centimetre depth of liquid (such that movement Difficulties are Tripled (200%) in 1 metre deep water). Adds +1 to Range Difficulties for each metre of depth to a maximum of +12 (this reflects waves and other ambient motion). |
Jagged | The terrain is covered in something dangerous, such as sharp rocks, brambles, thorns, or poisonous plants. The terrain can wound Characters and Damage Descendants. | All movement (including Reach attacks) in the area accumulates Pips towards a Wound at the current Stakes. Typically Characters will wish to restrict movement so only Distract Wounds are possible. Any Wound of Flesh Wound or Higher will immediately end a movement Action at the moment it happens (even before the end of expected movement). Does not effect Range. |
Type | Description | Rules |
Handling Range and Reach
Ranged Actions, such as shooting a gun, always have an associated Cost. This cost varies with the type of Terrain and how the Action itself has been made. This is the Firing Type and modifies how Range Difficulties are calculated from Distances.
Similar to Range is also Reach, Reach affects melee attacks with long weapons in similar ways. Reach is usually measured as though the weapon is braced, although some circumstances such as trying to wield a long weapon with only one hand can make this the equivalent of Hip-firing.
Type | Description | Rules |
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Hip-Fire | Firing from the hip, snap firing, thrown with a flick of the wrist, turning the gun on its side, or using full-auto (after the first shot) with most SMGs. Also trying to hit multiple targets at the same time (who aren’t stood close together) or hit any target while moving quickly. Also trying to hit someone with a long reach weapon with one hand. | Difficulty is Reduced one LESS tier than normal or is Doubled, whichever is more. In open territory a range of 105 metres would normally have a difficulty of 5, when Hip-firing this would increase to 17 (being more than 10). Hip-firing should be used by anyone with only a cursory understanding of the weapon, a first use, single applicable proficiency, etc. |
Braced | The moment you brace the gun properly, pull the stock into your shoulder, use the sights, throw with your whole arm, or use a weapon with proper training while stood still, usually with two hands on the weapon, you can say you’re braced. Generally consists of a focused attack, centred on a single target (or close group of targets). | Standard Range Difficulty is calculated normally from the terrain type, so 50 metres across a shopping mall would have a Difficulty of 10 as it’s a Closed Terrain. Bracing a weapon requires at least two Proficiencies that cover the use of the weapon. |
Prone/Tripod | Lying down, or using a mounted weapon such as a tripod or bi-pod, usually with telescopic sights, proper military training, and preparations (at least one card played preparing the attack) allows Sniping at extended Range. | Range Diff is Reduced. This might allow a Character to fire into 30 metres of dense crowds, with a Difficulty of 7. Prone shooting requires at least 3 Proficiencies that cover the use of the weapon. Additionally a “spotter” can Prepare additional cards into the shooter’s Style Reserve (if they have a suitable Style Reserve themselves), as they tell them windage, range and other information. |
Type | Description | Rules |
Reach and Descendants
Reach mainly affects physical Descendants, although it is possible that an Annex may have a Reach, such as a cephalopods “Tentacles” Annex. It is more normal to give an Annex a Range if possible so that it can act at a distance, but Reach may make more logical sense in some circumstances. Generally, if a physical connection is made, that is Reach, not Range.
Usually a Descendant can only use its Master Annex when it is between Reach metres or Reach Pips distance to the target (although Sub-Annexes may be used at Yarn-Teller’s discretion). So a Two-handed long sword has a Reach of 3, this means it is intended to be used at most 3 metres from the target. Because 3 Reduces to 1 the long Sword can strike a Character a metre away in Confined situations, but it is not able to strike a Character with the Master Annex any closer than one metre.
In general, Reach is set when the Descendant is created and is tied to the physical size of the Descendant (as is RT and GRT). Reach can be increased and altered, by making physical changes to the Character or Descendant (tentacles can grow, or be cybernetically enhaced), but must reflect the actual physical size of the Character or Descendant. You can’t build a sword that is a metre long, and give it a Reach of 4 metres, that just doesn’t make sense.
It is worth noting that Reach is affected by Size Annexes, a dagger built for a Kaiju is still hand-held for the Kaiju, although it would be a Kaiju-weapon for a normal Character. So a Descendant’s Size Annex when present will alter the actual Reach in metres. This is usually done by multiplying the standard Reach by the Size Score (Size Annex Boon Reduced) although Yarn-Tellers and Referees can make adjustments where required, if a giant robot Character has a giant Zweihander sword, it will probably be proportional to their own size, having a Reach around the robot’s height at most.
Type | Description | Rules | Minimum RT | Suggested RT | Suggested GRT | Reach |
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Tiny | A tiny prop such as a bullet, needle, piece of gravel, shuriken, coin, stubby pencil. | Tiny Props are limited to Skill only Master Annexes. | 0 | 1 | 0 | 0 |
Quick | A quick prop is a small prop designed for use at speed such as a dagger, pen or wand. | Quick props are limited to Skill or Talent Master Annexes | 0 | 2 | 0 | 0 |
Small | A small prop is smaller than a handful, such as a pocket calculator, a ring or a watch. | Small Props may have Skill, Talent or Power Master Annexes. | 0 | 3 | 0 | 0 |
Responsive | A responsive prop is designed to be quick, but isn’t small enough to be Quick, like a rapier or light pistol. | Responsive Props may have Talent or Power Master Annexes. | 0 | 4 | 0 | 1 |
Hand-held | A hand-held prop more than fills a hand, but is meant to be held in one, such as a handgun, or a short or arming sword. | Hand-held Props may have any Master Annex. | 1 | 5 | 1 | 1 |
Handful | A handful prop is much bigger than a hand, but is held by one usually with a handle. Examples include light buckler style shields, briefcases, and most tools and weapons including most broadswords and short spears. | Handful Props may have any Master Annex. | 1 | 6 | 1 | 1 |
Heavy | A Heavy prop is intended to be used with one arm, but is too heavy to be held for a long period, there are usually straps or loops that help hold it, such as a handbag, kite shield, satchel, bastard sword, jousting lance, or heavy wooden shield. | Heavy Props may have any Master Annexes. | 1 | 7 | 1 | 2 |
Two-handed | A Two-handed prop is so heavy that it should be wielded with two hands at once, such as bows, two-handed long swords, rifles with bayonets, and long-spears. | Two-Handed Props may have any Master Annex. | 2 | 8 | 1 | 3 |
Long | A Long prop would be a thin, but long weapon, such as long-spears, war-lances, two-handed flails, whips or exotic weapons like the whip-sword, but ropes, chains, ribbons, threads, yo-yos, grappling hooks and tentacles will also easily fill this role. | Long props may have any Master Annex. | 3 | 10 | 2 | 3 |
Heavy Two-handed | A heavy two-handed prop is heavy even when used in two hands. Often a strap or something will help spread the load. Examples include backpacks, Heavy Machine-guns / Crossbows, War-bows, executioner’s swords, and Halberds | Heavy Two-Handed must have a Power or Super-Annex as their Master Annex. | 2 | 10 | 2 | 3 |
Shoulder-mounted | The Shoulder-mounted prop is so heavy that it has to be placed over the shoulder during use, such as a missile launcher, a ladder, a pole, or a heavy backpack. | Shoulder Mounted Props typically have Power Master Annexes, but can have any. | 2 | 11 | 2 | 4 |
Extra-Long | Extra-long props are thin, but incredibly long. Ropes, cables, grappling hooks and chains can reach this length and may be used to make attacks at this sort of range. It may also be possible for pipes, lances, and even rapiers to be built and used in this way, but it would be very difficult to use close in. | Extra-Long Props usually have Master Annexes that are Powers, but can be any. | 4 | 12 | 2 | 5 |
Cumbersome | A cumbersome prop is awkward or slow to use for some reason, examples include Scythes and Shotguns. | Cumbersome Props can have any Master Annex. | 4 | 13 | 2 | 2 |
Very Heavy | A very heavy prop is almost too heavy to be used by a normal person, and is usually mounted on something to help with the load, examples include Primitive handguns, light cannon, mini-guns, battering rams, the heaviest bull-whips, cars, etc. | Very Heavy props usually have at least a Power as a Master Annex, but can have any. | 4 | 14 | 2 | 6 |
Large | A prop that is large is just plain unwieldy, it may be usable if it is mounted on a vehicle or something, but it is too big to be wielded by most people. Examples include cannon, siege engines, giant double-headed battle-axes, sports cars, motor-bikes, micro-lights, etc | Large Props are often Super-Annex Master Annexes, but technically can be any including Size. | 4 | 16 | 3 | 7 |
Huge | A huge prop is just enormous, they are not intended to be moved without a vehicle (or are actually a vehicle themselves), even aiming them usually requires some mechanism or an exceptionally strong character, examples include artillery (tanks or cannons), big cars, trucks, flat-bed trailers and shipping containers, airliners, etc. | Huge Props typically have a Size Annex (which may Size Shift the Pips of Ordeal Cards that they Play – see Wounds rules for Damaging Locations and Giant Characters ) but not as their Master Annex. The Master Annex can be any type including Size. | 5 | 21 | 3 | 8 |
Enormous | Enormous and stupidly unwieldy this prop is never meant to be wielded by anyone (although a few characters may be strong enough to tote them), examples include pocket Toon-Hammers, Anime blades (in any other genre), squid-god facial tentacles, trains, boats, and Mech-weapons. | Enormous Props should have a Size Annex, often acts as a Master Annex, but any type above Talent can act as a Master Annex. | 6 | 26 | 4 | 9 |
Type | Description | Rules | Minimum RT | Suggested RT | Suggested GRT | Reach |
Reach Actions
When you are wielding a weapon, and you actually know how to use it, you can use that weapon in more tactical ways. More proficiency with your chosen weapon will grant you additional techniques, that allow you to use the weapon in more effective ways.
For example, a spear is a good weapon, especially for a battlefield, but once the enemy gets closer than the Reach, it may become difficult to use effectively, a master spear-warrior will know how to move and hold the spear, to bring the pointy end to bear on the enemy once again.
This holds true of any Descendant, and how Reach can be extended or contracted. It is worth noting that these Reach Actions are always affected by the Action Space and Terrain. Fighting in a busy melee for example, restricts Reach much more than fighting in a Closed or Open Space will. Using the right Action with the right weapon can effectively cancel the weapon’s Reach, allowing the spear-master to stab someone he is grappling, or giving someone skilled with a knife the ability lunge forward a few metres and connect.
Type | Description | Rules | Required Number Of Profs | Reach Modifier | RT Modifier |
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Full Lunge | The Full Lunge involves a couple of steps or a leap forwards, as well as twisting and leaning the body to maximise the Lunge from back foot to leading hand, or weapon tip. A Full Lunge is a great attacking move, but will leave even a Master open to attack while they recover. | The Full Lunge adds the +3 Pips to each card played as an Attack in the Action, but leaves can leave the Character exposed after their attack. The Full Lunge adds 1d6 RT to the attack, but a roll of 5 or 6 adds 1 additional GRT to the Action instead. | 3 | +3 | +1d6 RT, rolls of 5 or 6 add 1 GRT instead. |
Lunge | A Lunge involves twisting your shoulders, stepping and leaning into an attack to extend your Reach. A lunge can leave you somewhat exposed, but a clean lunge is less dangerous than a full lunge. | Lunges add +2 Pips to each Card played to Attack, and extends your reach by upto 2 metres but adds +3 RT to the attack. | 2 | +2 | +3 RT |
Extended | An extended Thrust or Swing drives an arm out towards the Target with a weapon extended, but is otherwise a guarded position. | A Thrust can extend your Reach, but slows your recovery slightly. | 1 | +1 | +1 RT |
Standing | A Standing attack is a tight swing, or guarded thrust intended to offend without opening the guard. | The weapon is kept close to the body, to keep a guard up while striking. | 0 | 0 | 0 |
Halving | Halving, or Half-Swording when using a sword, involves moving a hand higher, usually beyond the centre of mass to allow closer control, in the case of a sword a hand will be placed upon the blade, and the sword may (but doesn’t have to be) be reversed. | Halving effectively reduces the Reach of the weapon allowing the Master Annex to be used closer. Halving can also allow a longer two-handed sword to be used effectively in crowded, or cluttered quarters, such as pressed melee. Halving can also allow some weapons to be used slightly faster. | 1 | -1 | -1 RT |
Pressed | Moving your hands, leaning back and twisting your body away, while keeping the point toward the enemy, can reduce the Reach significantly. Pressed fighting relies heavily on non-Master Annex strikes such as with the pummel, jabbing with a slashing weapon, etc. | Pressed fighting generally encourages swift actions, with Sub-Annexes of the Descendant rather than the Master Annex, as well as additional control and leverage over the weapon that reduces Reaction Times. | 2 | -2 | -3 RT |
Fall-back | Moving away from the enemy, as well as turning away, changing grip or similar, to reduce Reach a lot.Falling back allows a Character to keep threatening someone who has stepped inside the reach of even the longest weapons. Additionally Falling-back while attacking can buy you time to recover, especially from battle strain or shock. | The Character who falls back can either reduce their recovery time by 5 RT or 1 GRT, or the Character can Relieve 1 Shock (or 2 Strains) as they “fall-back”, and the Character will either move weapon Reach metres “backwards” away from the enemy after the attack, or they may make an automatic disengagement action instead with Pips equal to the Reach, if engagement rules are being used. This Disengagement is usually bolstered with at least one Card from the Action. | 3 | -3 | -5 RT or -1 GRT |
Type | Description | Rules | Required Number Of Profs | Reach Modifier | RT Modifier |
Handling Motion
Character’s motion around the Action Space is of course important to how these games and Narratives play out. Whether it is a fight on top of a moving train or truck, a race through No Man’s Land, a swirling aerial combat on giant eagle or griffon back, or a space-flight along a surface trench to a bombable surface vent.
In T13, we utilise similar rules to how we handle Range to handle motion through the Space. Ordeal Motion is handled in cards and Chi or Ordeal Pips of Difficulty. Although, of course a rolled Score or Sway can be used as well, usually Zeal/Verve or Inertia/Endurance will count as Intrepid, but other Sway will not (assuming a physical Action Space rather than a Psychosocial one, in a Psychosocial Action Space almost any Facet Sway may be considered Intrepid, selected by the Space Author, Yarn-Teller or Referee).
Size Annexes also affect motion in T13, with the Size Annex generally adding the Size Score (Annex Boon Reduced) to the Pips of movement actions for exceptionally large objects. This is not particularly simulationist, but not many simulations will let giant radioactive dinosaurs stand, let alone walk along punching and tail swiping radio towers.
Typically Movement through a Space is considered in terms of the Metres that the Character wishes to traverse. This defines the Difficulty of the Action based on the Terrain Type and the Motion Type that is being employed. Consider Super-Greg, who got super-powers from ingesting a radioactive scotch-egg, he Plays a Jack of Diamonds (11 Pips) as a Movement Action: If he is Flying straight in Open Terrain that would count as 22 Pips of Travel, which would mean he moved 153 metres, but if he was trying to Crawl through a Confined Space he could use 11 Pips to defend or hide himself while he Crawled 1 metre.
Type | Description | Rules |
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Flight | Flying, leaping, galloping and sprinting are the fastest ways that things move. You better trust the floor under you (if you touch it) and not want to change direction much. | Travelling in a straight line you may double the Pips of the card. However, each change of direction by 15-45 degrees also costs 2 Pips and ceases that doubling effect if you make more than a 60 degree turn at any point. |
Run | Jogging, trotting, loping or paced running is how you run long distances. It is never as fast as Flight, but is safer and you can do it for longer. Running is the standard loping, swimming, or bounding gait of most animals, and during most action sequences is the standard way of moving. | Standard Pips for card, changing direction by up to 45 degrees is free, more than that costs a Pip. |
March/Sneak | Marching is a focused walk, you are going somewhere a good pace, but do not want to exhaust yourself. A march is a brisk-paced walk, but you still have a chance to spot trouble that you might have missed if running. Sneaking is usually a bit slower than a march, but still a quickened walk, with a lot more caution. | Marching and Sneaking use between two-thirds to three-quarters of the card Pips moving. The remaining one third to a quarter of the Pips can be used to add to another concurrent action, such as hiding, spotting, defence, attacking or whatever. e.g. When playing a Jack of Diamonds (13 Pips of Movement because of the Trump +2), that will allow movement with up to 9 Pips and leave 4 Pips for something else. Changes of Direction are completely free when marching and sneaking. |
Walk | Walking is the standard slow pace we generally use when we aren’t too focused on getting there. Walking should allow you to spot things that you might otherwise miss, and you can move more quietly than a Run, or even when sneaking. Walking is the fastest pace that humans can swim at, generally, and that holds true for most beings out of their normal environment, but accustomed to it. | Walking halves the Pips of the card. But adds up to half the Pips to any action performed at the same time (such as hiding or taking aim). This can mean you walk closer and then use the remaining Pips to pay Range on a shot, for example. When used for Swimming the other half of the Pips are used to offset the Difficulty of moving through flooded terrain, as well as useful survival skills like not drowning. |
Crawl/Creep | Crawling or Creeping is the slowest way that we move. You can crawl silently and without being detected with only the flimsiest of cover. Crawling is also the standard speed that a being can move at when suddenly stranded in an unfamiliar environment (literally a fish out of water, or human in smoke). | Crawling allows a card to be prepared, and also used for movement, which is pretty unique. However, crawling Reduces the Pips a tier (A Joker with Pips 15 prepared allows a Crawl of 4 Pips, meaning only one metre when in Confined Terrain. Playing three Tens in Preparation of various actions could allow crawling 7 Pips which is only 2 metres in a crowd. Normally the full Preparation (30 Pips) is available to avoid being noticed (move silently/hide), as defence (from the smoke and fire for example), or for an eventual Attack. |
Type | Description | Rules |
Tactical Engagement
It can be useful, at the very least tactically, to consider how closely Characters are engaged with each other. This includes optional rules for handling disengaging an opponent that you are already engaged with.
Generally speaking, Characters who are rolling around on the floor grappling, probably need pulling off each other, and even then kicks and punches will still fly at their target. Meanwhile Characters who are being covered with a machine gun cannot just flee without risking being shot.
Type | Description | Rules |
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Embraced | Embraced is the most engaged that a Character can be. There is physical contact between the Characters at multiple locations on each others bodies, as they are literally wrapped around each other. This is the level of engagement of intimate encounters and grappling combats. | Embraced Characters cannot disengage without risk of attack from the other and 5 automatic Failure Levels on the Disengagement action. Embraced Characters cannot be engaged by other Characters individually very easily (they are firstly usually engaged as a unit – with additional targets for each member of the embrace automatically applied) so any attack or Fumble that is directed against one, will threaten both, each additional Success Level in an attack may reduce the Wound applied to the one you aren't targeting by one Level. |
Locked | Characters that are locked in combat are currently close enough to be exchanging blows between them (they are both within each other's Descendant's Reach). There will be frequent and swift contact between the Characters or Descendants, usually as melee attacks are exchanged. | Characters who are locked in combat cannot disengage without risk of attack from the other and 2 automatic Failure Levels on the Disengagement action, but the individual Locked Characters may be engaged (and attacked) by other Characters without too much risk to the other Locked Character. |
Engaged | Characters that are engaged in combat are usually firing shots at each other (either physically or verbally), they will be at greater distance than the Reach of their Descendants, but close enough to shout insults. Characters may circle each other at a distance or try to close as they see fit. | Engaged Characters cannot disengage without risking an attack from the Character they are engaged with 1 automatic Failure Level on the Disengagement action. Engaged Characters may be engaged by multiple Characters without penalty. |
Suppressing | Characters that are Suppressing are usually firing shots to keep the enemy in cover. They often are not directed Physical attacks at individuals among the enemy, but rather are Psych Duck attacks used on multiple targets to keep them “ducked”. Suppressing Characters often do not reveal themselves completely from cover either. | Suppressing Characters are lightly engaged with everyone they are attacking. Disengagement requires a Disengagement action and risks an attack (usually a suppression) from those you Suppressed. |
Threatening | Characters that are threatening another may have a weapon in their hands, or just have a stern glare, threats are nebulous like that. However, a threatening Character is minimally engaged with their target. They are watching the person they are threatening and are ready to make an attack, or counter-attack if the target starts anything. | Threatening Characters are semi-engaged with an enemy, even though they have not even drawn a weapon or spoken a word (note that usually holding a weapon is a lot more intimidating than not). They may make a Disengagement Action to cease threatening, but may be attacked when doing so. However, they may react to any attempted Action immediately after that Character’s Draw, by Playing 1 Card as an Attack from their Ordeal Pool, as well as any Prepared Cards from the weapon they are weilding. |
Threatened | Characters who are threatened or suppressed by another Character are semi-engaged. They are being observed and threatened by another. If they make a move to engage or disengage they will be noticed. | A Character threatened must make Disengagement Action to leave the engagement without risking an attack from the Threatening Character. They can instead Suppress or Engage the enemy, however this Action will risk an Attack from the Threatening Character. |
Disengaging | A Disengaging Character is trying to back out of the engagement carefully, they may duck behind cover and crawl away, or retreat with their weapons drawn to parry any attacks, or they may keep a shield to the enemy and step out of Reach. The point is to get away without exposing yourself to an easy hit or shot. | Disengaging Characters are trying to disengage from one of the engagement states above (Embraced-Threatened). Disengagement Action involves playing movement cards (♦ Trump), one at a time, that can move you to Reach (to escape Embrace), beyond the Reach (to escape Locked), beyond Range (to escape Engaged), or out of sight or away (to escape Threatened/Threatening), of an enemy you are engaged in (note that some may require specific Pip Difficulties). If the enemy can play a Higher card from their Ordeal Pool as an Attack (♠ Trump) after any Disengagement card, then you have failed to Disengage, are still at that level of engagement, and have a Wound to Soak. Additional Failure Levels may Increase the Level of the Wound that must be Soaked. Note it is possible therefore to break successfully from Embraced, through Locked, to Engaged, but then be stuck Engaged with a Carnage Wound and another random Wound to Soak. |
Disengaged | A disengaged Character is not currently engaged or threatened by any one in any way. | No special rules, they are not engaged. If they see, or are spotted by an enemy they may become threatening or threatened, depending upon the situation. |
Type | Description | Rules |
You can also read more about Psychosocial Action Spaces in their specific Rule page.