Detailed Characters are a middle-ground in T13. They represent a lot of Character complexity within a single Character sheet. This is because a Detailed Character will actually combine several similar Alts onto a single sheet (often Nominative or Past-Life Alts). This distinguishes it from a Full T13 Character which will have many Alts from a variety of sources usually.
Most T13 Character Types are represented best with a Detailed Character. A few exceptionally powerful Character Types can only be represented by a Full Character. While Detailed Characters can be used for NPCs and the like such Detail is often unnecessary in the context of the game, and even most Narratives are not served by having every Character be detailed upon their first appearance, and are better represented with Extras and Archetypes in most cases.
Type | Description | Rules | Min-Hitches | Max-Hitches | Woe Gain | Hitch Gain | Gain | Max Stored Chi | Sway 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. | 0 | 24 | 1 Twist/Yarn when triggered | 1 Chi when triggered | Normally 1 Chi for Persona / Core / I-Ching / Geometry gains | Master Annex Highest possible rolled Score | 1 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. | 0 | 24 | 1 Twist/Yarn when triggered | 1 Chi when triggered | Normally 1 Chi / Sway for Persona / Core / I-Ching / Geometry gains | Master Annex Highest possible rolled Score | 1 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. | 0 | 24 | 1 Twist when triggered | 1 Chi when triggered | Normally 1 Chi / Sway for Persona / Core / I-Ching / Geometry gains | Master Annex Highest possible rolled Score | 1 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. | 0 | 24 | 1 Twist/Yarn when triggered | 1 Chi when triggered | Normally 1 Chi / Sway for Persona / Core / I-Ching / Geometry gains | Master Annex Highest possible rolled Score | 1 Yin/Yang |
Lite Character | Lite 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. | 0 | 24 | Ruins in Twists/Yarn when triggered | Ruins in Chi when triggered | Normally 1 Chi for Persona / Core / I-Ching / Geometry gains | Master Annex Highest possible rolled Score | 1 Yin/Yang |
Archetype Character | Archetypes 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. | 0 | 24 | Ruins in Twists/Yarn when triggered | Ruins in Chi when triggered | Normally 1 Chi / Sway for Persona / Core / I-Ching / Geometry gains | Master Annex Highest possible rolled Score | 1 Yin/Yang |
Grunt | Grunts 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. | 1 | 4 | Ruins Twists/Yarn when triggered | Ruins in Chi when triggered | Personality Draw Chi for Persona / Core / I-Ching / Geometry gains | Personality Boon | 1 Yin/Yang |
Goblin | Goblins 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 5 | 2 | 5 | Ruins Twists when triggered | Ruins in Chi when triggered | Personality Annex Draw Chi for Persona / Core / I-Ching / Geometry gains. | Personality Annex Boon | 1 Yin/Yang |
Hero | The 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. | 3 | 8 | Ruins in Twists/Yarn when triggered | Marks in Chi when triggered | Personality Annex Score for Persona/Core/I-Ching gains | Personality Annex Value | Personality Annex Draw Yin/Yang |
Demon | Demons 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. | 4 | 8 | Ruins in Twists when triggered | Marks in Chi / 1 Twist when triggered | Personality Annex Score for Persona/Core/I-Ching gains | Personality Annex Value | Personality Annex Draw Yin/Yang |
Yarn-Teller | Yarn-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. | 6 | 13 | Marks in Twists/Yarn when triggered | Banes in Chi when triggered | Personality Boon Chi for Persona/Core/I-Ching gains | Personality Super-Value | Personality Annex Score Yin/Yang |
Demon-Lord | When 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. | 7 | 14 | Marks in Twists when triggered | Banes in Chi when triggered | Personality Annex Boon Chi for Persona/Core/I-Ching gains | Personality Annex Super-Value | Personality Annex Score Yin/Yang |
Bulmäs | The 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). | 1 | 13 | Varies 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 gains | Personality Annex Super-Value | Personality Annex Score Yin/Yang |
Kaiju | Kaiju 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). | 1 | 24 | Marks in Twists/Yarn when triggered | Banes in Chi when triggered | Size Annex Boon Chi for Persona/Core/I-Ching gains | Personality Super-Value | Size Annex Score Yin/Yang |
Neechies | Neechies 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. | 0 | 0 | Cannot have Hitches | Cannot have Hitches | 1 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 Chi | 1 Yin/Yang |
Increated | Increated 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. | 1 | 24 | Banes Twists | Banes Twists | Personality Annex Score Twists for Persona/Core/I-Ching gains. | Personality Annex Super-Value | 1 Yin/Yang |
Type | Description | Rules | Min-Hitches | Max-Hitches | Woe Gain | Hitch Gain | Gain | Max Stored Chi | Sway Gain |
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 Player Characters start with a Detailed Character unless you are playing a Lite One-shot or similar. Detailed Characters can represent Grunt, Hero and Yarn-Teller Characters, but many Veteran Heroes and Experienced Yarn-Tellers quickly enter Full Character territory without careful management.
Type | Description | Rules | Min Hitches | Max Hitches |
---|---|---|---|---|
Fresh | A 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 Type | Up to +2 over Minimum |
Experienced | Any 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 +1 | Up to Half of Max for the Type |
Veteran | Veteran 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 Type | Max for Type -1 |
Maxed | A 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 Resolved | Max-Hitches for Type |
Type | Description | Rules | Min Hitches | Max Hitches |
Detailed Characters 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, Anti-Facets and their Annexes. Additionally Youths adjust their Proficiency Dice, which can make Proficiency Crises more common, but reduces what they are capable of, this reflects Younger Characters faster learning, but lower skill levels.
Type | Description | Rules | Scale Modifier | Proficiency Dice |
---|---|---|---|---|
New-born | New-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. | -4 | 1d3-1 |
Infant | Small 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. | -3 | 1d3 |
Kid | Kids 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. | -2 | 1d4 |
Young-Adult | Young 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. | -1 | 1d5 |
Adult | Fully 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. | 0 | 1d6 |
Aged | Aged 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. | 0 | 1d8 |
Type | Description | Rules | Scale Modifier | Proficiency Dice |
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.
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 it is not typical to begin play this way. 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 Proficiency Slots before they can be used in rolls (having Arachnophobia does not grant you intuitive knowledge of spiders, but it can lead you to learn more).
Detailed Characters always have a Geometry calculated from the Character’s name and they often have a couple of different Nominative Alternates available to them. Detailed Characters have at least one I-Ching, that is usually calculated from their Statblock, but may be random, or selected as the Referee prefers. Detailed Characters can have a number of Extra (or one Lite) Alts on the same Character sheet, but usually only one Statblock (okay occasionally two in the case of ).
Type | Description | Name Rule |
---|---|---|
Core Identity | This Alternate is the original, “ur” example of the character. All other Alternates are measured from this one. | [Character Name] (Nickname) |
Nominative Alternate | We 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 Disorder | Sometimes 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-Life | A 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 Entity | Spirits, 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 Alternate | We 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 Alternate | We 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 Soul | Demons, 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 Alternate | Sometimes 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 Form | Some 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] |
Type | Description | Name Rule |
Type | Description | Rules |
---|---|---|
Original | This Alternate is the Character's original, all other Alternates will be measured based off it. | This is the original Alternate. |
Same | The 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. |
Similar | This 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. |
Related | This 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. |
Unrelated | This 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. |
Type | Description | Rules |
Type | Description | Rules | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Individual | Individual Personalities are how Alternates always begin, they are unaware of their Alternates, or have none. | This Alternate is usually the original Character. | ||||||||||
Coalesced | For 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. | ||||||||||
Integrated | When 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-dominant | These 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. | ||||||||||
Split | These 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.
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). | ||||||||||
Unstable | Even 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. | ||||||||||
Subsumed | When 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. | ||||||||||
Type | Description | Rules |
Detailed Characters may have a number of Active Personality 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 slots are filled, or all bar one slot is filled as they like).
Fresh Detailed Characters usually build Annexes from Proficiencies during play, but older more experienced Characters will have Annexes already. Characters may have as many Annex Slots as their Personality Score (or one per filled Prof Slot whichever is smaller). However, they are restricted in Annex types differently.
Type | Description | Boon Calculations | Rules | Master Annex Rules | Minimum RT | GRT | Maximum Cards Played | Passive Play |
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Proficiency | A 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. | 0 | 0 | 1 | 0 |
Skill | Two 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. | 0 | 0 | 1 | 0 |
Talent | At 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.
| 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. | 5 | 1 | 2 | 1 |
Power | At 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.
| 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. | 6 | 2 | 3 | 2 |
Super-Annex | A 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) | 11 | 3 | 4 | 3 |
Pact | A 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). | 0 | 0 | 5 | 4 |
Size | A 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 Chi | Size 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. | 16 | 4 | 5 | 4 |
Personality | A 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. | 0 | 0 | 3 | Number of Hitches Reduced |
Conflict | Conflicts 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. | 0 | 0 | 6 | Number of Sides |
Type | Description | Boon Calculations | Rules | Master Annex Rules | Minimum RT | GRT | Maximum Cards Played | Passive Play |