The T13 Roleplaying Game

Narrative Tricks

During a card Test or Ordeal if a Character plays a special Trick there are specific Narrative results that may result.

Narrative Tricks

The type of Ordeal Tricks that a character can play on another vary with the number of cards that can be played, and can unlock types of Narrative Tricks.

TypeDescriptionRule
No TrickThe cards played do not include any Tricks.The cards will have their normal Ordeal Action Narrative effect only.
FlushThe cards played are all of the same suit regardless of face value.Flushes are the least powerful Narrative Trick. They usually add an Advantage for the Player of the Trick.
OvertakePlaying a card the same suit (wild cards will not count) as a Flush that has a higher Face Value (additional Pips will not count) is called Overtaking a Flush.Overtaking a Flush with an over card allows the Player to bury the entire Flush in the Discard Pile immediately. This can be done to any played Flush including an incoming attack.
Neighbours2 cards with sequential values from any suit e.g. 10 and J Neighbours can be Suited making them slightly more powerful. Neghbours are also known as Shorts, Sequences and Short-runs.Neighbours usually grant the Player a Promise. Suited Neighbours also add an Advantage.
ExtendingPlaying an card upon sequential cards that are already in play is called Extending. Neighbours can be extended into a Trend, etc by suitable cards. Suited sequences can only be Extended by Suited cards.Extending a Trick already in Play allows the Character to redirect the target of the trick, somewhat. If a Trick is Extended by 1 card the new target is random, more than 1 card lets the Character direct the redirection to any Character other than the original Player, matching the original length of the Trick with the Extension will allow the Trick to be redirected back at the original Player. Extended Tricks only have the Narrative Effect of the original Trick however.
Pair2 cards with the same face value (a Pair) e.g. a 10 and a 10 Pairs usually create a Promise. Exact Pairs (e.g Suited) also add an Advantage.
MatchingPlaying the same card as a Pair, Set, N-of-a-kind (without a Wild) is called Matching. Matching ignores Suits generally, but if a Matching card is actually a duplicate card for one already in the Trick then it is called True Matching.Matching a Trick will allow the Player of the Match to negate an Action, setting all the Played cards to the Prepared State. The Prepared cards will still act as originally intended, so an Attack becomes a Prepared Trick. The Prepared Trick is not necessarily controlled by either the original Player or the ordinary Matching Player, but hangs in the air. The next person that can Match the Prepared Trick will gain control of those cards. True Matches can immediately Bury a Trick, or leave them Prepared as they prefer.
Set3 cards with the same face value e.g. 4,4 and 4. Also sometimes called a Royal Pair, Triplet, or 3-of-a-kind.Sets usually create a Karmic Shift.
TrendA Trend is 3 cards with sequential Pip Values from any suit, e.g. 4, 5 and 6 . They are also called 3-Runs, Trends tend to create a Karmic Shift, Suited Trends may instead of adding an Advantage to a Karmic Shift, create a Plight for the Target.
N-of-a-kind4 or 5 Cards all with the same face value. Four-of-a-kind is considered True only if one of each suit is present and no wildcards are involved, a Five-of-a-kind is considered True if each Suit is represented once along with a wild card.Usually creates a Plight, but if True may create a Discord instead.
RunA Run is 4 or 5 cards with sequential face values. e.g. cards 6,7,8 and 9.Runs usually create Plights, suited Runs create Discords instead.
Sequences6 or more cards with sequential face value, usually not of the same suit.Sequences usually create a Geas with any 6 of the cards from the Trick, but they can create Discords instead if required
WildsetsWildsets are 6 (or more) cards with the same face value or a wildcard. True Wildsets include each suit at least once and at least one wild card.Wildsets usually create a Geas. A True wild will add an Advantage too.
LongLongs are nine or more cards in a sequence or wildset. True Longs only occur if all the cards in the Long are suited. Longs create a Schism for the target. True Longs also add an Advantage for the Player.
TypeDescriptionRule

Narrative Trick Types

The Tricks can unlock different types of Narrative effects which can have the following effects.

TypeDescriptionRule
No TrickThe cards played have no Tricks involved.The cards will have their normal Ordeal Action Narrative effect only.
BuryBurying cards is moving them automatically into the Discard Pile, they are not placed atop but inserted into the pile some way down.The cards buried will have no Action or effect.
AdvantageAn Advantage is essentially a Generic Narrative Success Level; this might change the Tone of the Scene, to match the Action of the Trick, or the Trick may raise or lower the current Stakes of the Scene or Ordeal, depending upon what is required.A Generic Narrative Success Level is added to the Trick Player’s Action.
PromiseA Promise is a minor narrative effect, usually used to a negative effect on a target.One card from the Ordeal Trick in addition to its normal role is played as a Wyrd Tarot card upon the target of the Trick. This Promise card usually has an immediate effect, but it can have a Promised effect, where it will not trigger until the next time these Character’s meet.
Karmic ShiftA Karmic shift describes when something good happens to the good guy and something bad happens to the bad guy, usually as a reversal of their normal fates.Two cards from the Ordeal Trick in addition to their normal roles can be played as Wyrd Tarot Cards, one is played upon the target the other the player of the Trick.
PlightA Plight is a simple situation that the target is plunged into by the forces of the narrative. A Plight is a medium Narrative effect, much more powerful than a Promise or Karmic Shift. A 3 card Spread is the simplest form of Yarn-Telling, describing a context, some problem and what must be done.3 cards from the Trick are used to create a 3 card Yarn-card History-Situation-Solution-Spread which is applied to the Target of the Trick. The Yarn-Tellers and Referee should do their best to incorporate this new Situation into the Plot, which might be little more than a late Loom plot twist or a surprise in the Zenith, or they may use it as a Hook for a new Plot to follow this.
DiscordA Discord is a new Simple Conflict Plot that affects the Target of the Trick.4 cards from the Trick are used to create a Simple Conflict that affects the target, making them one of the Embodiments of the Conflict automatically (usually they are the Pressed Side to the Player of the Trick’s Dominant Side). Sometimes an additional card is used (5 from the Trick) to add a Plot Significator.
GeasA Geas is a Quest or Lore that you are forced upon, often against your will, and usually better judgement. They can best be described as being part Quest, part Taboo, part Lore and part Curse, and are modelled usually as a Doomed Hitch and an associated Quest, with the same cards also creating a Lore. A Geas can be imposed by magic, or social pressure, like government or religious leadership.Six cards from the Trick are used to create a Quest that the Target of the Trick is compelled to do (usually this does not include creating a “Doomed” Hitch to enforce this — but it can if necessary).
SchismThe Trick creates a new Plot with an Internalised Conflict inside the Target.9 cards from the Trick are used to create a new Internalised Conflict, which can develop into a whole new Arc Plot that focuses upon this character, but usually just complicates their life with new active Embodiments around and inside them. Sometimes an additional card will be added from the Trick to add a Plot Significator.
TypeDescriptionRule

Sets

The types of Narrative that Narrative Tricks can tell with Pairs, Sets, Wildsets and Nth-of-a-kind Tricks can be further limited by the card that is being played.

This limitation is usually based upon what the signification of this set is. For example if a Trick is a Set of 2s this would emphasise Conflicts, Opposition and Choices during the Karmic Shift that is created. This is usually based on the Face Value of the card (although Trumps can match at +2 Pips if the Yarn-Teller allows it, but they then act as that Face Value, e.g. a Trump 10 is the same as a None-Trump Queen although this tops out at the Ace).

Card Narrative Meaning
2 Twos signify conflict, opposition and choices. They can indicate crossroads, partings, separations, and changes of direction.
3 Threes signify creativity and and communication. They can indicate hope, imagination, inspiration and conversations.
4 Fours signify stability and foundations. They usually indicate some foundation, whether an organization or a building, that may have its foundation weakened, damaged or strengthened by the narrative.
5 Fives signify change and challenges
6 Sixes signify harmony and adaptation, but they can also indicate hard work or unexpected challenges.
7 Sevens signify surprises, whether in the sense of conspiracy, illnesses and light hearted fun.
8 Eights signify karma and mostly in the form of karmic retributions, if someone has been having a bad time now is the time they will be rewarded, if they have been running amok they will now have to pay that price.
9 Nines signify fortune, monetary rewards and cash prizes.
10 Tens indicate a completion, whether the actual end of the story or the end of a character or phase.
J Jacks signify youth, high spirits, parties, quarrels, protection, privilege and disagreements.
Q Queens signify an older female, matriarchy, scandals, social events, curiosity, love, wisdom, sinister manipulations and betrayal.
K Kings dignify an older mature male, the patriarchy, business acumen, wisdom, knowledge and good advice.
A Aces signify beginnings, meetings and unions. They can indicate love-interests, chance encounters, alliances, and friendships.

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