The T13 Roleplaying Game

Card Guide

T13 uses ordinary playing cards to model aspects of the narrative and how Ordeals (such as Combat) are run. Each card can be used in a variety of ways, and include all sorts of details that can help a Yarn-Teller out if they are stuck for ideas. Generally a double deck of poker or bridge cards is used with two jokers (one red and one black) for 108 Cards Total. This is the minimum play deck that is suggested, and should work for most play group sizes, however larger groups (6 or more Players including a Referee) may require a triple or even larger Deck. Alternatively each Player may have a single 54 card Deck each, keeping the decks unmixed, which can work better with games not played at a single table or suitable VT.

  1. Ordeal Cards — During Ordeals cards may be played to represent the actions of the Character, causing them to move, talk, work, strike, dodge, etc. as required by their player. Characters draw cards into their Ordeal Pool based on their annex’s Draw, and play a number of cards based on the Annex Tier (1 for a Facet or Skill, 2+ for Talents, etc.). A Character may hold no more Ordeal Cards (at the end of their turn) in their Ordeal Pool than their current Scale + The Number of Active Hitches that they have (this does not include Resolved Hitches) – This is known as their Ordeal Pool Limit.
  2. Wyrd Tarot Cards — During play Grunts, Mercari and Solo level Characters (especially those with direct access to Chi) can play cards from their Wyrd Tarot Hand at any time.
    1. Every Character and Descendant (including Pacts) has one place where a card can be played.
    2. Non-Court cards are played to this spot and then discarded (revealing any cards they cover).
    3. Court cards are played to this spot then stay there, having their effect until they are covered or discarded.
    4. Cards may be played face-down, covering a Court-Card and removing its effect until the Character takes an Action, then the card is turned over and has its normal effect (which will usually then be discarded).
    5. Wyrd Tarot cards can only be played upon Characters and Descendants that a Character can touch or affect with Ordeal cards (if you attack someone you can also play a Wyrd Tarot card upon them).
    6. The Wyrd Tarot Hand varies in size based on the Character’s stored Chi. Comparing the amount of Chi the Character currently has to their Maximum Chi results in a %.
      GruntMercariSolo
      Chi % required per card100%20%10%
      Max Wyrd Tarot Hand0-1*510
      * Referees may decide if Grunts get any access to Wyrd Tarot Cards (or not).
  3. Yarn Cards — Very powerful Characters such as Solos, and Referee Plots can play cards from their Hands and Pool as Yarn Cards. Yarn cards can have incredibly powerful effects on a narrative, and should generally be handled with care, however it is rare that you will achieve much with a single Yarn Card. Usually a selection of cards is played together to produce the effect required. Playing cards in this way can appear tiring as you may use up all your cards in both your Ordeal Pool and Wyrd Tarot hand, but can have profound impacts on Stories and the world in general. Referees must be willing to share the creation of the story with the players if they have access to Yarn cards. Players too must accept that sometimes even if they have appropriate cards to destroy the universe in one fell swoop, that does not mean the game will be best served by them playing them.
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