The T13 Roleplaying Game

Creating Characters

Characters in T13 vary a lot depending upon what you are using them for, and how detailed the game is. The complete list of current types is as follows.

Character Types
TypeDescriptionRulesElement
ExtraA simple NPC, not even really a Character at all, although they are still be characters in a narrative sense. Vex and Chorus characters are particularly inconsequential and one-dimensional. They are the background characters of a crowd scene, individually they are unimportant to the Plot or Conflict, but they will be important to someoneExtras are just sentient Descendants created by the Plot or a Yarn-Teller, not really Characters in the true sense. Extras can have a Scale of -3 to +20 as it isn’t attached to the number of Hitches, but instead based on the Plot that created them. Extras may have Geometries, Personas and Cores. They may have access to I-Ching, but usually do not. Normally Extras have a single Annex that they use for all rolls (it is their Skills, Talents and Powers). Treat normal rolls as appropriate for the Extra. Skills draw one less card than a Talent. Talents draw an extra card than a Skill. Powers draw Twice the number of cards of a Skill. Super-Annexes draw twice the cards of a Talent. Play as normal (Skill plays 1, Talent plays 2, Power plays 3) with normal GRT costs. You can detail the Skills, Talents and Powers separately for each one, but really why bother. Instead add a Pip bonus to each card to balance the combat (Talent: add Half Scale, Power: add Scale, Super-Skill: add Scale x3 as a rough example rule – or add Nimbeds instead).
Vexes have no Hexagram, no Personality Annex and may only gain Chi from Geometry or by triggering Hitches.
Extra, Pattern
LiteLite Characters are a very simplified Character that may be used as NPCs or PCs in a either a simplified game or as an Alternate.Lite Characters essentially multiply Proficiencies rather than building actual Annexes. They are quick to build and easy to play. Lite Characters can also use Extras as Alts.Lite, Extra
ArchetypeArchetypes are simplified Full Characters that the Ref uses for really important NPCs, they are real Characters, but are less detailed than standard Characters.Archetypes simplify Full Characters with card Archetypes, and limit the number of Facets of different boons by combining them into Stats (often 1-6 Stats of Boons between 8-18) for ease of creation and use. It is not unusual to begin play, especially for NPCs using Archetype Characters. They are usually migrated to Full Characters if they are reused.Archetype, Character
DetailedDetailed Characters are intended for PCs, they are the best Character type for all your lead Characters (unless you require Full Characters).Detailed Characters are created around a complete set of Facets (although they may share Boons into Stats, of course), a Personality Annex, with (potentially a Super-Annex) Powers, Talents, Skills, Proficiencies etc. Detailed Characters usually have a very limited number of Alts.Detailed, Weaver, Character
FullFull Characters are the pinnacle of T13 Characters, and are required for the most powerful and important NPCs and PCs. Most Yarn-Tellers, Fae and Bulmäs Characters require Full Characters if they are going to be encountered more than once.Full Characters are essentially a pool of abilities from all their Alts. They are essentially a group of Detailed Characters living in a single trans-dimensional body.Full, Weaver, Character
TypeDescriptionRulesElement

Creating Characters should be as easy as saying add Character (or Extra), which will then open a Character Editor, but if you are working on paper to create Characters these rules are written out below to help. It will also let you understand what the Character creation is actually doing, when you use it.

  • Extras: Extras are usually used as NPC characters, and simple alternates, and are almost exactly the same as a Descendant.
    1. Extras range in type from the incredibly simple and least powerful Vex, through Chorus, up to the complex Cast and powerful Forces-Of-Nature (see the Extras Types).
    2. Extras are built like a Descendant, but because they are sapient they may have Personas, Cores and I-Ching, as well as Geometries.
    3. Extras can be defined directly from the Plot for its NPCs (see the table for Archetype NPCs for the Boon of Skills, Talents and Powers), or you can just use the Quick example table below to give you some ideas.
Quick exampleDiceCards Draw / Play
Vex: Small Animal1d61/1
Vex: Dog1d8(4)1/1
Vex: Trouble2d6(7)2/1
Chorus: Cops3d4(7)2/2
Chorus: Large Animal2d8(9)3/2
Chorus: Real Trouble3d6(10)3/2
Chorus: Lion2d10(11)3/2
Chorus: Tiger2d10+1(12)4/2
Chorus: Bear2d12(13)4/2
Chorus: Oh My!4d6(14)4/2
Chorus: Elephant2d10+4(15)4/2
Cast: Gangster3d8+2(15)4/3
Cast: Detective3d10(16)5/3
Cast: Soldier5d6 (17)5/3
Force of Nature: Stampede4d8(18)5/4
Force of Nature: Minor Disaster6d6(21)6/4
Force of Nature: Natural Disaster7d6(24)6/4
Force of Nature: Cataclysm4d10+4(26)7/4
TypeMaster AnnexDescriptionRulesMin-HitchesMax-HitchesWoe GainHitch GainGainMax Stored Chi
VexSkill equal to any PC SkillVexes are simplistic and weak animals and characters, they are static, unchanging stereotypes and one-dimensional characters, they are intended for small animals and unimportant none-speaking roles. They generally have little effect on the outcome of a story.Vexes are made from a single Skill Annex, usually named for the Extra or “Living” or “Doing Stuff” that the Vex uses for all actions. Vexes have no Hexagram, no Personality Annex and may only gain Chi from Geometry or by triggering Hitches. Vexes cannot spend Chi except on their own actions. Vexes are not really limited in Hitches at all, you can add them for flavour. Vexes can have a Scale of -3 to +20 as it is not restricted by Hitches, but by the Plot.0241 Twist when triggered1 Yarn when triggeredNormally 1 Yarn for Persona / Core / I-Ching / Geometry gainsMaster Annex Highest possible rolled Score
ChorusTalent equal to any PC TalentChorus are simple NPCs (Secondary or Tertiary Characters) that may have a larger part in a Story. They are usually at best two-dimensional characters, and are seldom named roles beyond “Townsperson #3” or “Second Guard”.Chorus are usually made from a single Talent Annex, although they may also have Skills as a Talent Descendant. Chorus have no Hexagram, no Personality Annex and may only gain Chi from Geometry or by triggering Hitches. Chorus cannot spend Chi except on their own actions. Chorus are not really limited in Hitches at all, you can add them for flavour. Chorus can have a Scale of -3 to +20 as it is not restricted by Hitches, but by the Plot.0241 Twist when triggered1 Yarn when triggeredNormally 1 Yarn for Persona / Core / I-Ching / Geometry gainsMaster Annex Highest possible rolled Score
CastPower equal to any PC PowerCast are fairly simple NPCs, usually a Secondary Character, that usually have a recurring role, or are important to an individual Story. They are often also used as Alternates for bigger Characters. Cast can be two-dimensional if they are reused too often, although the addition of Personas, Cores and I-Ching can add depth.Cast are created from a Power Annex, but may have additional Skills and Talents (usually one per Hitch to a Max of the Power Score (Boon Reduced)). Cast can have a Scale of -3 to +20 based on the Plots involved. Cast may have a Persona and Core Proficiencies rather than a true Personality Annex. They often have at least 3 Hitches (although not compulsory). They usually have I-Ching Hexagrams.0241 Twist when triggered1 Yarn when triggeredNormally 1 Yarn for Persona / Core / I-Ching / Geometry gainsMaster Annex Highest possible rolled Score
Force-of-NatureSuper-Annex equal to any PC Super-Annex or Personality AnnexThe most powerful of the Extras, these are important villains, major recurring tertiary roles and even storms, floods and actual Forces of Nature. Like all Extras they can be somewhat lacking in depth, although the addition of Personas, I-Ching, etc can go a long way toward adding a third dimension.F.O.Ns are made from Super-Annexes (often a Size Annex) and can have lots of Skills, Talents and Powers, one per Hitch, to a maximum number of the Super-Annex Score (Boon Reduced). They may have a Scale of -3 to +20 based on the Plots involved. They can be more powerful than PCs (certainly starting PCs) so use responsibly. They may have Geometries, Personas, Cores, Resolved Hitches, Monster Facets and I-Ching, or not as required.0241 Twist when triggered1 Yarn when triggeredNormally 1 Yarn for Persona / Core / I-Ching / Geometry gainsMaster Annex Highest possible rolled Score
TypeMaster AnnexDescriptionRulesMin-HitchesMax-HitchesWoe GainHitch GainGainMax Stored Chi
  • The Lite Character: Lite Characters are intended to be used in Lite games, smaller one shot Stories, and games for younger players.
    1. Lite Characters have between 1 and 13 Hitches- these work exactly like normal, but slightly simplified in that all Hitches below 10 are Quirks, Flaws have a Boon of 10-19 and all Hitches with a Boon of 20 or more are Woes.
    2. For each Hitch Bane the Lite Character may select a Proficiency. If you want, you can multiply/combine proficiencies to make the Lite equivalent of Annexes (see below).
      Lite Characters are considered to have Facets of Boon 13 modified for Scale for Umbral and Nimbed Purposes (although Referees are welcome to use a different Boon if they prefer. You can also use the Boon of Hitches to determine an appropriate Facet Boon). The equivalent Boon (and Dice) may be altered by the Referee (across all equivalent Lite Characters).
    3. Lite characters may have Geometry (calculated from their name), Personality, and Core (both selected from one of their Proficiency or Hitch Facets) and may randomly select I-Ching (if a PC they really should have the set)
    4. Lite characters store Yin on their Hitches and hold Yang on their Proficiencies and store the Value of the Hitch Boon, or equivalent (a x10 Hitch can hold 45 Yin where as Strong x4 could store 59 Yang).
    5. Lite characters store Chi like normal PCs for their type, but the Personality Annex is calculated from the Hitch Values plus the highest Proficiency as a Boon. That is… Personality Annex Boon is equal to Max Yin looked up as Value to a Boon + Highest Proficiency Boon equivalent (e.g. a character with a Super-skill [x8+] would add 32 to their Personality Annex Boon).
    6. Lite Characters can store 1 Wound per Proficiency/Annex and can only stack a Maximum of 3 of the same Wound type before they increase a Level.
    7. Lite Characters can use “Extras” (usually Cast or Chorus Extras) as their Alternates.
Lite Boons
ProfsTypeUmbrals NimbedsDescriptionBoon EquivalentCard DrawCard PlayRTGRT
1ProficiencyU0:N0The equivalent of a single Facet.101100
2SkillU0:N0The equivalent of two proficiencies working together.192150
3Minor TalentU1:N0The equivalent of three proficiencies working together to create a Talent with an Umbral.262271
4Normal TalentU1:N1The equivalent of four Proficiencies working together as an Talent with an Umbral and a Nimbed.292271
5Major TalentU1:N2The equivalent of five Proficiencies working together, as one Talent with an Umbral and 2 Nimbeds.323281
6Minor PowerU2:N2The equivalent of six Proficiencies working together to create a Power with 2 Umbrals and 2 Nimbeds383392
7Major PowerU2:N3The equivalent of seven Proficiencies working together to create a Power with 2 Umbrals and 3 Nimbeds.4933102
8Super-SkillU0:N6Normally made by Two Proficiencies working together to create a Power without Umbrals (a Super-Skill) the Super-Skill loses all Umbrals and retains all the possible Nimbeds of the facet or facets the Proficiency is from. In Lite Terms this is the Equivalent to having the Nimbed, Edge, Glow effects and 5 Facet Success Levels automatically.5944123
9Super-TalentU1:N6The Super-Skill adds back in the Umbrals again, to make a Super-Talent. In Lite Terms this is a single Umbral and all the Nimbeds (Nimbed, Edge, Glow, and 6 Success Levels).9254163
10Super-PowerU2:N6*The most powerful a lite proficiencies/annexes can get. In Lite Terms this is 2 Umbrals and all the Nimbeds of the Facet (Nimbed, Edge, Glow and 5 Facet Success Levels) plus 2 Nimbeds from other Facets (or Nimbed and Edge from another facet).14264213
ProfsTypeUmbrals NimbedsDescriptionBoon EquivalentCard DrawCard PlayRTGRT
  • The Archetype
    1. Archetype Characters are meant to be created quickly, they are often built from card draws and vary in power level as a Detailed or Full Character.
    2. Archetypes often simplify a Detailed Character by combining Facets of the same Boon together into Stats.
      • An example from the most popular RPGs could be, Strength (G, T, F, M), Dexterity(Z, C, R, Y), Stamina (P, B, I, N), Intelligence (K, D, O, Q), Wisdom(A, E, V, W) and Charisma (L, S, J, H).
      • You can use Facets as Four Stats most easily if you use the Facet Suits, and can use the suits as Elemental Stats as well, Hearts are Water, Diamonds are Earth, Clubs is Air and Spades are Fire, for example.
      • Another example is to have all Yin and Yang Facets on the same Boon, giving a Character a Yin Stat and a Yang Stat.
      • The Simplest Archetypes use the same Boon for all Facets (usually Boon 13).
    3. Archetypes usually have their Facets defined by the Plot that they are associated with. This makes NPCs for those plots faster to generate. You can see a table below that shows how to generate Boons from the Plot.
    4. Archetypes have their Persona, Core and 1 Hitch defined from a single card. More Cards can be drawn to add additional Hitches if they are required.
    5. Archetypes can have Age categories and so on, as the Ref or Yarn-Teller requires.

Half-Boon: The Half-Boon is used during the creation of NPCs from a Plot’s Conflict. Half-Boons are calculated by taking a Boon halving the Value and looking up that Value as a Boon. But you should be able to find it on the Plot Conflict Boon anyway. It should be noted that the Half-Boon is different to just dividing the Boon by two, as these will give very different numbers.

Power LevelFacet BoonSkill BoonTalent BoonPower Boon
Simple13+Scale21+Scale26+Scale (1 Umbral 1 Nimbed)31+Scale (2 Umrals 3 Nimbeds)
Low PowerConflict ScoreHalf-BoonConflict Boon divided by 2 (1 Umbral)Conflict Boon (1 Umbral 2 Nimbeds)
Medium PowerReduced (Conflict Boon + Conflict Half-Boon)Half-Boon +5Conflict Boon (1 Umbral, 1 Nimbed)Conflict Boon + 5 (1 Umbral 2 Nimbeds
High PowerConflict Boon divided by 2Conflict Boon Halved + Conflict ScoreConflict Boon (1 Umbral 2 Nimbeds)Conflict Boon + Conflict Score (2 Umbrals 4 Nimbeds)

Hitches: Usually as Facets. NPCs are usually limited to one Hitch more than the highest number in the party normally. They can be a little more powerful, but not too much.

Personality Boon: Either calculate from Values (as Detailed), or equal to the Conflict Boon.
Number of Skills / Talents: Conflict Score or calculate.
Number of Powers: Conflict Draw
Proficiencies: See this table instead

CircumstanceModifier
NPC shouldn’t be doing thisHalve Score
NPC might be doing this+3
NPC can do this+7
NPC is good at this+10
NPC is great at this+13
NPC is an expert at this+16
NPC is a world leader at this+21
CircumstanceModifier
Example AnnexExample BoonExample DiceCards draw/play
Skill28d4+5 (7)2/1
Talent35d6+5/td>3/2
Power48d10+54/3
  • The Detailed Character
    1. Depending upon the game and Plots PCs may begin in the Grunt Tier, Hero Tier or as Yarn-Teller Tier Characters. Most often PCs begin as Fresh Detailed Grunts, it is recommended that all new Players start this way (or with a Lite Character first).
    1. They may also begin play as Younger Characters. Younger Characters are not as powerful as adults in most ways, and have negative Scale that will reduce both their Facets and Anti-Facets and therefore their Annexes. Additionally Youths adjust their Proficiency Dice, which can make Crises more common, but reduces what they are capable of, this reflects Younger Characters faster learning, but lower skill levels.
    2. Detailed Characters will always have a Stat Block of Facets, each Facet is assigned a Boon of 13, but these may be moved up to 25 or down to 1 (along with their Anti-Facet moving down to 1 or up to 25). So a Gossamer Boon of 14 or 20 would force a Burden Boon of 12 or 6. Detailed Characters store Yin and Yang Sway on the Boons of their Stat-Block, so the maximum Yin they can store is equal to all their Yin Facet Boons (+Scale) added together, and the maximum Yang is calculated from Yang Facet Boons. If all Facets are 13 and Scale is 0 then Yin and Yang can both store 156 Sway.
    3. Detailed Characters build a Personality Annex with at least one Persona, one or more Cores and at least one Hitch. Although they may have more of each type in the form of extra and Resolved Hitches or by Coalescing Alternates. Hitches typically are made from Proficiencies and offer Proficiencies for the Personality Annex to begin with. Note that Proficiencies in a Hitch are locked and must be copied into Personality Profiency Slots before they can be used to increase rolls etc.
    4. Detailed Characters always have a Geometry calculated from the Character’s name and have at least one I-Ching, that is usually calculated from their Statblock, but may be random, or selected as the Referee prefers.
    5. Detailed Characters may have a number of Active Proficiencies equal to their Personality Score (Boon Reduced), Fresh Characters that are Younger may be have less Proficiency slots filled (Refs may choose, 1 Prof, Personality Draw Proficiencies, Half-filled – half the Prof slots are filled, or all bar one slot is filled).
    6. Fresh Detailed Characters usually build Annexes from Proficiencies during play, but Referees may choose to allow some Annexes ahead of time. Characters may have as many Annex Slots as their Personality Score (or one per filled Prof Slot). However, they are restricted in Annex types differently.

Player Character Types
TypeDescriptionRulesMin-HitchesMax-HitchesWoe GainHitch GainGainMax Stored ChiSway Gain
Extra (Vex)Vexes are simplistic and weak animals and characters, they are static, unchanging stereotypes and one-dimensional characters, they are intended for small animals and unimportant none-speaking roles. They generally have little effect on the outcome of a story.Vexes are made from a single Skill Annex, usually named for the Extra or “Living” or “Doing Stuff” that the Vex uses for all actions. Vexes have no Hexagram, no Personality Annex and may only gain Chi from Geometry or by triggering Hitches. Vexes cannot spend Chi except on their own actions. Vexes are not really limited in Hitches at all, you can add them for flavour. Vexes can have a Scale of -3 to +20 as it is not restricted by Hitches, but by the Plot.0241 Twist/Yarn when triggered1 Chi when triggeredNormally 1 Chi for Persona / Core / I-Ching / Geometry gainsMaster Annex Highest possible rolled Score1 Yin/Yang
Extra (Chorus)Chorus are simple NPCs (Secondary or Tertiary Characters) that may have a larger part in a Story. They are usually at best two-dimensional characters, and are seldom named roles beyond “Towns-person #3” or “Second Guard”.Chorus are usually made from a single Talent Annex, although they may also have Skills as a Talent Descendant. Chorus have no Hexagram, no Personality Annex and may only gain Chi from Geometry or by triggering Hitches. Chorus cannot spend Chi except on their own actions. Chorus are not really limited in Hitches at all, you can add them for flavour. Chorus can have a Scale of -3 to +20 as it is not restricted by Hitches, but by the Plot.0241 Twist/Yarn when triggered1 Chi when triggeredNormally 1 Chi / Sway for Persona / Core / I-Ching / Geometry gainsMaster Annex Highest possible rolled Score1 Yin/Yang
Extra (Cast)Cast are fairly simple NPCs, usually a Secondary Character, that usually have a recurring role, or are important to an individual Story. They are often also used as Alternates for bigger Characters. Cast can be two-dimensional if they are reused too often, although the addition of Personas, Cores and I-Ching can add depth.Cast are created from a Power Annex, but may have additional Skills and Talents (usually one per Hitch to a Max of the Power Score (Boon Reduced)). Cast can have a Scale of -3 to +20 based on the Plots involved. Cast may have a Persona and Core Proficiencies rather than a true Personality Annex. They often have at least 3 Hitches (although not compulsory). They usually have I-Ching Hexagrams.0241 Twist when triggered1 Chi when triggeredNormally 1 Chi / Sway for Persona / Core / I-Ching / Geometry gainsMaster Annex Highest possible rolled Score1 Yin/Yang
Extra (Force-of-Nature)The most powerful of the Extras, these are important villains, major recurring tertiary roles and even storms, floods and actual Forces of Nature. Like all Extras they can be somewhat lacking in depth, although the addition of Personas, I-Ching, etc can go a long way toward adding a third dimension.F.O.Ns are made from Super-Annexes, and can have lots of Skills, Talents and Powers, one per Hitch, to a maximum number of the Super-Annex Score (Boon Reduced). They may have a Scale of -3 to +20 based on the Plots involved. They can be more powerful than PCs (certainly starting PCs) so use responsibly. They may have Geometries, Personas, Cores, Resolved Hitches, Monster Facets and I-Ching, or not as required.0241 Twist/Yarn when triggered1 Chi when triggeredNormally 1 Chi / Sway for Persona / Core / I-Ching / Geometry gainsMaster Annex Highest possible rolled Score1 Yin/Yang
Lite CharacterLite Characters are a simplified Character that may be used as NPCs or PCs in a simplified game. They are good for recording Alternates in more Detailed Characters.Lite Characters essentially multiply Proficiencies rather than building actual Annexes. This makes them quick to build and easy to play. Lite Characters can also use Extras as Alts. Lite Characters can have I-Chings, Personas, Cores and Hitches.024Ruins in Twists/Yarn when triggeredRuins in Chi when triggeredNormally 1 Chi for Persona / Core / I-Ching / Geometry gainsMaster Annex Highest possible rolled Score1 Yin/Yang
Archetype CharacterArchetypes are Characters that the Ref uses for really important NPCs, they are real Characters, but are less detailed than standard Characters. Archetypes can also represent a good early example Character for a Player and are easily use to create Alts for more Detailed Characters.Archetypes simplify Full Characters with card Archetypes, and limited number of Facets (often 1-6 Stats of Boon 8-18) for ease of creation and use (Facets are often gathered together into a Stat that share their Boon – some Games even specify the Stats). It is not unusual to begin play using Archetype Characters. They usually migrate to Full Characters if they are reused.024Ruins in Twists/Yarn when triggeredRuins in Chi when triggeredNormally 1 Chi / Sway for Persona / Core / I-Ching / Geometry gainsMaster Annex Highest possible rolled Score1 Yin/Yang
GruntGrunts are detailed T13 Characters who are limited in power. Most Characters will be Grunts in most Stories. Grunts make excellent Characters, and can easily become Hero Characters by gaining additional Hitches through a number of Episodes / Stories.Grunts are detailed Characters (usually restricted to only 1 or 2 Alternatives). They have Hexagrams, Personality Annexes, and everything else that a detailed Character may have, but can only spend Sway to increase, or decrease their current actions, Boons, or to purchase Proficiencies. They may spend Chi on Descendants or altering their Facet Boons. Grunts are restricted in Scale and Hitches to between 1 and 4.14Ruins Twists/Yarn when triggeredRuins in Chi when triggeredPersonality Draw Chi for Persona / Core / I-Ching / Geometry gainsPersonality Boon1 Yin/Yang
GoblinGoblins are Grunts who have at least one Woe Hitch. This makes them Twisted and more powerful than a standard Grunt. Goblins are good for low-level bad-guys, especially somewhat inhuman ones. Twists grant them additional, but limited edges on Grunts.Goblins are Grunts with Twists. They are limited in numbers of Twists by their Hitches, which they may have between 2 and 525Ruins Twists when triggeredRuins in Chi when triggeredPersonality Annex Draw Chi for Persona / Core / I-Ching / Geometry gains.Personality Annex Boon1 Yin/Yang
HeroThe generic term for Faery-Commoners, Changelings, Eelafin, Mercari, Wyrdchilde, Human-reincarnated Bulmäs, and Paradox Warriors. Usually played with a Full character, they may have multiple Alternates from Past-Lives, Quantum realities, Soul-Stealing/Eating, possessions or mental instability as required.Hero level characters can spend Chi to do things like reloading the game, playing Wyrd Tarot Cards, as well as purchasing Annexes, Alternates, Proficiencies and Descendants.38Ruins in Twists/Yarn when triggeredMarks in Chi when triggeredPersonality Annex Score for Persona/Core/I-Ching gainsPersonality Annex ValuePersonality Annex Draw Yin/Yang
DemonDemons are created when a Hero has at least one Woe. They can also be called Hobgoblins (Goblins that gain additional Hitches usually, but occasionally Faery-Goblins will also be called Hobs). They may also be created by Increated making a Twisted Pact with a mortal (as this always creates a Woe Hitch). Demons are powerful, able to manipulate the Tapestry around them to their advantage.Demons can expend Chi and Twists. They often have multiple Alternates (with perhaps only one Alternate having a Woe). Some Demons (usually Hobgoblins) can steal souls adding them as Alternates.48Ruins in Twists when triggeredMarks in Chi / 1 Twist when triggeredPersonality Annex Score for Persona/Core/I-Ching gainsPersonality Annex ValuePersonality Annex Draw Yin/Yang
Yarn-TellerYarn-Teller is the term we use for Characters that can manipulate reality to create Narratives of their own devising. Faery-Nobles, Demi-Gods, Arch-Mages, Superheroes, Grand-Mercari, Solos, Brass etc…Yarn-Tellers are able to Doom-Weave with Yarn cards. Side-step between realities, create metaphor bubble realities and manipulate Space-Time directly.613Marks in Twists/Yarn when triggeredBanes in Chi when triggeredPersonality Boon Chi for Persona/Core/I-Ching gainsPersonality Super-ValuePersonality Annex Score Yin/Yang
Demon-LordWhen a Demon gains enough power (or adds additional Souls enough to “evolve”) or a Yarn-Teller has a Woe Hitch, they may become a Yarn-Telling Greater Demon, a Demon-lord. Demon-lords are the most versatile Characters in the system, you can use them to model everything from Tyrants to Deranged Super-Villains. Hobgoblins that gain enough power to be considered Demon-lords usually go by the Title of Orc, Ogre or Ettin instead. They are generally considered more brutish, and less sophisticated than Demon-lords.Demon-lords can Yarn-Tell and use Twists too. The most powerful Demon-lords are almost Plots in their own right, creating Stories and Arcs by their whim.714Marks in Twists when triggeredBanes in Chi when triggeredPersonality Annex Boon Chi for Persona/Core/I-Ching gainsPersonality Annex Super-ValuePersonality Annex Score Yin/Yang
BulmäsThe Bulmäs are either shape-shifting embodied spirits of nature, or Nullite-enhanced, organic, Terra-forming engines, and are Soul-eaters, soul-farmers, or soul-protectors, depending upon who you ask, and which path you are talking about. They are responsible for many stories of lizard-people, werewolves, centaurs, the Minotaur and other beast-men. Bulmäs may add other souls to their own by eating, or for the most powerful just meeting, people.Bulmäs use their Wyrd Tarot hand to shape-shift and walk the Lea to travel between Locations. They can refer to it as a Lea Hand as it represents the local Lea paths, rather than the Local Tapestry. A Bulmäs is usually limited by the number of souls they carry. Bulmäs can only Lea Walk once they have two Souls, and are limited to the paths that reflect their lifestyle (Herd (Grunts and Heroes) / Hunter (Mostly Heroes) / Broccen (Territorial Heroes and Yarn-Tellers) / Vermis (the Solo Lord Vermis is all Vermis, although some Alternates are less well integrated than others) / Labyrinthine (Yarn-Tellers that guard the Labyrinth and save lost souls) / All-walker (Yarn-Tellers who act as Lea Guardians and can duplicate souls) / Hell-Walker [also Hell-goats, Hell-bats, Hell-cats, Hell-hounds, Hell-boars, Hell-wyrms and Ettins] (Bulmäs with a Woe Hitch, highly prized by the Increated, they hunt souls for their masters, or duplicate them for them)). Lea cards are played and remain in place on a character like Wyrd Tarot Court cards, where they add their Pips to all Scores the Bulmäs generates that reflects this animal form. Lea cards do allow some Bulmäs to manipulate the Tapestry (as Wyrd Tarot or Yarn Cards).113Varies from 1 Twist for Hell-goats, to Ruins Twists for Hell-hounds, to Marks Twists for Hell-wyrms, Ettins and Hell-Walkers. Some Bulmäaut;s such as Vermis can gain Marks Yarn instead of Twists.Varies as Grunt, Hero or Yarn-Teller by number of Souls carried and path.Personality Annex Boon Chi for Persona/Core/I-Ching gainsPersonality Annex Super-ValuePersonality Annex Score Yin/Yang
KaijuKaiju are how we describe enormous Characters, be they whales, self-aware vehicles, ogres, dinosaurs, dragons, giant-robots, radioactive-dinosaurs, mech-suits, clanks, battle-toons, demon-princes, living-gods, or eldritch cosmic-horrors.Any Character with a Size Annex is technically a Kaiju. They may be able to Yarn-Tell, Twist or Doom-Weave, depending on what sort of Character has been given a Size Annex. Size Annexes do not have Proficiencies to create Value, but are based instead on the size required. Kaiju may use their Size Annex to any reasonable effect (pound attacks, resisting most weapons, soaking damage, stepping huge distances, etc).124Marks in Twists/Yarn when triggeredBanes in Chi when triggeredSize Annex Boon Chi for Persona/Core/I-Ching gainsPersonality Super-ValueSize Annex Score Yin/Yang
NeechiesNeechies are the sensation of motion out of the corner of the eye. They are the least of the Increated, stirring the edges of human vision in the hopes that the Character will believe them to be something, making the Neechie a true Increated. In T13, if you think you just saw something out of the corner of your eye, then be very careful what you think it might be, you may have just summoned an Increated and gifted it a Nightmare Form.Neechies are non-existent Characters, that have no Character sheet, but can suddenly “exist” if they are believed in by another Character. Neechies are nameless, and seek to be given any identity. To this end they can store Success and Failure Levels and transfer them to those who believe.00Cannot have HitchesCannot have Hitches1 Chi for Persona/Core/I-Ching gains where possible. +5 Chi, +1 Twist and +1 Transferable Success or Failure Level when believed-in or imagined into existence.13 Chi1 Yin/Yang
IncreatedIncreated are the beings that were left out of the Creation of T13 by the Prime Anomaly, instead these beings were conjured into existence by human imagination and interactions between semi-deleted code chunks in the Nullite systems the Anomaly was made from. They are Neechies with Hitches, who banded together for co-operation initially, but later factionated. Increated usually dwell in both a “real-world” like T13 and the realm of Shades, which was created and populated by Garner accidentally during the Paradox War. Shades is a sub-real space that only exists because of the force of will of Garner, the horrific Dominion of Blakk, and the power of the souls being forced to believe it into existence so they can survive there. These souls are recruited, stolen, and traded by the most powerful Increated (those with the shortest Names) from various universes by various means, Mot for example created the Kirk of Death in the T13 Universe to allow him to collect the souls of the dead. If an Increated is named incorrectly by a powerful Character it may cause the Increated’s name to change (becoming shorter and adding Hitches usually).Increated are only capable of having a Facet Value in a Facet they have a Hitch in, and will always have a Facet Boon one lower than their Hitch. Otherwise they can be treated as any of the Goblin — Demon-lord types, depending on the number of Hitches. Increated can also have a Size Annex, in which case see Kaiju. Increated Names are 25 syllables long, less one for each Hitch (or Resolved Hitch) they have, to a minimum of 1 Syllable. Increated can convert Tao Sway directly into Twists on a 1 for 1 basis, and so usually steal the Yarn created by Woes and replace it with a similar number of Twists for any Character with a Woe.124Banes TwistsBanes TwistsPersonality Annex Score Twists for Persona/Core/I-Ching gains. Personality Annex Super-Value1 Yin/Yang
TypeDescriptionRulesMin-HitchesMax-HitchesWoe GainHitch GainGainMax Stored ChiSway Gain

Experience Tiers
TypeDescriptionRulesMin HitchesMax Hitches
FreshA new Character that has little or no experience of the real world, they may have some education, street smarts, battle experience, or professional training, but never all four.Fresh Characters generally begin with the minimum number of Hitches for their Type, but may add up to 2 additional Hitches. Fresh Characters often start with a negative Scale and usually begin play as Young-Adults or Kids.Normal for TypeUp to +2 over Minimum
ExperiencedAny Character that has survived a few Stories, or Chapters, is usually considered an Experienced Character. Some Narratives may require a Character to remain Fresh for longer than this, but if they have received new Hitches, then they are probably experienced.Experienced Characters generally have at least one more Hitch than their minimum, and usually have at least 3 more than the minimum. They are generally around Half full of Hitches and at least one is usually Resolved.Minimum for Type +1Up to Half of Max for the Type
VeteranVeteran Characters have survived through at least one Volume Plot, and have Resolved at least two of their early Hitches.Veteran Characters generally are within 3 of their Maximum Number of Hitches for their type and always have at least Half their Hitches either filled or Resolved.Half of Max for TypeMax for Type -1
MaxedA Maxed Character has generally experienced enough of the world that nothing surprises them anymore. Maxed Characters have typically survived several Volumes and completed at least one Character Arc.Maxed Characters simply have their Maximum number of Hitches possible for that type (and a Scale to match). Usually a Maxed Character will have at least Half of their Hitches Resolved.Max-Hitches for Type. Half of them ResolvedMax-Hitches for Type
TypeDescriptionRulesMin HitchesMax Hitches

Age Categories
TypeDescriptionRulesScale ModifierProficiency Dice
New-bornNew-born Characters are usually pretty defenceless things. Although xenomorphic space wasps and the like can be a lot less defenceless than say a human new born.Sentient New-born creatures are largely defenceless and usually unplayable. They can often not communicate and can rarely process sensory data accurately.-41d3-1
InfantSmall Children, often quite mobile and if sentient usually talking, although they have limited vocabularies.In general Infants are not just small people, they are still largely defenceless, although many can communicate effectively with their limited vocabulary. Infants are intelligent and manipulative, still trying to work out all the rules of their social structure, and are likely to test boundaries.-31d3
KidKids are still Children, but are more like mini-adults, they are weaker than adults and have less general knowledge and education, but make up for that by being adaptable and learning fast.Essentially kids are small adults, they can fight, etc, but aren’t very powerful. They do however learn faster, and are usually placed in full-time education during this period to take advantage of that. Kids may have multiple Hobbies in diverse fields, some of which may be connected with aspirations or parental pressures.-21d4
Young-AdultYoung Adults, or Teens are almost adult.Almost fully grown, although their mental facilities are sometimes hormonally impaired, in humans Young-Adults are less good at planning and are more emotional than adults. Generally have not completed their education, but in specific areas may be very knowledgable. Often have more than one Hobby activity.-11d5
AdultFully grown and considered an adult by their society.Normal, fully grown and educated. Expected to have at least one area of professional specialisation and often a Hobby too.01d6
AgedAged Characters are always Experienced or Veteran Characters. As Aged Characters age they generally accumulate Hitches, such as “Fatigued”, “Scars”, “Madness”, “Vague” that limit their abilities.Experienced or Veteran only. Hitches may mimic the affects of old age, such as Physical Weakness, Dementia, etc. They suffer from Crisis less often than even Adults, but as a result learn slower. Expected to have numerous areas of professional and hobbyist level experience.01d8
TypeDescriptionRulesScale ModifierProficiency Dice

Alternate Types
TypeDescriptionName Rule
Core IdentityThis Alternate is the original, “ur” example of the character. All other Alternates are measured from this one.[Character Name] (Nickname)
Nominative AlternateWe all wear masks in life, behaving differently in different contexts. In work, you might be “Doctor Welsh”, at home you are “James”, but to some old school buddies you are still “Jimmy Welsh”. Each name can gain Yin and Yang differently and has different behaviour despite all being the same person.[Character Name] AKA Nickname
Personality DisorderSometimes the inner monologue in a Character's head starts using different voices, and even identify with different names. Stress induced Dissociation and Madness, Paranoia and mentally Scarred Hitches can create these Alternates with Carnage Wounds, as the character slips into dissociative identity disorder or some similar state.[Character Name]’s Identity (Nickname)
Past-LifeA simple to understand Alternate, where you remember some existence before your modern one. Especially common amongst the Fields of the Bulmäs, who collect chains of linked past-lives, and recognise Soul-Siblings as those who shared that Soul in a Past-life (yes Bulmäs can share Alternates).[Character Name]’s Past-Life-Nickname
Possessing EntitySpirits, ghosts, devils, djinns, fairies, dæmons, wizards, psychics, and demons can all get into some Character's heads and sometimes take over. Consider having Possession Alternates being played by different Players.Nickname possessing [Character Name]
Quantum AlternateWe all make choices that separate who we are from who we might have been. Quantum Alternates see beyond those choices. They communicate across Dimensions and show how they might have turned out different. They are classic What if…? Questions answered.Nickname-([Character Name] Alternate)
Temporal AlternateWe all change as we get older, and so if a Character had two versions of themselves in one time period they would need to differentiate themselves. The “older” one may be able to remember the events experienced by the younger one (or not depending upon the method of time-travel used).Nickname-(Old / Older / Young / Younger [Character Name])
Consumed SoulDemons, Increated, Cyberwraiths, and Bulmäs (amongst others) are capable of absorbing, stealing, copying, or eating other Souls (or Personalities or Neural Uploads, etc) and adding them to their own totality. Consumed souls are usually traumatised by the event and are rarely “complete”, but do allow some information from the soul to remain.Nickname (Eaten by [Character Name])
Unknown AlternateSometimes we don’t know how the Alternate got there, perhaps they are a possession or a quantum alternate, or perhaps a Bulmäs falls and is absorbed by Lord Vermis, making the whole question of who they are very difficult to answer.[Character Name] Unknown Alt: Nickname
Alternate FormSome Characters change between forms, perhaps due to a curse or complication with an Alchemical Elixir, or radiation experiment, then again they may have a superhero identity or giant robot form. This is how we can represent that.Nickname Alternate Form of [Character Name]
TypeDescriptionName Rule

Similarity Types
TypeDescriptionRules
OriginalThis Alternate is the Character's original, all other Alternates will be measured based off it.This is the original Alternate.
SameThe Alternates are essentially identical. They have the same Persona, Core, Hitches and Annexes, but might differ in Geometry, or a few Proficiencies. Most Nominative Alternates are this (only differing in the Geometry — and sometimes not even in that), and some Quantum Alternates too. Same Alternates normally automatically Coalesce with the character, although the character can get half of their Chi back from adding an Alternate if they make the new Alternate Integrated (or Co-dominant or Split) instead.
SimilarThis Alternate is similar to the original character, Most Quantum Alternates fall into this type, and some Past-Life ones as well. They have the same Facet Boons, and same Personality Annex Boon, but the alternate may swap around Personality, Core and Hitches. The alternate Personality usually has different Annexes. These Personalities are often Integrated when first created, but the character can get half the Chi back from adding the alternate by making the alternate personality a Co-Dominant or Split instead.
RelatedThis Alternate is radically different to the original Alternate but has connections to the original, for example both might share a Fear of Spiders Hitch. Most Past-life Alternates fall into this similarity, but many Quantum and some Possessions would qualify, as would some Personality Disorders.Related Alternates share a Persona, Core, Hitch or I-Ching, but little else. Such related characters usually begin as Co-dominant but can be Split instead with the Character receiving back half the Chi spent adding the Alternate.
UnrelatedThis personality has nothing (or very little) in common with the original character. They are completely different entities who are blended together. Disorders and Possession Alternates are usually about this similar, but more than a few Mercari or Bulmäs have picked up these kinds of Alternates. It is normal for unrelated personalities to be Split when they are added, but you can get half your Chi back by making them Unstable instead.
TypeDescriptionRules

Integration Types
TypeDescriptionRules
IndividualIndividual Personalities are how Alternates always begin, they are unaware of their Alternates, or have none.This Alternate is usually the original Character.
CoalescedFor the Character these Alternates are essentially merged, becoming one Personality.

The new Coalesced Personality will retain Personality and Core, from all merged personalities. So the Coalesced Character may augment their Personality Annex with another Alternate's Personality and Core replacing two Hitches.
Hitches from the Alternate may be traded out for another Alternate’s Hitches, as desired.
If two Alternates have the same Hitch, Personality or Core, the Values of both may be added together to calculate the Character's Personality Boon. So two "Same" Alternates that coalesce would double their Personality Value and increase in Boon accordingly.
All Coalesced Alternates may add Annexes to the (usually larger) pool of Annexes the Character is currently using. Changing which Annexes are currently available costs an amount of Chi equal to the Annex Type (e.g. Swapping a Skill costs 2 Chi).
All Personality Proficiencies are always available from all Coalesced Alternates.

IntegratedWhen you have integrated two Alternates, they no longer struggle for control. They have worked out how to compromise and work together. They may dream each other's dreams, blending their Alternates life with their own. Two integrated Alternates may swap any (or all) Annexes between each other, lending abilities from their world, or time, to the Alternate in the other. However, the cost must be paid for both (e.g. For the Alternates to swap 2 Talents over would cost 10 Chi, 5 for each).
Personality Proficiencies from both Alternates are always available to either.
Co-dominantThese Alternates are very much separate from each other, but they have worked out how to hand each other control, for a while. Often they will dream of the other life, especially around those moments where control changes hands. Handing over control of the body for a given period costs Chi/Sway equal to the duration (e.g. 12 Chi would buy a day). However, either Alternate can end the swap during that time period for free.
SplitThese Alternates argue for control over the body. They must keep separate counts of Chi, etc, and you can also have different Players control the different Alternates.Wresting control of the body has a cost depending on the situation, these costs are noted in Sway (or Diff)/Chi/Yarn or as modifiers of the same.
SituationCost in Sway/Chi/Yarn
NormallyActive Personality Boon x2/ Active Personality Boon/ APB Reduced
Alternate is trying to wrest back control of their own bodyHalve
Alternate would gain Chi from Personality or CoreHalve
Events would trigger Alternate’s Hitch-Twice Hitch Boon/-Hitch Boon/-Hitch Bane points

So if your body is possessed by a demon with a Personality Boon of 57 when you would gain Chi from your Personality and Core then you can possibly wrest control back with a Personality Annex roll of 14. Card Ordeals can also be used to simulate these contests, with Crippling or greater Wounds knocking an Alternate unconscious (such contests are not usually High Stakes, but can be).

UnstableEven worse than Split, is Unstable, which is basically what happens if you have multiple Split Alternates.For Unstable Characters all Alternates compete to take control, with the winner buying some time based on how much they beat everyone else by. You can run a great game, and tell an amazing story, having each Player control a separate Alternate in an Unstable Character.
SubsumedWhen an Alternate gives up fighting for dominance then they may become subsumed by another Alternate.Subsumed characters are considered dormant. Their Proficiencies and Annexes may be swapped out by the Dominant Alternate. The subsuming Alternate may choose to add one Hitch from the Subsumed Alternate to their own Personality Annex, if this Hitch is the same as one they already have then they should add the Hitch Boons, this may increase the Tier to Woe, granting access to Twists.
TypeDescriptionRules

Annex Types
TypeDescriptionBoon CalculationsRulesMaster Annex RulesMinimum RTGRTMaximum Cards PlayedPassive Play
ProficiencyA Proficiency (or Lite Annex) is the smallest mimetic unit about the Proficiency’s subject. It represents knowledge, memories and experiences that Character has learned or had.Lite Annex Boons are set as part of the Setting, but generally work as adding Facet Values including Scale. Referees can modfiy the Boon Equivalents of Lite Characters to make them competitive with other Characters in the Setting.A Single Proficiency is the smallest mimetic unit about the Proficiency’s subject. Two Proficiencies may be added during a Crisis to create a Skill. Or an additional Proficiency may be added to a Skill to create a Talent. Lite Characters just use Lite Annexes, which may increase one level when a Crisis occurs.Only a Lite Annex can be a Master Annex. However Lite Annexes can only have smaller Lite Annexes or Proficiencies as Sub-Annexes.0010
SkillTwo Proficiencies working together (usually with the Facet Boons of a Character, Plot, or Setting). Two Proficiencies add their respective Facet Values to find a Value, and Boon, for the Skill. One Proficiency provides the Root Facet (and Tangle), the other the Channelling Facet. Characters (excluding Extras) may have as many Skill Annexes as their largest Hitch’s Marks (Banes Reduced) and filled Personality Proficiency Slots (found in Hitches).Skill Master Annexes can only have Extra Proficiencies as Sub-Annexes. They may have Skill Boon Draw Slots.0010
TalentAt least three or more Proficiencies working together. One of them must be acting as a Root, another a Channel, another must act as an Umbral, one of these may pull double duty as the Tangle as well (normally the Root although any Proficiency can act as a Tangle, including a dedicated Tangle if need be). Talents may have Nimbed Proficiencies too, but are limited in number by the Setting.Root, Channel and all Umbrals add their Values to find the Talent Value and Boon.Talents have a limited number of Proficiencies.
  • Simple — Talents are limited to 1 Umbral. Depending upon the Setting and build, they may have no, 1 or limited Nimbeds.
  • Complex — Talents are not limited in Umbrals, but are limited to a maximum number of Proficiencies. Talents may have Aura Proficiencies (Umbrals and Nimbeds) equal to the number of Proficiencies or Hitches, Personas and Cores in the Master Annex Reduced (Score of the Boon). So a Descendant with 5 Proficiencies in the Master Annex may have 2 Aura Proficiencies, where as a Character with 1 Hitch, 1 Persona and 1 Core can only have 1 additional Proficiency in their Talents. It should be noted that Resolved Hitches (in the form of additional Personas, Cores, etc) count for this purpose.
A Character (excluding Extras) are also limited in that they may have as many Talent Slots as their largest Hitch’s Marks (Banes Reduced) and have filled Skill Slots.
Talent Master Annexes may have Skills as Sub-Annexes and Extra Proficiencies. They may have Talent Score Proficiencies that build Talent Draw Sub-Skills. So a Boon 30 Talent can support 7 Proficiencies, 4 of which are in 2 Skills, leaving 3 in the Talent Extra Proficiency Slot.5121
PowerAt least four, and normally around 5-8 Proficiencies in the same Annex. At least one of them is an Umbral. Often the Tangle is a separate Proficiency in Powers, not a Root Tangle. Powers are often created by a Character developing a Talent beyond the Talent limits (at its simplest this is adding a 2nd Umbral).Root, Channel and all Umbrals add their Values to find the Power Value and Boon.Powers are limited in the number of Proficiencies that they may have.
  • Simple — Powers are limited to a maximum of 2 Umbrals and the appropriate number of Nimbeds.
  • Hard — The Setting can set a hard limit of total Proficiencies in a Power from 5 to 26.
  • Complex — Powers may have as many Proficiencies as the Master Annex has Proficiencies or for Personality Annexes the number of Personas, Cores and Hitches. So a Character with 2 Hitches, 1 Core and Persona, can have 4 additional Proficiencies in their Powers.
  • A Character may have as many Powers as the smallest of their Personality Draw, their biggest Hitch Ruins, or their Number of Active Talents Reduced.
Power Master Annexes can have Power Draw Sub-Talents, and Power Score Skills and Power Boon total Proficiencies. So A Boon 32 Power could have 32 Proficiencies in total, building upto 3 Sub-Talents and 8 Skills.6232
Super-AnnexA Super-Annex is the most powerful of the Proficiency Annexes. Any other Annex can be promoted to Super status (becoming a Super-Skill, Super-Talent or Super-Power as required).Root, Channel and all Umbrals add Boons directly to find the Super-Annex Boon.In a Super-Annex all Proficiencies add a Nimbed Aura effect, Nimbeds themselves count as 2 Nimbeds for the same Facet. A Yarn-Teller (Solo / Fae / Greater Demon /Kaiju / Gods etc) Character or Force-of-Nature Extras may have 1 Super-Annex, lower Character Types may have 0 Super-Annexes. Artefacts can also occasionally grant Super-Annexes to any Character. Descendants can have a maximum of 1 Super-Annex normally (although again Artefacts and some Pacts can vary this). Master Super-Annexes of any type can have Super-Annex Draw Sub-Powers, Super-Annex Score Sub-Skills and Sub-Talents and a total of Super-Annex Boon Proficiencies to build them all with. A Boon 50 Super-Skill could have 50 Proficiencies making 3 Powers, 10 Sub-Talents and Sub-Skills (probably 5 of each)11343
PactA Pact Annex is a separate form of Annex that is created by groups of people working together (and occasionally by Gestalt Character or Swarm Monsters too). Each Member has some access to the Pact based on whether their Membership Tier (which have different costs see Pact Descendants).A Pact Annex is not created with Proficiencies, but from the Size and Character Types of its membership. Add the Chi Cost of the highest Character Type, plus the Chi cost of the Group Size, and that is the Boon of the Annex. E.g. so 4 (2 Chi) Yarn-Tellers (21 Chi), or 950 (21 Chi) Vex Extras (2 Chi) both create a Pact with a Boon of 23, if both Pacts combined members and that would be Boon 42. As Pacts change membership their Boon will alter as well.Pact Annexes are rarely rollable, although occasionally the full force of a group may be used by its Sovereign, this is more often used by Yarn-Tellers to defend the Pact, or provide gains to members. Pact ANnexes can occasionally have more than 1 Super-Annex, but this is only possible for the most powerful Pacts.Master Pact Annexes are limited by the Pact Type, Herd Pacts and above may have Pact Draw Proficiencies. Club Pacts and above can use those Proficiencies to build Pact Draw Skills, Guild Pacts and above can build Pact Draw Talents, Society Pacts and above can build Pact Draw Powers and Nation Pacts can build 1 Super-Annex. Pacts can make upto Pact Score Sub-Annexes in total, they are limited to Pact Draw for the largest type they are normally allowed and only 1 Super-Annex even for Nations, but Trusts, Leagues and Covenants can increase this to Pact Draw Double Reduced (the Draw of the Draw).0054
SizeA Size Annex is the Master Annex of any Location Descendant, and defines the Size of any Location or Character according to the Sway table as ChiSize Annexes are not built from Proficiencies, but instead relate solely to the Size of the Location (or Kaiju Monster) being described. The Size Boon is the equivalent of the Chi for that Size so a City Block or a Kaiju as big as it will both have a Size Boon of 26. Note that Size Annexes can be Small Size as well as Location, to create tiny heroes or monstrous viruses, a Bulmäs walking a Flea Path would have Boon 9 Small Size Annex.Size Annexes that are Master Annexes can have a total number of Sub-Annexes equal to the Size Annex Score. Size Annexes can usually support only 1 Super-Annex, but can occasionally support more.Master Size Annexes can have Size Boon Proficiencies that are making Size Score Sub-Annexes, with Size Draw Sub-Powers and 1 Super-Annex.16454
PersonalityA Personality Annex is the Master Annex of any major Character Alt (Extras use normal Annex equivalents for simplicity).Personality Annexes add Hitches, Personas and Cores to a Character, the Facet or Bane Values for those components are added to find the Value and Boon of the Personality.For Characters the Personality Annex always acts as a Master Annex. Personality Annexes add additional restrictions on Sub-Annexes and Proficiencies.Master Personality Annexes can support 1 Super-Annex (for Yarn-Tellers), Personality Boon Proficiencies (although this is controlled by the Hitches too), Personality Score Sub-Annexes in total, and Personality Draw Powers although the number of Powers is also restricted by the Number of filled Talents Slots Reduced (Score of Boon so 2 Talents are required to have a Power) and the Ruins of the Character’s largest Hitch. They are also limited in number of Skills and Talents, with both numbers restricted by the Character’s largest Hitch Marks. Talents are also restricted by number of Skills and Skills are restricted by number of Proficiency Slots filled. This can restrict underdeveloped Characters a lot.003Number of Hitches Reduced
ConflictConflicts are the Master Annexes of Plots. They can add Monster Facets to the Plot’s Characters, and have direct effects on the Extras, Quests, Ordeals, etc.Conflicts add the Boons of their Conflict Facets directly together like Super Annexes.Conflict Annexes are not limited in Sub-Annexes, but all Sub-Annexes must be held by Descendants or Embodiment Characters.Conflict Annexes create Plots, Plots do not access Annexes as Characters, Locations, etc do, and all Annexes must be held by Embodiments of the Plot.006Number of Sides
TypeDescriptionBoon CalculationsRulesMaster Annex RulesMinimum RTGRTMaximum Cards PlayedPassive Play

  • Full Characters
    1. Full Characters are the most complex T13 Characters. They are even more Detailed than a Detailed Character as essentially they are a Pool of Detailed Characters living as one Trans-dimensional being. A Full Character is essentially at least Two Detailed Characters as Alternates, Full Characters must have multiple Alternates, these might be Past-Lives, Quantum-selves, or something more exotic… Alternates may be Detailed Characters, Archetype Characters, Lite Characters or “Extras” as required or desired.
    2. Full Characters can Unjoin Facets and Anti-Facets allowing them to have high scores in both, however unjoined Facets cost twice as much to change as Joined Facets. So increasing a Boon 13 Facet and Anti-Facet to Boon 14 would cost 26 Chi each.

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