The Round is the largest and most important structure that we use in an Ordeal. The Round controls the pace of the action and helps break Ordeals into smaller, more understandable “chunks”, but the Round is purely a game-mechanic structure, it serves only the game, and not the Narrative. Rounds are initiated whenever an Ordeal is declared, and ends when either the Round Wild Pool or the Deck is emptied.
Round Wild Pool
A defining point of a T13 Round is the Round Wild Pool. This is a pool of cards that are potentially used by every Character involved in the Ordeal. The Pool varies in size based on the Stakes of the Ordeal. The Round Wild Pool can vary from 2-6 Ordeal Cards.
Blended Stakes can modify the Round Wild Pool, with a Low Stakes Ordeal, with a High Stakes component using the Medium or even High Stakes Round Wild Pool to increase the potential danger and threat.
These Cards are dealt face-up onto the table where everyone can see them during the Round.
When making an Action, if a Character can make an Ordeal Trick with a card from the Round Wild Pool then they may take the Wild Pool card and add it to the Action they are currently making. For example if you can match a card from the Round Wild Pool with a card from your Pool, they can be played together as a Pair. This would allow one of the Pair to be played as a Wyrd Tarot card Promise.
When all cards are played from the Round Wild Pool then the Round will end.
You can also find out more about Narrative Tricks, what they are, and how they affect the Narrative in the Rules page for Narrative Tricks.
Rounds and Stages
The Round is a game-mechanic structure, Stages are a Narrative structure. These two structural systems combine to create the flow of all Ordeals, and can vary greatly from Ordeal to Ordeal.
- Racetrack β The Characters can work through several Stages (possibly even repeating a number of Stages, as you might race around a track) in a single round. This is especially common in Action sequences, where Characters are moving through a number of Stages during a single Round of the Ordeal.
- Gradual β The Characters can work through several Rounds while remaining in a single Stage. This is more common in gradual Ordeals where Characters have to accumulate resources to make purchases, or perform years of research to make a breakthrough.
- In-Step β Each Round is specifically tied to a Single Stage. The Stage cannot be completed, without also completing the Round (and vice-versa). This effect is usually created by making the Round Wild Pool only 1 or 2 cards big, and works well with heist style Ordeals, or any situation where there is a clearly stepped plan.
- In-Flux β Rounds and Stages are completely unconnected to each other. The first Stage may take two Rounds to complete, but the later Stages may all be completed in a single Round, or vice-versa. This is the usual chaos that most Ordeals exists in.
Round Procedure
- Roll Proficiencies β A Proficiency Roll is how we begin an Ordeal. The Proficiencies should be appropriate to the Ordeal being attempted, in Higher Stakes Ordeals you would probably be allowed to use Proficiencies for any weapons you carry, or martial arts you may know, as well as Proficiencies like “Fast”, “Quick-witted”. Normally at this point you only roll Proficiency Dice (it is possible for an Annex, Descendant or Facet to also be rolled if the Referee and Yarn-Teller agree, although usually the Annex must have a Quiet Automatic Activation Nimbed specifically for this purpose). The Score of this roll is Reduced to find a Draw and this number of Ordeal Cards are drawn to form the initial Ordeal Pool (which may be beyond the Ordeal Pool Limit, at this time).
Extra Success Levels may draw an additional card. Failure Levels may cost a card each. - Narrate Stage Card(s) β The Yarn-Teller should reveal the difficulty of this Roundβs 1st Stage (by revealing the Ordeal Cards or telling the Players the difficulty) while describing the Stage (or Location) and narrating the Ordeal at this time.
The Yarn-Teller may allow characters with knowledge of the Location (or the procedure) to see the coming Stages, allowing them to plan ahead.
Sometimes the Yarn-Teller will keep the Stage Difficulty, or most often the Obstacles secret. They might show one route, but a short-cut, or secret technique that is unknown, would be kept face-down (or even off the table) until it is discovered.
Characters may start in different Stages, with different Stage Difficulties, if that is the case this would be the time to tell them that. They may even have different goals and even different Stakes. Thatβs all up to the Yarn-Teller and Referee. - Deal Round Wild Pool β The cards of the Round Wild Pool should be dealt according to the current Stakes of the Ordeal.
- Begin Round Phases β Start the Phase Order according to the Initiative System you prefer to use.
During the Round
Rounds proceed by Phases, through Stages (or across/between Stages if they are acting as proxies for Locations). With each Character taking their actions in turn. The number of Phases per Stage and number of Stages is generally controlled by the the Yarn-Teller.
End of the Round
A Round ends at the moment that the Deck is exhausted (the last card is drawn or dealt) or a Trick is played that includes the final Round Wild Pool card. The end of the Round breaks the narrative flow a little, as combatants back off to assess the situation, gauge the severity of their wounds, assess ammo levels, those being chased stop to catch their breath, look behind them, and that kind of thing.
- All RT and GRT Chips are immediately handed in. They will have no effect on the next Round.
- All Ordeal Pools are immediately counted and that number Reduced (take the Score of the Boon), then you hand back all but the reduced number of cards.
- It is normal to apply all damage before the next Round. See Wounds Rule Page for how to apply Wounds.
- Returned Ordeal Cards are shuffled, the next Round Wild Pool is dealt (or selected), and then Proficiency Dice may be rolled to draw additional cards for the next Round. These are added to the remaining Pool from the last Round. Highest number of cards begins the first Phase of the next Round.
Rounds and Phases
A Phase is a collection of single Narrative events or βMomentsβ, usually consisting of one Moment for each Character in the Ordeal. At its fastest, in a High Stakes situation like Combat, a Phase lasts about half a second of subjective time (it feels about as long in a Never-Time bubble, or travelling in Time, or whatever, as it does at normal pace), and is just about long enough for each Character to do a few quick things, usually an Full-Action or Half-Action (drawing and/or playing 1 or more cards).
During an extended Ordeal, a Phase could be a day, a week or even centuries long (more if travelling in time as well), with many things happening that arenβt narrated around the Ordeal.
In short, in a Phase we have some “things” happen, each thing caused by someone, usually to something or someone else.
The Ordeal proceeds by Phases, in a Phase each Character gets at least one Action where you might be able to draw and play cards, narrating the action, or you might be stuck waiting for a Power to cool-down (in GRT).
Normally, a Stage has a limited number of Phases (decided by the Stakes and Yarn-Teller), if the Character fails to play cards that are higher than the Stage difficulty (for that purpose alone β you canβt count that cracking shot you pulled off in phase 4) by the end of the Phases of the Stage, then they have failed that Stage.
Phase Order Initiative System
The order that Characters can take their Moments and act in during a Phase is determined by what we call the Phase Order Initiative System (POIS), there are a number of different ways that POIS can be deployed.
- Sweeping Spotlight POIS β Start with the Player to the current Yarn-Tellerβs left or right (after they have described the Scene, Stage, Situation and Stakes) and go around handing the spotlight off to the left or right.
- Yarn-Teller Directed POIS β The Yarn-Teller points the “camera” at the interesting action (while letting the boring stuff happen off camera). This means they follow the Characters that are actively fighting, shooting or whatever, then turn to those who are hiding, waiting, digging in, and so on and say “So, what have you been doing?”
- Ordeal Pool POIS β The Order proceeds from the Character with the largest Ordeal Pool (by number of cards) down to the smallest. This can work very well, but changing Pool sizes and Preparations can complicate the procedure immensely. In general, a Prepared Reserve does not count towards initiative Order, unless noted for a Style Reserve Pool (such as Speedster).
- Card POIS β Each Character must assign at least one card from their Ordeal Pool as their Initiative Card(s) for the Round (or Stage). Play proceeds from highest Pips to lowest Pips. The cards assigned for initiative cannot be used for another purpose, but can be swapped out or added to whenever a Character Draws a card (which can allow a Character to take more than one Action a Phase). Playing an Initiative Card means it will not be available for initiative next Phase.
- Scored POIS β The Character with the highest Zeal, Inertia, Fury or Quiet Score goes first and so on down to the lowest. This is can be rolled to give some random factor. Score Ties can be broken by Boon, Value or die roll as required. Annexes may be used if they are appropriate.
- Pay Sway POIS β You can pay with Sway (usually Facet Sway Verve, Endurance, Surges or Serenity β although Breaths, Health and so on may also be used). Those who pay more go faster, optionally Heroes may add Chi, Yarn-Tellers may add Yarn. This Action Economy system is best used for tactical and strategic games where you want limited randomness, for a more cinematic and random flavour try combining with the previous three modes.
Sometimes one side may have an advantage of surprise, in these cases they should act first, regardless of Initiative, but only for the first Phase.
Moments and Taking Actions
During a Phase each Character gets usually one Moment, this is their go, chance, or turn (some careful play and strategies can get you more than one Moment), the time for them to act and hopefully shine. During your Moment you can elect to take a Full-Action or a Half-Action, unless you are already affected by GRT. But weβll get to that in a moment. Normally all Moments are considered to be overlapping, with POIS order determining when each Moment begins, but they all end simultaneously at the end of the Phase. This is when the Yarn-Teller or Referee should narrate the Phaseβs Action.
Full Actions with Descendants and Annexes
When you use a Descendant, or an Annex, during a Ordeal you get to draw new cards as well as playing at least one card.
It is normal during Ordeals to not roll for these actions, instead take the average (it should be noted that the average will be halved if you are not Proficient, but otherwise Proficiencies are not rolled or checked during an Action). These Averages are noted on the Boon of the Annex or Descendant as the Score and more importantly the Draw.
- You should pay any Umbral costs associated with the Descendant or Annex before drawing any cards (in case they fail). In some situations failure to activate the Annex may cause automatic failure, so be sure you meet all the Umbral Conditions.
- A Descendant or Annex draws the Boon Draw cards (Score Reduced). If rolling Score and reducing the number of cards looks like this helpful table
Rolled Score 0 1 2-4 5-7 8-11 12-15 16-20 21-25 26-31 32-37 38-44 Number of Cards 0 0.5* 1 2 3 4 5 6 7 8 9 *A half card is one card but the Pips are halved.
- Having drawn your cards then you may play at least one card. The number you can play is based on the Annex Type, and varies from 1-4, but some Nimbeds and Success Level Effects can let you play more.
When playing cards, if you could play a Trick that would use a card from the Round Wild Pool, then remove it from the Round Wild Pool and add it to the Action.
Additional cards (such as from Trick play) may be used as normal, or to pay the costs of Range, or multiple Targets as appropriate. They can also be used to reduce the Reaction Time of that Annex or Descendant.
You may be able to play cards on the Stage Difficulty while playing other cards to perform other actions such attacking another competitor (unless restricted by Umbrals or Hitches). - Having played cards you should now Discard cards over your Ordeal Pool Limit (number of Hitches + Scale).
- Having Discarded you now draw Reaction Time chips, and any Global Reaction Time Chips that are required.
Half Actions
Half-Actions are another way of getting things done during an Ordeal. They donβt incur any Reaction Time penalties, and therefore are an excellent way of progressing through an Ordeal β if you have a good enough Pool.
Half-Actions are simple Facet based actions. This allows them to either:
- Wait: And draw a card (some Refs may allow a Character to draw equal to the appropriate Facet Draw, but usually this will be one anyway).
- Quick Action: Play a single card from your Ordeal Pool without any GRT or RT.
Reaction Times
When a character takes a Full-action (drawing new cards and then playing them) there is a lag, or cool down, before they can use that Descendant or Annex again. This is called Reaction Time.
For Annexes, the normal Reaction Time is equal to the Reduced Boon, but this will often be modified by Tangles, Umbrals or Nimbeds or a Hitch Gnarl. Descendants are additionally limited by their physical size (like a rifle is slower than a pistol and a dagger is faster than a battle-axe, although that isnβt to say that a magical battle-axe isnβt faster than normal dagger, but it couldnβt be faster than a dagger with the same enchantments).
Type | Description | Rules | Minimum RT | Suggested RT | Suggested GRT | Reach |
---|---|---|---|---|---|---|
Tiny | A tiny prop such as a bullet, needle, piece of gravel, shuriken, coin, stubby pencil. | Tiny Props are limited to Skill only Master Annexes. | 0 | 1 | 0 | 0 |
Quick | A quick prop is a small prop designed for use at speed such as a dagger, pen or wand. | Quick props are limited to Skill or Talent Master Annexes | 0 | 2 | 0 | 0 |
Small | A small prop is smaller than a handful, such as a pocket calculator, a ring or a watch. | Small Props may have Skill, Talent or Power Master Annexes. | 0 | 3 | 0 | 0 |
Responsive | A responsive prop is designed to be quick, but isnβt small enough to be Quick, like a rapier or light pistol. | Responsive Props may have Talent or Power Master Annexes. | 0 | 4 | 0 | 1 |
Hand-held | A hand-held prop more than fills a hand, but is meant to be held in one, such as a handgun, or a short or arming sword. | Hand-held Props may have any Master Annex. | 1 | 5 | 1 | 1 |
Handful | A handful prop is much bigger than a hand, but is held by one usually with a handle. Examples include light buckler style shields, briefcases, and most tools and weapons including most broadswords and short spears. | Handful Props may have any Master Annex. | 1 | 6 | 1 | 1 |
Heavy | A Heavy prop is intended to be used with one arm, but is too heavy to be held for a long period, there are usually straps or loops that help hold it, such as a handbag, kite shield, satchel, bastard sword, jousting lance, or heavy wooden shield. | Heavy Props may have any Master Annexes. | 1 | 7 | 1 | 2 |
Two-handed | A Two-handed prop is so heavy that it should be wielded with two hands at once, such as bows, two-handed long swords, rifles with bayonets, and long-spears. | Two-Handed Props may have any Master Annex. | 2 | 8 | 1 | 3 |
Long | A Long prop would be a thin, but long weapon, such as long-spears, war-lances, two-handed flails, whips or exotic weapons like the whip-sword, but ropes, chains, ribbons, threads, yo-yos, grappling hooks and tentacles will also easily fill this role. | Long props may have any Master Annex. | 3 | 10 | 2 | 3 |
Heavy Two-handed | A heavy two-handed prop is heavy even when used in two hands. Often a strap or something will help spread the load. Examples include backpacks, Heavy Machine-guns / Crossbows, War-bows, executionerβs swords, and Halberds | Heavy Two-Handed must have a Power or Super-Annex as their Master Annex. | 2 | 10 | 2 | 3 |
Shoulder-mounted | The Shoulder-mounted prop is so heavy that it has to be placed over the shoulder during use, such as a missile launcher, a ladder, a pole, or a heavy backpack. | Shoulder Mounted Props typically have Power Master Annexes, but can have any. | 2 | 11 | 2 | 4 |
Extra-Long | Extra-long props are thin, but incredibly long. Ropes, cables, grappling hooks and chains can reach this length and may be used to make attacks at this sort of range. It may also be possible for pipes, lances, and even rapiers to be built and used in this way, but it would be very difficult to use close in. | Extra-Long Props usually have Master Annexes that are Powers, but can be any. | 4 | 12 | 2 | 5 |
Cumbersome | A cumbersome prop is awkward or slow to use for some reason, examples include Scythes and Shotguns. | Cumbersome Props can have any Master Annex. | 4 | 13 | 2 | 2 |
Very Heavy | A very heavy prop is almost too heavy to be used by a normal person, and is usually mounted on something to help with the load, examples include Primitive handguns, light cannon, mini-guns, battering rams, the heaviest bull-whips, cars, etc. | Very Heavy props usually have at least a Power as a Master Annex, but can have any. | 4 | 14 | 2 | 6 |
Large | A prop that is large is just plain unwieldy, it may be usable if it is mounted on a vehicle or something, but it is too big to be wielded by most people. Examples include cannon, siege engines, giant double-headed battle-axes, sports cars, motor-bikes, micro-lights, etc | Large Props are often Super-Annex Master Annexes, but technically can be any including Size. | 4 | 16 | 3 | 7 |
Huge | A huge prop is just enormous, they are not intended to be moved without a vehicle (or are actually a vehicle themselves), even aiming them usually requires some mechanism or an exceptionally strong character, examples include artillery (tanks or cannons), big cars, trucks, flat-bed trailers and shipping containers, airliners, etc. | Huge Props typically have a Size Annex (which may Size Shift the Pips of Ordeal Cards that they Play – see Wounds rules for Damaging Locations and Giant Characters ) but not as their Master Annex. The Master Annex can be any type including Size. | 5 | 21 | 3 | 8 |
Enormous | Enormous and stupidly unwieldy this prop is never meant to be wielded by anyone (although a few characters may be strong enough to tote them), examples include pocket Toon-Hammers, Anime blades (in any other genre), squid-god facial tentacles, trains, boats, and Mech-weapons. | Enormous Props should have a Size Annex, often acts as a Master Annex, but any type above Talent can act as a Master Annex. | 6 | 26 | 4 | 9 |
Type | Description | Rules | Minimum RT | Suggested RT | Suggested GRT | Reach |
Some Umbrals and Nimbeds can completely alter the way that RT (and GRT work) be sure to check with your Referee.
It can be useful to keep track of these Reaction Times with poker chips (use Red Chips for RT). After a Descendant or Annex takes an action take a number of chips equal to its RT β less any paid off with cards of course (we suggest using different colour chips for normal RT and Global RT).
Each phase where you donβt use that Descendant or Annex you can discard a chip from its stack. You may discard RT chips even if you are in GRT or Shocked.
You can reduce Reaction Times on individual actions by paying Pips from cards during an Action or Half-Action i.e. When playing 3 cards using his βDark Magicβ power Nigel the Necromancer uses one of the cards (a 5 of Diamonds) to reduce the Dark Magic RT by 5.
Once an Annex or Descendants RT has been reduced to zero it can be used in a Full-Action again.
Optional Rule: It is possible to use an Annex or Descendant that is in Reaction Time, but only by the Character or Descendant taking Stress equal to the remaining RT. This can create a more realistic, gritty feel to Ordeals. As it has a less gamified sense of time, however this will accelerate Drama within a Plot while also forcing more rest periods on the Characters to cope with the higher Stress. This rule can be simplified for speed of play to Characters or Descendants take Stress equal to the half the RT and ignore Reaction Time rules otherwise, however this variant does reduce the tactical options available to Players.
Global Reaction Time
Global Reaction Time (GRT) is a more powerful form of Reaction Time that rather than stopping an Annex from being used stops a Character or Descendant from taking any actions (Full or Half). You cannot draw, or play, any cards while you have Global RT chips (and technically cannot roll dice either without straining). Passive Annexes as well as armour (Rook Incarna) Descendants may still act independently to draw/play cards and soak wounds in GRT.
Global Reaction Time is related to Shock and the Stunned result of a Shock Dice being rolled creates GRT that is unrelated to the Characterβs own Actions. Similarly Shocking attacks (amongst others) can also apply GRT to a Character or Descendant before they have acted.
It should be noted that GRT chips affect only the Character or Descendant that has them. If you use a Power-based Blaster Rifleβs βScopeβ Talent, then the Descendant draws RT chips equal to Scope RT and 1 GRT. The Rifle may not be used again until the GRT is paid off. The character holding the Rifle may still take actions.
Generally the GRT of any Action relates directly to the number of cards that it may play simultaneously (or the type of Annex, see table). Particularly large Reaction Times (on a powerful Descendant usually) and some Umbrals can affect the GRT of an action.
You can reduce the GRT of an Action with cards, just like RT. A chip (or point) of GRT costs 5 Pips to pay-off this way though, so a Joker is required to pay off three chips of GRT simultaneously.
Type | Global RT / Extra Cards playable |
---|---|
Skill, Skill-type descendant or light Prop (e.g. Dagger, Pistol or Wand) | 0 |
Talent, Talent-type descendant or Average Prop (e.g. Sword, Submachine Gun or Staff) | 1 |
Power, Power-type descendant or Heavy Prop (e.g. Warhammer, Rifle or Tome) | 2 |
Super-Skill, Super-Skill Descendants or Very Heavy Prop (e.g. Halberd, Cannon, etc) | 3 |
Super-Annexes, Super-type Descendant or Ridiculously Heavy Prop (e.g. Anime Warhammer, Siege Engine, Battering Ram) | 4 |
Note that the GRT is equal to the extra cards played. A Facet plays 1 card and so does a Skill, neither incurs a GRT penalty. A Super-Power on the other hand plays 5 cards, with those 4 extra cards having a 4 GRT cost.
It is worth noting again that a Character or Descendant can act during GRT, but only by spending Stress to roll Strain Dice and then Draw and Play as usual. This action does not generally create additional GRT, and any cards Played as a result can be used to cancel GRT or RT as required. If the Annex Strained is also in RT then it will also generate Stress. Because of this it is possible for an action in GRT to Shock the Character or Descendant and thereby end up deeper in GRT afterward.
What can you do with a Half-Action or Action?
Half-Actions consist of either drawing a card or playing a single card (although it is possible that a Trick or Reserve Pool may allow additional cards to be played). Actions can draw and play one or more cards, sometimes allowing multiple simultaneously actions such as:
- Moving β Movement around the Location or Stage (positioning for an attack is a good example). Movement works much like Range (see Action Spaces and Ordeals for Rules), depending on the type of motion that you engage in and the terrain you move through.
Type Description Psychosocial Rules Open Wide-open terrain is outdoors, free from clutter, such as a desert, tundra, wasteland, grassland/prairie, open square, open water, empty air and the cold void of outer-space. An open mind, unbiased on this topic, or unprejudiced against you is easier to reach, even if there is a great divide between your ideas. Difficulty to travel is often Assisted or Neutral, rarely Opposed. Base Range Diff is calculated from the distance in Metres as a Value to a Score (Double Reduced). Base Movement Distance is Pips Value metres so a Jack of Diamonds will let you move 66 metres (11+2 Trump Pips=13). Note that Rolled Scores may be converted to Ordeal Pips by either direct conversion, halving or Reducing depending upon the Power-Level and Facet. Descendant Reach does not alter in Open terrain (a 3 metre Reach is still 3 metres away). Closed Closed terrain is indoors, or a cluttered outdoor space, such as in a woodland, a street with parked vehicles, thereβs usually occasional traffic (including pedestrians). This is the normal standard for roads, paths, indoor spaces, and urban settings. It is the standard battle field of the modern day. A closed mind is cautious, but already decided. They may be willing to reason to reason, and even change their mind, but it will be a harder fought job. Difficulty to travel is usually Neutral, but may be Assisted or Opposed also. Base Range Diff is calculated from the distance in Metres as a Boon to a Score (Reduced). Base Movement Distance is Pips in metres. Descendant Reach is most easily understood in this Terrain. Confined Confined is close-quarters, when your elbows touch the walls, or you are jostled by a crowd. Packed, cluttered environments, such as crowds, jungles, melee, busy market squares, roads with heavy-traffic, cluttered corridors and small furnished rooms. A confined mind is completely closed to other ideas. These people believe that beliefs different than their own are somehow already immoral or even criminal. Such a mind is very hard to reach and effect, with years of effective defences, such as the ability to spot fallacies in counter-arguments, formal training in apologetics or mental conditioning such as doublethink. Difficulty to travel is often Opposed, but may be Neutral occasionally. Assisted Paths will exist away from or around Protected Spaces occasionally. Base Range Diff is the distance in Metres as a Score. Base Movement Distance is Pips Score (Reduced) in metres. Descendant Reach can create issues causing long-reached Weapons to become ineffective in confined spaces. Range counts for the Reach of the Descendant, and usually counts as Hip-fire (see Firing Type) unless both hands are on the weapon when it may count as braced. Type Description Psychosocial Rules Type Description Rules Flight Flying, leaping, galloping and sprinting are the fastest ways that things move. You better trust the floor under you (if you touch it) and not want to change direction much. Travelling in a straight line you may double the Pips of the card. However, each change of direction by 15-45 degrees also costs 2 Pips and ceases that doubling effect if you make more than a 60 degree turn at any point. Run Jogging, trotting, loping or paced running is how you run long distances. It is never as fast as Flight, but is safer and you can do it for longer. Running is the standard loping, swimming, or bounding gait of most animals, and during most action sequences is the standard way of moving. Standard Pips for card, changing direction by up to 45 degrees is free, more than that costs a Pip. March/Sneak Marching is a focused walk, you are going somewhere a good pace, but do not want to exhaust yourself. A march is a brisk-paced walk, but you still have a chance to spot trouble that you might have missed if running. Sneaking is usually a bit slower than a march, but still a quickened walk, with a lot more caution. Marching and Sneaking use between two-thirds to three-quarters of the card Pips moving. The remaining one third to a quarter of the Pips can be used to add to another concurrent action, such as hiding, spotting, defence, attacking or whatever. e.g. When playing a Jack of Diamonds (13 Pips of Movement because of the Trump +2), that will allow movement with up to 9 Pips and leave 4 Pips for something else. Changes of Direction are completely free when marching and sneaking. Walk Walking is the standard slow pace we generally use when we arenβt too focused on getting there. Walking should allow you to spot things that you might otherwise miss, and you can move more quietly than a Run, or even when sneaking. Walking is the fastest pace that humans can swim at, generally, and that holds true for most beings out of their normal environment, but accustomed to it. Walking halves the Pips of the card. But adds up to half the Pips to any action performed at the same time (such as hiding or taking aim). This can mean you walk closer and then use the remaining Pips to pay Range on a shot, for example. When used for Swimming the other half of the Pips are used to offset the Difficulty of moving through flooded terrain, as well as useful survival skills like not drowning. Crawl/Creep Crawling or Creeping is the slowest way that we move. You can crawl silently and without being detected with only the flimsiest of cover. Crawling is also the standard speed that a being can move at when suddenly stranded in an unfamiliar environment (literally a fish out of water, or human in smoke). Crawling allows a card to be prepared, and also used for movement, which is pretty unique. However, crawling Reduces the Pips a tier (A Joker with Pips 15 prepared allows a Crawl of 4 Pips, meaning only one metre when in Confined Terrain. Playing three Tens in Preparation of various actions could allow crawling 7 Pips which is only 2 metres in a crowd. Normally the full Preparation (30 Pips) is available to avoid being noticed (move silently/hide), as defence (from the smoke and fire for example), or for an eventual Attack. Type Description Rules - Prepare β You can Prepare any sort of action, playing a card turned sideways is how we show that. When a card is prepared you usually say what that Preparation consists of (or what it is for) and into which Style Reserve you are Preparing it.
For example playing two fives, you might say that you are dropping to the ground and sighting on the enemy, using your Tactical Reserve, which would allow you to use the Prepared cards on your next shot, as a Prepared Defence if you are attacked, to Hide, or to break and run if necessary. Alternatively, maybe you would play to your Aiming Style Reserve, which you can only use to attack, but can hold over the end of the Round. As well as Preparing Cards you can prepare Pips, Rolled Score, or unrolled Dice into the Reserve (which can be helpful to not Draw too many cards at once). - Deal with an Obstacle β Obstacles get in the way. Some are dangerous Traps, or slippery floors, but some are no more complicated than a closed door.
Obstacles can be strewn around the Stages, placed in the middle of the Stage, or separating the Stages from each other.
If the Obstacle is obvious then it should be described by the Referee (or Yarn-Teller) to the Players when they enter the Stage. If it isnβt obvious then the description should contain some hint, for example a decapitated skeleton in the middle of the room, or broken arrows against a wall, or small holes in a fresco.
Obstacles are defined by a card that sets the type of Obstacle, and then 1 or 2 Difficulty cards (they are added together to create the Pips Difficulty).
Hidden Obstacles are more complicated, and can require the Yarn-Teller to call for a “Spot Hidden Obstacles” Key Test, or a passive Key Test. Traps usually have a hidden trigger as well as the hidden Trap, although occasionally a trigger may be more obvious or more hidden than the actual trap.- Spot the Obstacle β The Characters can declare that they are searching for Traps (and their Triggers, which are more often hidden) or something similar (“Iβm scanning the room with my Multi-corder / Cybernetic Eye / Eelafin Senses / etc”). This should generally be prompted by some detail of the narration (such as the headless skeleton).
They then play a card to spot the Obstacle, the Obstacle can draw a card to represent how hidden it is.
Hearts are the Trump for Hiding, Spades for spotting and each adds +2 Pips.
Characters may Spot Obstacles automatically if they are Walking or Crawling (rather than running) at lower Stakes, or if they Prepare an Attack, Defence or movement that will pass through, or near, the Obstacle. Alternatively, the Yarn-Teller can make a passive Key Test for all the Characters and Narrate what they see appropriately. At the very least there should be some indication that there is potential danger present in the description given. - Pass the Obstacle β If the Obstacle is visible simply play a card (or cards) that matches suit (with at least one card) with the Obstacle type and the Difficulty Pips. You have to beat the Pips if you cannot match Suit. This allows you to Pass the Obstacle, without triggering or engaging with it.
In the case of a hidden Obstacle, this is the point where the Yarn-Teller must narrate the action, explaining that the Character hears a “Click” or feels a trip wire against their leg, or feels the flagstone drop. They may even ask what they want to do next. Players may be able to play a card to describe their action, such as raising their shield (Prepare a defence), dive aside (usually with Diamonds), then the trap triggers. The Player action may help, or hinder them as the Yarn-Teller narrates that the floor they run on suddenly turns slippery, a bang goes off, the floor falls away, or the Character runs into the glass, or whatever is appropriate for the Obstacle. Then the Obstacle cards are usually revealed, as any Wounds are summoned, or a way around is achieved. - Disable the Obstacle β To disable an Obstacle (so that the door is unlocked, held open, or the Trap is no longer dangerous) you should beat the Difficulty Pips twice over, and must match Suit (or Trump) with at least one of the cards you use. To randomise the pass amount the Yarn-Teller can modify the Difficulty Pips by +1d6-1d6.
Although, of course it isnβt strictly necessary to disable the lock in the door if you just hold it open after passing, so use some sense here (or make wedging or opening a door a Disabling Test). - Failure to Pass β If you canβt scrape enough Pips together then you cannot move through the Obstacle. In the case of a Trap (and some of the others too) the Obstacle will Wound (or at least try to) those who cannot pass it, usually, or at least those who try to pass it and fail (they fall through the trapdoor). Now they may try again, or more normally someone will have to Disable the Obstacle (wedge the trap door open and dangle a rope into the pit).
- Spot the Obstacle β The Characters can declare that they are searching for Traps (and their Triggers, which are more often hidden) or something similar (“Iβm scanning the room with my Multi-corder / Cybernetic Eye / Eelafin Senses / etc”). This should generally be prompted by some detail of the narration (such as the headless skeleton).
- Beat the Stage Diff β Passing the Stage Difficulty is what the Stage is often all about. So, of course, a Character can play cards towards defeating the Stage Difficulty.
Stage Difficulties do not require specific Suits, but they are often Trumped by a specific Suit. See Trumps.
Stage Difficulties can usually vary from a single card up to 3 cards (2 – 45 Pips), and are set by the Yarn-Teller (or Referee), some exceptionally complex Ordeals may even have higher Difficulties. - Attack β You can play any card (or cards) to attack another Character or Descendant.
- Each Facet has its own preferred attack, and the Attacks of the Suits reflect that.
Facet Attack Awe ⚊ ♦ Suit: Diamonds ♦
Ordeal Trump: Preparation (Research / Work / Patience) / Movement (Sneaking / Sprinting) / Listening
Description: Diamonds represent the finer things of life, they are bright and sparkling. Representing the creative even spiritual aspects of materialism such as beauty and art, that transcend base materialism like wealth. Despite this the Diamonds are recognised as being the Coins suit of the Tarot, with a strong tie to Elemental Earth.
Tarot Meaning: Travel, Money, Business, Contracts, Deals, Voyages.
Ordeal Text: Ordeal Types: Travel (e.g. Chase, Race) / Creativity (e.g. Smithing, Painting). Diamonds act as Trump for the following Action Types: Art, Building, Charming, Crafting, Driving, Emoting, Forgiving, Keeping Your Cool, Listening, Meditation, Motion, Prayer, Preparation, Research, Sprinting and Working in general. Any type of action can be prepared with a Diamond.
Parry:Seize the initiativeThe cards of the original attack (less the matched card) are immediately added to the Defenderβs Ordeal Pool. They may then play as many cards as their Descendant/Annex normally plays including the Parry card (1-4) usually into one of their Style Reserve, and then immediately discard any cards over Pool Limit.
Soak: ReadyThe matched Attack card is immediately Prepared by the Defender (as they wish). The Soak card is discarded.
Duck( π€Mode: π€
Name: Psych
Text: Psych (pronounced ‘Sigh-k’) attacks target the Target’s mind and emotions β which means they are only useful on Characters (even if those Characters may be Intelligent Descendants or Extras). All Wounds are targeted on the Personality Annex (or Master Annex for an Intelligent Descendant / Extra). Psych Attacks typically have an emotional or Psychosocial outcome.
Active-Defences:
πMode: π
Type: Active Psych
Name: Focus
Text: Focus is a Psych Parry. The defender focuses on one aspect of the attack, and thereby turns it around on the attacker. They might retort to the attack, with a biting insult, or just refute one point so well that the attack is ruined, then again they might just react so badly to the attack that they effect the attacker back. The problem with Focus as a defence is that it requires specific cards to work at all.
Rule:
- Draw a number of cards equal to the number of Hitches Reduced, and add the cards to your Ordeal Pool. Then Play One Card.
- The card must match exactly one Attack card’s Pips and Suit β Jokers may be Wild. Clubs will Trump with +2 Pips, which means an 8♥ can be matched by a 6♣,7♣, or 8♣).
- If they can match an Attack card, then the Attack has been stopped. Discard the matched Attack card and all Attack cards Higher than the Focus card.
- Attack cards lower than the Focus card are immediately added to the Defender’s Ordeal Pool as “Fight-or-Flight” cards that may be immediately played or prepared without RT or GRT penalties.
- If no match can be made then Focus has failed. The Defender takes the full effect of the Attack as Focus has been used the Personality Annex cannot now Soak.
π¦Mode: π¦
Type: Active Psych
Name: Ignore
Text: Ignoring a Psych attack is a great choice, if you can. However ignoring is an all or nothing defence, fail to ignore the whole attack and you will have ignored nothing at all.
Rule:
- Draw a number of cards equal to the total number of Hitches Reduced and add them to the Defender’s Ordeal Pool.
- Play Hitches Reduced number of cards to try and Ignore the Psych Attack.
- Ignore cards must beat the total Pips of the Attack. Beat the Pips and the Attack is Discarded. Otherwise the Defender takes all the Psych Damage and since they used their Personality Annex to Ignore, they cannot use it to Psych Soak.
Passive-Defences:
π²Mode: π²
Type: Passive
Name: Prepared Defence
Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.
Rule: Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through.
- The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
πMode: π
Type: Passive Psych
Name: Passive Psych Soak
Text: When someone yells an insult at you, it might sting, or it might not. If you see someone killed in front of you, it might scare you, or may not. You can decide which with a Passive Psych Soak.
Rule:
- Personality Annex Plays a number of Soak cards equal to number of Hitches Reduced (½ to 4 Cards) from their Ordeal Pool.
- If any Soak Card exactly matches in Pips and Suit (or Clubs ♣ with +2 Trump bonus) any Attack Card then the Attack Card is discarded and the Defender may Pull and Play a ‘Fight-or-Flight’ Ordeal card. If a Soak card exactly matches the Highest Card of the Attack then the whole Attack is Discarded.
- If any Psych Soak card is higher in Pips than an Attack card, then those Attack cards are Blocked and Discarded immediately. The Soak card is then kept, but is turned sideways, Stalled. It will be added to the next Psych Attack automatically unless moved by a Defence Glow to a Prepared Defence. A card in this state is considered Stalled.
- If any Psych Soak card has less Pips than an Attack card (or a Stalled card) then the Attack card is Soaked and immediately Discarded. The Defender takes a copy of the Soak card for each card Blocked. The Attacker may add some of the Penetration Pips to increase the Attack cards Pips at this point.
- Psych Attacks that begin with more than 3 cards (such as most Tricks) always cause Extreme Emotional responses, rather than Normal emotional responses. All Psych Attacks must affect the Target’s Active Personality Annex (or its Profs). Psych Wounds automatically stack together whenever they can (2 Psych Distracts Wounds automatically become a Psych Flesh Wound).
- Once the incoming attacks have been dealt with (or not) the Character may now Draw as many cards as they Played earlier to their Ordeal Pool.
π¦Mode: π¦
Name: Splash
Text: The Attack affects multiple targets, but a bit less than what it says on the Card.
Rules: Splash Damage affects multiple targets as well as the first. The Splash Damage is -1 Wound Level from the Limit (so a Flesh will splash Distracts). The Splash radius is equal to the Pips of the Limit Card as a Range in the Action Space. Additional Pips may still pay for additional targets +3 for each full target, +1 for each Splash target.
β) β Duck attacks force the defender to duck and dive for cover. Duck Attacks are Psych, Splash, Festering Attacks.Mode: β
Name: Festering
Text: Some Wounds are more difficult to heal and regenerate than others. Maybe it’s a poison, or venom on the attack, magic, or a practically guaranteed infection from bacteria, sometimes its just that insult that gets under your skin…
Rules: All Wounds Fester Automatically (restricting how the Wound can be treated and healed).
Burden ♣ Suit: Clubs ♣
Ordeal Trump: Defence / Trade / Control / Magic (Negative)
Description: Clubs represent the power of politics and a stoic, blind materialism. Clubs can be seen as a dark corrupting force on the world, crass materialism, sin, magic and anger, but the club is also symbolic of protection, law and justice. In the Tarot the Clubs are called Staves or Wands, in some traditions they represent Intellectual Air, but in most they are Fire.
Tarot Meaning: Power, Fame, Politics, Ability, Money.
Ordeal Text: Ordeal Types: Wealth, Politics, Power. Clubs act as Trump for following Actions: Bartering, Controlling, Corrupting, Emotional-intensity, Guarding, Magic, Displaying might, Politics, Self-Defence, Socializing, and Trade Negotiations. Clubs can be used to defend any type of attack.
Parry:DisarmAll the cards of the attack are immediately discarded, along with the Parry Card. The remaining cards of the Defender’s Parry can now each be used to cause the Attacker to drop a Descendant (starting with the attacking weapon usually), can also cut armour straps, belts etc, or steal hats. This basically adds RT equal to the card Pips to the Annex that was used to attack. Every 5 Pips also creates a point of GRT for the Character (representing how much time the Character must spend picking up, or readying the weapon again. Court cards additionally may damage the Descendant that was disarmed, as standard for the Stakes.
Soak: WardThe matched Attack card, and one other randomly selected Attack card are discarded.
Pound( βMode: β
Name: Physical
Text: The simplest forms of wounding are nothing but bashing and cutting physical wounds. Physical attacks are usually performed with weapons (Prop Descendants) or Martial Arts Annexes, which means they can be blocked, parried and so on by another weapon or Martial Art.
Active-Defences:
βMode: β
Type: Active
Name: Parry
Text: Deflecting the incoming blade with your own, also works with spears, hammers, maces, vibro-halberd, or magic spells and counter-magics, whatever really, except energy, you can’t Parry lasers or electricity with a sword (blaster bolts on the other hand).
Rule:
- The Descendant or Annex draws Cards as normal, then plays One (1) card from their Pool.
- If they can match any attack card in Suit (or Clubs ♣ as Defence Trump) and Pips (including Additional Style and Penetration Pips, or additional Wound / Success Levels, or +2 Pips for Trumps) then the attack has been Parried (Wildcards automatically Parry).
- What happens next depends upon the suit of the Defending card (see the Suit Parry details)
π£Mode: π£
Type: Active
Name: Dodge
Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.
Rule:
- All Physical and Energy Attacks that do not Splash can be dodged fully.
- Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
- To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
- If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3♠,J♦ has 5 Pips of Penetration, an A♣ cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3♠ with +5 Pips of Penetration
π‘Mode: π‘
Type: Active
Name: Blocking
Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.
Rule:
- The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
- Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7♣ and 4♦.
- If any Block Card exactly matches in Pips and Suit (or is a Club ♣) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7♣ matches the 7♠ (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
- If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7♣ as damage however.
- If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4♦ is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4♦ now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
- The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.
Passive-Defences:
π²Mode: π²
Type: Passive
Name: Prepared Defence
Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.
Rule: Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through.
- The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
πMode: π
Type: Passive
Name: Passive Dodge
Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.
Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.
βMode: β
Type: Passive
Name: Soak
Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.
Rule:
- The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annexβs normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
- Compare the Soak cards to the Attack cards.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
Type Minimum Soak Maximum Soak Facet / “Saving Throw” 5 10 Skill 5 11 Talent 5 13 (K) Power 5 15 Super-Annex 2 16+ (any) Mud / Clay / Foam 8 10 Cloth/Wool/Fur Descendant 3 7 Silk / Padding Descendant 2 8 Leather Descendant 4 9 Foam Plastic Descendant 3 8 Hard Plastic Descendant 7 11 (J) Advanced Polymer Descendant 3 14 Chainmail Descendant 9 13 (K) Thin Wood Descendant 4 7 Thick Wood Descendant 3 11 (J) Laminated Wood Descendant 3 12 Turtle Shell Armour 7 11 (J) Stone Armour 9 12 (Q) Bronze plate Descendant 8 12 (Q) Steel plate Descendant 6 14 (A) Orichalcum plate Descendant 5 15 (Joker) Vibro-field Descendant 4 10 Power field Descendant 12 (Q) 15 (Joker) Force-field Descendant 8 15 (Joker) Toon/Femite Descendant 6 16 (suited Ace) Nullite Descendant 4 16 (suited Ace) Magickal/Alchemical Enhancement -2 compared to normal +2 compared to normal - If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
- If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
- If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6♥ if you play a 2♦ then both cards are Soaked and 2 × 2♦ pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
- Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6♦ 10♦ and J♠ is soaked by a 7♥ then you will see the Soak Layer take the J♠, 10♦, Stalls the 6♥ and the 4♣ on the Soak-Layer, which Discards the 7♥, then two copies of the 7♥ also pass on into the next layer of Soak.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
- The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
- If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
- The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Characterβ Ordeal Pool before you move to the next Soak-Layer.
π°Mode: π°
Name: Resource
Text: Damage is intended to be paid by a specific Facet Sway. The damage may be soaked or dodged by appropriate defences, but are rare for Characters not focused on the Resource. Wounds are usually taken in a specific targeted Facet Sway (often Wealth, Health, or Support) or Yarn as Pips, with any excess taken as Yarn, so a 23 Pip Economic attack will cost the Target 23 Wealth or Yarn if they had no Wealth, if they had 13 Wealth, it would cost them that and 10 Yarn. It should be noted that Yarn is taken as Chi from the total that a Character has (e.g. a Character with 66 Chi losing 10 Yarn would have only 8 Chi left, but a Character with 45 Chi would lose everything). Resource Attacks may also Maim, Cripple or “Destroy” suitable Descendants and can create Hitches, (such as Lacking, Binding, etc.) if the target does not have enough of the targeted Facet Sway / Chi.
Active-Defences:
π£Mode: π£
Type: Active
Name: Dodge
Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.
Rule:
- All Physical and Energy Attacks that do not Splash can be dodged fully.
- Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
- To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
- If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3♠,J♦ has 5 Pips of Penetration, an A♣ cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3♠ with +5 Pips of Penetration
π‘Mode: π‘
Type: Active
Name: Blocking
Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.
Rule:
- The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
- Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7♣ and 4♦.
- If any Block Card exactly matches in Pips and Suit (or is a Club ♣) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7♣ matches the 7♠ (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
- If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7♣ as damage however.
- If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4♦ is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4♦ now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
- The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.
Passive-Defences:
π²Mode: π²
Type: Passive
Name: Prepared Defence
Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.
Rule: Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through.
- The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
πMode: π
Type: Passive
Name: Passive Dodge
Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.
Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.
βMode: β
Type: Passive
Name: Soak
Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.
Rule:
- The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annexβs normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
- Compare the Soak cards to the Attack cards.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
Type Minimum Soak Maximum Soak Facet / “Saving Throw” 5 10 Skill 5 11 Talent 5 13 (K) Power 5 15 Super-Annex 2 16+ (any) Mud / Clay / Foam 8 10 Cloth/Wool/Fur Descendant 3 7 Silk / Padding Descendant 2 8 Leather Descendant 4 9 Foam Plastic Descendant 3 8 Hard Plastic Descendant 7 11 (J) Advanced Polymer Descendant 3 14 Chainmail Descendant 9 13 (K) Thin Wood Descendant 4 7 Thick Wood Descendant 3 11 (J) Laminated Wood Descendant 3 12 Turtle Shell Armour 7 11 (J) Stone Armour 9 12 (Q) Bronze plate Descendant 8 12 (Q) Steel plate Descendant 6 14 (A) Orichalcum plate Descendant 5 15 (Joker) Vibro-field Descendant 4 10 Power field Descendant 12 (Q) 15 (Joker) Force-field Descendant 8 15 (Joker) Toon/Femite Descendant 6 16 (suited Ace) Nullite Descendant 4 16 (suited Ace) Magickal/Alchemical Enhancement -2 compared to normal +2 compared to normal - If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
- If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
- If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6♥ if you play a 2♦ then both cards are Soaked and 2 × 2♦ pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
- Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6♦ 10♦ and J♠ is soaked by a 7♥ then you will see the Soak Layer take the J♠, 10♦, Stalls the 6♥ and the 4♣ on the Soak-Layer, which Discards the 7♥, then two copies of the 7♥ also pass on into the next layer of Soak.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
- The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
- If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
- The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Characterβ Ordeal Pool before you move to the next Soak-Layer.
π«) β Pound attacks are crushing and pulverising, they rarely break the skin, instead they break bones. They are Physical (or occasionally Economic) Normal Attacks and as such are probably the most common attack type in the Omniverse, favoured by building / tree collapses and rock falls everywhere. When used as an Economic attack the Pound usually represents a direct attack such as a buy-out.Mode: π«
Name: Normal
Text: The Standard against which other Attacks are measured. Everything is standard, no weird rules.
Rules: No Special Rules. Normal Attacks obey the normal rules for Reach and Range additional Targets cost +3 Pips per Target.
Craft ⚊ ♦ Suit: Diamonds ♦
Ordeal Trump: Preparation (Research / Work / Patience) / Movement (Sneaking / Sprinting) / Listening
Description: Diamonds represent the finer things of life, they are bright and sparkling. Representing the creative even spiritual aspects of materialism such as beauty and art, that transcend base materialism like wealth. Despite this the Diamonds are recognised as being the Coins suit of the Tarot, with a strong tie to Elemental Earth.
Tarot Meaning: Travel, Money, Business, Contracts, Deals, Voyages.
Ordeal Text: Ordeal Types: Travel (e.g. Chase, Race) / Creativity (e.g. Smithing, Painting). Diamonds act as Trump for the following Action Types: Art, Building, Charming, Crafting, Driving, Emoting, Forgiving, Keeping Your Cool, Listening, Meditation, Motion, Prayer, Preparation, Research, Sprinting and Working in general. Any type of action can be prepared with a Diamond.
Parry:Seize the initiativeThe cards of the original attack (less the matched card) are immediately added to the Defenderβs Ordeal Pool. They may then play as many cards as their Descendant/Annex normally plays including the Parry card (1-4) usually into one of their Style Reserve, and then immediately discard any cards over Pool Limit.
Soak: ReadyThe matched Attack card is immediately Prepared by the Defender (as they wish). The Soak card is discarded.
Crash( π€Mode: π€
Name: Psych
Text: Psych (pronounced ‘Sigh-k’) attacks target the Target’s mind and emotions β which means they are only useful on Characters (even if those Characters may be Intelligent Descendants or Extras). All Wounds are targeted on the Personality Annex (or Master Annex for an Intelligent Descendant / Extra). Psych Attacks typically have an emotional or Psychosocial outcome.
Active-Defences:
πMode: π
Type: Active Psych
Name: Focus
Text: Focus is a Psych Parry. The defender focuses on one aspect of the attack, and thereby turns it around on the attacker. They might retort to the attack, with a biting insult, or just refute one point so well that the attack is ruined, then again they might just react so badly to the attack that they effect the attacker back. The problem with Focus as a defence is that it requires specific cards to work at all.
Rule:
- Draw a number of cards equal to the number of Hitches Reduced, and add the cards to your Ordeal Pool. Then Play One Card.
- The card must match exactly one Attack card’s Pips and Suit β Jokers may be Wild. Clubs will Trump with +2 Pips, which means an 8♥ can be matched by a 6♣,7♣, or 8♣).
- If they can match an Attack card, then the Attack has been stopped. Discard the matched Attack card and all Attack cards Higher than the Focus card.
- Attack cards lower than the Focus card are immediately added to the Defender’s Ordeal Pool as “Fight-or-Flight” cards that may be immediately played or prepared without RT or GRT penalties.
- If no match can be made then Focus has failed. The Defender takes the full effect of the Attack as Focus has been used the Personality Annex cannot now Soak.
π¦Mode: π¦
Type: Active Psych
Name: Ignore
Text: Ignoring a Psych attack is a great choice, if you can. However ignoring is an all or nothing defence, fail to ignore the whole attack and you will have ignored nothing at all.
Rule:
- Draw a number of cards equal to the total number of Hitches Reduced and add them to the Defender’s Ordeal Pool.
- Play Hitches Reduced number of cards to try and Ignore the Psych Attack.
- Ignore cards must beat the total Pips of the Attack. Beat the Pips and the Attack is Discarded. Otherwise the Defender takes all the Psych Damage and since they used their Personality Annex to Ignore, they cannot use it to Psych Soak.
Passive-Defences:
π²Mode: π²
Type: Passive
Name: Prepared Defence
Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.
Rule: Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through.
- The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
πMode: π
Type: Passive Psych
Name: Passive Psych Soak
Text: When someone yells an insult at you, it might sting, or it might not. If you see someone killed in front of you, it might scare you, or may not. You can decide which with a Passive Psych Soak.
Rule:
- Personality Annex Plays a number of Soak cards equal to number of Hitches Reduced (½ to 4 Cards) from their Ordeal Pool.
- If any Soak Card exactly matches in Pips and Suit (or Clubs ♣ with +2 Trump bonus) any Attack Card then the Attack Card is discarded and the Defender may Pull and Play a ‘Fight-or-Flight’ Ordeal card. If a Soak card exactly matches the Highest Card of the Attack then the whole Attack is Discarded.
- If any Psych Soak card is higher in Pips than an Attack card, then those Attack cards are Blocked and Discarded immediately. The Soak card is then kept, but is turned sideways, Stalled. It will be added to the next Psych Attack automatically unless moved by a Defence Glow to a Prepared Defence. A card in this state is considered Stalled.
- If any Psych Soak card has less Pips than an Attack card (or a Stalled card) then the Attack card is Soaked and immediately Discarded. The Defender takes a copy of the Soak card for each card Blocked. The Attacker may add some of the Penetration Pips to increase the Attack cards Pips at this point.
- Psych Attacks that begin with more than 3 cards (such as most Tricks) always cause Extreme Emotional responses, rather than Normal emotional responses. All Psych Attacks must affect the Target’s Active Personality Annex (or its Profs). Psych Wounds automatically stack together whenever they can (2 Psych Distracts Wounds automatically become a Psych Flesh Wound).
- Once the incoming attacks have been dealt with (or not) the Character may now Draw as many cards as they Played earlier to their Ordeal Pool.
β‘Mode: β‘
Name: Energy
Text: Energy attacks are blasts of radiation that are not entirely physical in nature. They might still have a physical impact, but the damage is usually radiation, or electrical burns and sensory overloads.
Active-Defences:
π£Mode: π£
Type: Active
Name: Dodge
Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.
Rule:
- All Physical and Energy Attacks that do not Splash can be dodged fully.
- Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
- To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
- If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3♠,J♦ has 5 Pips of Penetration, an A♣ cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3♠ with +5 Pips of Penetration
π‘Mode: π‘
Type: Active
Name: Blocking
Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.
Rule:
- The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
- Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7♣ and 4♦.
- If any Block Card exactly matches in Pips and Suit (or is a Club ♣) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7♣ matches the 7♠ (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
- If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7♣ as damage however.
- If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4♦ is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4♦ now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
- The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.
Passive-Defences:
π²Mode: π²
Type: Passive
Name: Prepared Defence
Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.
Rule: Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through.
- The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
πMode: π
Type: Passive
Name: Passive Dodge
Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.
Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.
βMode: β
Type: Passive
Name: Soak
Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.
Rule:
- The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annexβs normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
- Compare the Soak cards to the Attack cards.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
Type Minimum Soak Maximum Soak Facet / “Saving Throw” 5 10 Skill 5 11 Talent 5 13 (K) Power 5 15 Super-Annex 2 16+ (any) Mud / Clay / Foam 8 10 Cloth/Wool/Fur Descendant 3 7 Silk / Padding Descendant 2 8 Leather Descendant 4 9 Foam Plastic Descendant 3 8 Hard Plastic Descendant 7 11 (J) Advanced Polymer Descendant 3 14 Chainmail Descendant 9 13 (K) Thin Wood Descendant 4 7 Thick Wood Descendant 3 11 (J) Laminated Wood Descendant 3 12 Turtle Shell Armour 7 11 (J) Stone Armour 9 12 (Q) Bronze plate Descendant 8 12 (Q) Steel plate Descendant 6 14 (A) Orichalcum plate Descendant 5 15 (Joker) Vibro-field Descendant 4 10 Power field Descendant 12 (Q) 15 (Joker) Force-field Descendant 8 15 (Joker) Toon/Femite Descendant 6 16 (suited Ace) Nullite Descendant 4 16 (suited Ace) Magickal/Alchemical Enhancement -2 compared to normal +2 compared to normal - If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
- If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
- If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6♥ if you play a 2♦ then both cards are Soaked and 2 × 2♦ pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
- Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6♦ 10♦ and J♠ is soaked by a 7♥ then you will see the Soak Layer take the J♠, 10♦, Stalls the 6♥ and the 4♣ on the Soak-Layer, which Discards the 7♥, then two copies of the 7♥ also pass on into the next layer of Soak.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
- The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
- If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
- The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Characterβ Ordeal Pool before you move to the next Soak-Layer.
βMode: β
Name: Physical
Text: The simplest forms of wounding are nothing but bashing and cutting physical wounds. Physical attacks are usually performed with weapons (Prop Descendants) or Martial Arts Annexes, which means they can be blocked, parried and so on by another weapon or Martial Art.
Active-Defences:
βMode: β
Type: Active
Name: Parry
Text: Deflecting the incoming blade with your own, also works with spears, hammers, maces, vibro-halberd, or magic spells and counter-magics, whatever really, except energy, you can’t Parry lasers or electricity with a sword (blaster bolts on the other hand).
Rule:
- The Descendant or Annex draws Cards as normal, then plays One (1) card from their Pool.
- If they can match any attack card in Suit (or Clubs ♣ as Defence Trump) and Pips (including Additional Style and Penetration Pips, or additional Wound / Success Levels, or +2 Pips for Trumps) then the attack has been Parried (Wildcards automatically Parry).
- What happens next depends upon the suit of the Defending card (see the Suit Parry details)
π£Mode: π£
Type: Active
Name: Dodge
Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.
Rule:
- All Physical and Energy Attacks that do not Splash can be dodged fully.
- Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
- To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
- If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3♠,J♦ has 5 Pips of Penetration, an A♣ cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3♠ with +5 Pips of Penetration
π‘Mode: π‘
Type: Active
Name: Blocking
Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.
Rule:
- The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
- Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7♣ and 4♦.
- If any Block Card exactly matches in Pips and Suit (or is a Club ♣) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7♣ matches the 7♠ (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
- If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7♣ as damage however.
- If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4♦ is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4♦ now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
- The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.
Passive-Defences:
π²Mode: π²
Type: Passive
Name: Prepared Defence
Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.
Rule: Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through.
- The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
πMode: π
Type: Passive
Name: Passive Dodge
Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.
Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.
βMode: β
Type: Passive
Name: Soak
Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.
Rule:
- The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annexβs normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
- Compare the Soak cards to the Attack cards.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
Type Minimum Soak Maximum Soak Facet / “Saving Throw” 5 10 Skill 5 11 Talent 5 13 (K) Power 5 15 Super-Annex 2 16+ (any) Mud / Clay / Foam 8 10 Cloth/Wool/Fur Descendant 3 7 Silk / Padding Descendant 2 8 Leather Descendant 4 9 Foam Plastic Descendant 3 8 Hard Plastic Descendant 7 11 (J) Advanced Polymer Descendant 3 14 Chainmail Descendant 9 13 (K) Thin Wood Descendant 4 7 Thick Wood Descendant 3 11 (J) Laminated Wood Descendant 3 12 Turtle Shell Armour 7 11 (J) Stone Armour 9 12 (Q) Bronze plate Descendant 8 12 (Q) Steel plate Descendant 6 14 (A) Orichalcum plate Descendant 5 15 (Joker) Vibro-field Descendant 4 10 Power field Descendant 12 (Q) 15 (Joker) Force-field Descendant 8 15 (Joker) Toon/Femite Descendant 6 16 (suited Ace) Nullite Descendant 4 16 (suited Ace) Magickal/Alchemical Enhancement -2 compared to normal +2 compared to normal - If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
- If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
- If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6♥ if you play a 2♦ then both cards are Soaked and 2 × 2♦ pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
- Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6♦ 10♦ and J♠ is soaked by a 7♥ then you will see the Soak Layer take the J♠, 10♦, Stalls the 6♥ and the 4♣ on the Soak-Layer, which Discards the 7♥, then two copies of the 7♥ also pass on into the next layer of Soak.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
- The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
- If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
- The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Characterβ Ordeal Pool before you move to the next Soak-Layer.
π°Mode: π°
Name: Resource
Text: Damage is intended to be paid by a specific Facet Sway. The damage may be soaked or dodged by appropriate defences, but are rare for Characters not focused on the Resource. Wounds are usually taken in a specific targeted Facet Sway (often Wealth, Health, or Support) or Yarn as Pips, with any excess taken as Yarn, so a 23 Pip Economic attack will cost the Target 23 Wealth or Yarn if they had no Wealth, if they had 13 Wealth, it would cost them that and 10 Yarn. It should be noted that Yarn is taken as Chi from the total that a Character has (e.g. a Character with 66 Chi losing 10 Yarn would have only 8 Chi left, but a Character with 45 Chi would lose everything). Resource Attacks may also Maim, Cripple or “Destroy” suitable Descendants and can create Hitches, (such as Lacking, Binding, etc.) if the target does not have enough of the targeted Facet Sway / Chi.
Active-Defences:
π£Mode: π£
Type: Active
Name: Dodge
Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.
Rule:
- All Physical and Energy Attacks that do not Splash can be dodged fully.
- Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
- To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
- If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3♠,J♦ has 5 Pips of Penetration, an A♣ cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3♠ with +5 Pips of Penetration
π‘Mode: π‘
Type: Active
Name: Blocking
Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.
Rule:
- The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
- Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7♣ and 4♦.
- If any Block Card exactly matches in Pips and Suit (or is a Club ♣) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7♣ matches the 7♠ (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
- If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7♣ as damage however.
- If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4♦ is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4♦ now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
- The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.
Passive-Defences:
π²Mode: π²
Type: Passive
Name: Prepared Defence
Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.
Rule: Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through.
- The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
πMode: π
Type: Passive
Name: Passive Dodge
Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.
Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.
βMode: β
Type: Passive
Name: Soak
Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.
Rule:
- The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annexβs normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
- Compare the Soak cards to the Attack cards.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
Type Minimum Soak Maximum Soak Facet / “Saving Throw” 5 10 Skill 5 11 Talent 5 13 (K) Power 5 15 Super-Annex 2 16+ (any) Mud / Clay / Foam 8 10 Cloth/Wool/Fur Descendant 3 7 Silk / Padding Descendant 2 8 Leather Descendant 4 9 Foam Plastic Descendant 3 8 Hard Plastic Descendant 7 11 (J) Advanced Polymer Descendant 3 14 Chainmail Descendant 9 13 (K) Thin Wood Descendant 4 7 Thick Wood Descendant 3 11 (J) Laminated Wood Descendant 3 12 Turtle Shell Armour 7 11 (J) Stone Armour 9 12 (Q) Bronze plate Descendant 8 12 (Q) Steel plate Descendant 6 14 (A) Orichalcum plate Descendant 5 15 (Joker) Vibro-field Descendant 4 10 Power field Descendant 12 (Q) 15 (Joker) Force-field Descendant 8 15 (Joker) Toon/Femite Descendant 6 16 (suited Ace) Nullite Descendant 4 16 (suited Ace) Magickal/Alchemical Enhancement -2 compared to normal +2 compared to normal - If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
- If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
- If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6♥ if you play a 2♦ then both cards are Soaked and 2 × 2♦ pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
- Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6♦ 10♦ and J♠ is soaked by a 7♥ then you will see the Soak Layer take the J♠, 10♦, Stalls the 6♥ and the 4♣ on the Soak-Layer, which Discards the 7♥, then two copies of the 7♥ also pass on into the next layer of Soak.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
- The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
- If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
- The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Characterβ Ordeal Pool before you move to the next Soak-Layer.
π₯) β Crash attacks affect vehicles and equipment, but extreme tiredness can have a Psyche effect on Characters. Crash Attacks can be Psyche, Energy, Physical, or Economic and are especially Destructive to Vehicles and Technology.Mode: π₯
Name: Destructive
Text: Destructive Attacks have some thing they are just better at affecting, this reflects how hacks can really mess up computers and data, crashes can really destroy vehicles as well as computers and delicate things generally, and nothing flammable likes burning.
Rules: All attacks against a suitable target (Referee decides) increase each cards Wound Limit Level +1. The new Wound Limit may require additional Pips to actually raise the Wound to that higher Limit in the current Stakes.
Dominion ⚊ ♣ Suit: Clubs ♣
Ordeal Trump: Defence / Trade / Control / Magic (Negative)
Description: Clubs represent the power of politics and a stoic, blind materialism. Clubs can be seen as a dark corrupting force on the world, crass materialism, sin, magic and anger, but the club is also symbolic of protection, law and justice. In the Tarot the Clubs are called Staves or Wands, in some traditions they represent Intellectual Air, but in most they are Fire.
Tarot Meaning: Power, Fame, Politics, Ability, Money.
Ordeal Text: Ordeal Types: Wealth, Politics, Power. Clubs act as Trump for following Actions: Bartering, Controlling, Corrupting, Emotional-intensity, Guarding, Magic, Displaying might, Politics, Self-Defence, Socializing, and Trade Negotiations. Clubs can be used to defend any type of attack.
Parry:DisarmAll the cards of the attack are immediately discarded, along with the Parry Card. The remaining cards of the Defender’s Parry can now each be used to cause the Attacker to drop a Descendant (starting with the attacking weapon usually), can also cut armour straps, belts etc, or steal hats. This basically adds RT equal to the card Pips to the Annex that was used to attack. Every 5 Pips also creates a point of GRT for the Character (representing how much time the Character must spend picking up, or readying the weapon again. Court cards additionally may damage the Descendant that was disarmed, as standard for the Stakes.
Soak: WardThe matched Attack card, and one other randomly selected Attack card are discarded.
Explode( β‘Mode: β‘
Name: Energy
Text: Energy attacks are blasts of radiation that are not entirely physical in nature. They might still have a physical impact, but the damage is usually radiation, or electrical burns and sensory overloads.
Active-Defences:
π£Mode: π£
Type: Active
Name: Dodge
Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.
Rule:
- All Physical and Energy Attacks that do not Splash can be dodged fully.
- Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
- To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
- If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3♠,J♦ has 5 Pips of Penetration, an A♣ cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3♠ with +5 Pips of Penetration
π‘Mode: π‘
Type: Active
Name: Blocking
Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.
Rule:
- The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
- Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7♣ and 4♦.
- If any Block Card exactly matches in Pips and Suit (or is a Club ♣) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7♣ matches the 7♠ (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
- If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7♣ as damage however.
- If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4♦ is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4♦ now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
- The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.
Passive-Defences:
π²Mode: π²
Type: Passive
Name: Prepared Defence
Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.
Rule: Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through.
- The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
πMode: π
Type: Passive
Name: Passive Dodge
Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.
Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.
βMode: β
Type: Passive
Name: Soak
Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.
Rule:
- The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annexβs normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
- Compare the Soak cards to the Attack cards.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
Type Minimum Soak Maximum Soak Facet / “Saving Throw” 5 10 Skill 5 11 Talent 5 13 (K) Power 5 15 Super-Annex 2 16+ (any) Mud / Clay / Foam 8 10 Cloth/Wool/Fur Descendant 3 7 Silk / Padding Descendant 2 8 Leather Descendant 4 9 Foam Plastic Descendant 3 8 Hard Plastic Descendant 7 11 (J) Advanced Polymer Descendant 3 14 Chainmail Descendant 9 13 (K) Thin Wood Descendant 4 7 Thick Wood Descendant 3 11 (J) Laminated Wood Descendant 3 12 Turtle Shell Armour 7 11 (J) Stone Armour 9 12 (Q) Bronze plate Descendant 8 12 (Q) Steel plate Descendant 6 14 (A) Orichalcum plate Descendant 5 15 (Joker) Vibro-field Descendant 4 10 Power field Descendant 12 (Q) 15 (Joker) Force-field Descendant 8 15 (Joker) Toon/Femite Descendant 6 16 (suited Ace) Nullite Descendant 4 16 (suited Ace) Magickal/Alchemical Enhancement -2 compared to normal +2 compared to normal - If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
- If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
- If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6♥ if you play a 2♦ then both cards are Soaked and 2 × 2♦ pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
- Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6♦ 10♦ and J♠ is soaked by a 7♥ then you will see the Soak Layer take the J♠, 10♦, Stalls the 6♥ and the 4♣ on the Soak-Layer, which Discards the 7♥, then two copies of the 7♥ also pass on into the next layer of Soak.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
- The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
- If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
- The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Characterβ Ordeal Pool before you move to the next Soak-Layer.
βMode: β
Name: Physical
Text: The simplest forms of wounding are nothing but bashing and cutting physical wounds. Physical attacks are usually performed with weapons (Prop Descendants) or Martial Arts Annexes, which means they can be blocked, parried and so on by another weapon or Martial Art.
Active-Defences:
βMode: β
Type: Active
Name: Parry
Text: Deflecting the incoming blade with your own, also works with spears, hammers, maces, vibro-halberd, or magic spells and counter-magics, whatever really, except energy, you can’t Parry lasers or electricity with a sword (blaster bolts on the other hand).
Rule:
- The Descendant or Annex draws Cards as normal, then plays One (1) card from their Pool.
- If they can match any attack card in Suit (or Clubs ♣ as Defence Trump) and Pips (including Additional Style and Penetration Pips, or additional Wound / Success Levels, or +2 Pips for Trumps) then the attack has been Parried (Wildcards automatically Parry).
- What happens next depends upon the suit of the Defending card (see the Suit Parry details)
π£Mode: π£
Type: Active
Name: Dodge
Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.
Rule:
- All Physical and Energy Attacks that do not Splash can be dodged fully.
- Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
- To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
- If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3♠,J♦ has 5 Pips of Penetration, an A♣ cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3♠ with +5 Pips of Penetration
π‘Mode: π‘
Type: Active
Name: Blocking
Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.
Rule:
- The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
- Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7♣ and 4♦.
- If any Block Card exactly matches in Pips and Suit (or is a Club ♣) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7♣ matches the 7♠ (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
- If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7♣ as damage however.
- If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4♦ is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4♦ now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
- The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.
Passive-Defences:
π²Mode: π²
Type: Passive
Name: Prepared Defence
Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.
Rule: Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through.
- The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
πMode: π
Type: Passive
Name: Passive Dodge
Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.
Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.
βMode: β
Type: Passive
Name: Soak
Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.
Rule:
- The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annexβs normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
- Compare the Soak cards to the Attack cards.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
Type Minimum Soak Maximum Soak Facet / “Saving Throw” 5 10 Skill 5 11 Talent 5 13 (K) Power 5 15 Super-Annex 2 16+ (any) Mud / Clay / Foam 8 10 Cloth/Wool/Fur Descendant 3 7 Silk / Padding Descendant 2 8 Leather Descendant 4 9 Foam Plastic Descendant 3 8 Hard Plastic Descendant 7 11 (J) Advanced Polymer Descendant 3 14 Chainmail Descendant 9 13 (K) Thin Wood Descendant 4 7 Thick Wood Descendant 3 11 (J) Laminated Wood Descendant 3 12 Turtle Shell Armour 7 11 (J) Stone Armour 9 12 (Q) Bronze plate Descendant 8 12 (Q) Steel plate Descendant 6 14 (A) Orichalcum plate Descendant 5 15 (Joker) Vibro-field Descendant 4 10 Power field Descendant 12 (Q) 15 (Joker) Force-field Descendant 8 15 (Joker) Toon/Femite Descendant 6 16 (suited Ace) Nullite Descendant 4 16 (suited Ace) Magickal/Alchemical Enhancement -2 compared to normal +2 compared to normal - If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
- If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
- If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6♥ if you play a 2♦ then both cards are Soaked and 2 × 2♦ pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
- Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6♦ 10♦ and J♠ is soaked by a 7♥ then you will see the Soak Layer take the J♠, 10♦, Stalls the 6♥ and the 4♣ on the Soak-Layer, which Discards the 7♥, then two copies of the 7♥ also pass on into the next layer of Soak.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
- The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
- If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
- The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Characterβ Ordeal Pool before you move to the next Soak-Layer.
βMode: β
Name: Magic
Text: Magic may just be technology we don’t understand, or it can be a mysterious force unknowable and frightening to the common man. Magic can parry magic, and so sometimes can silver or cold iron, it depends on the magic. Magic attacks are rarely dodgeable (and the few that are are usually actually spells that perform energy attacks), and usually ignore Range, but instead must pierce the target’s Liberty or Wyrd Score (-4 Pips as standard).
Active-Defences:
βMode: β
Type: Active
Name: Parry
Text: Deflecting the incoming blade with your own, also works with spears, hammers, maces, vibro-halberd, or magic spells and counter-magics, whatever really, except energy, you can’t Parry lasers or electricity with a sword (blaster bolts on the other hand).
Rule:
- The Descendant or Annex draws Cards as normal, then plays One (1) card from their Pool.
- If they can match any attack card in Suit (or Clubs ♣ as Defence Trump) and Pips (including Additional Style and Penetration Pips, or additional Wound / Success Levels, or +2 Pips for Trumps) then the attack has been Parried (Wildcards automatically Parry).
- What happens next depends upon the suit of the Defending card (see the Suit Parry details)
π‘Mode: π‘
Type: Active
Name: Blocking
Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.
Rule:
- The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
- Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7♣ and 4♦.
- If any Block Card exactly matches in Pips and Suit (or is a Club ♣) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7♣ matches the 7♠ (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
- If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7♣ as damage however.
- If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4♦ is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4♦ now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
- The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.
Passive-Defences:
π²Mode: π²
Type: Passive
Name: Prepared Defence
Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.
Rule: Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through.
- The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
πMode: π
Type: Passive
Name: Passive Dodge
Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.
Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.
βMode: β
Type: Passive
Name: Soak
Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.
Rule:
- The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annexβs normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
- Compare the Soak cards to the Attack cards.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
Type Minimum Soak Maximum Soak Facet / “Saving Throw” 5 10 Skill 5 11 Talent 5 13 (K) Power 5 15 Super-Annex 2 16+ (any) Mud / Clay / Foam 8 10 Cloth/Wool/Fur Descendant 3 7 Silk / Padding Descendant 2 8 Leather Descendant 4 9 Foam Plastic Descendant 3 8 Hard Plastic Descendant 7 11 (J) Advanced Polymer Descendant 3 14 Chainmail Descendant 9 13 (K) Thin Wood Descendant 4 7 Thick Wood Descendant 3 11 (J) Laminated Wood Descendant 3 12 Turtle Shell Armour 7 11 (J) Stone Armour 9 12 (Q) Bronze plate Descendant 8 12 (Q) Steel plate Descendant 6 14 (A) Orichalcum plate Descendant 5 15 (Joker) Vibro-field Descendant 4 10 Power field Descendant 12 (Q) 15 (Joker) Force-field Descendant 8 15 (Joker) Toon/Femite Descendant 6 16 (suited Ace) Nullite Descendant 4 16 (suited Ace) Magickal/Alchemical Enhancement -2 compared to normal +2 compared to normal - If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
- If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
- If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6♥ if you play a 2♦ then both cards are Soaked and 2 × 2♦ pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
- Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6♦ 10♦ and J♠ is soaked by a 7♥ then you will see the Soak Layer take the J♠, 10♦, Stalls the 6♥ and the 4♣ on the Soak-Layer, which Discards the 7♥, then two copies of the 7♥ also pass on into the next layer of Soak.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
- The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
- If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
- The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Characterβ Ordeal Pool before you move to the next Soak-Layer.
π¦) β Explode attacks do exactly that. They cause the target to partially or completely explode. Explode attacks can be Energy, Physical, or Magic, and always Splash.Mode: π¦
Name: Splash
Text: The Attack affects multiple targets, but a bit less than what it says on the Card.
Rules: Splash Damage affects multiple targets as well as the first. The Splash Damage is -1 Wound Level from the Limit (so a Flesh will splash Distracts). The Splash radius is equal to the Pips of the Limit Card as a Range in the Action Space. Additional Pips may still pay for additional targets +3 for each full target, +1 for each Splash target.
Enigma ♥ Suit: Hearts ♥
Ordeal Trump: Healing (Survival / Magic) / Deception (Hide / Feint) / Magic (Positive)
Description: Hearts represent Love, Family and the comforts of home. Hearts are the warmth of a cosy fireplace, and social wealth rather than material. In the Tarot the suit is called Cups, and represents the feminine and elemental Water.
Tarot Meaning: Love, Relationships, Affections, Family, Sympathy, Peace.
Ordeal Text: Ordeal Types: Nurturing, Farming, Relationships, Medical. Hearts act as Trumps for the following Actions: Blending in, Cooking, Escaping, Healing, Hiding, Hunting, Insulting, Joke-telling, Lying, Magic, Mimicry, Riddling, Spinning a tale, Surgery, and Survival. Any type of Wound can be healed with a Heart.
Parry:Locked RespiteAll unmatched Cards from the original attack are Discarded by the Defender, however with each card they Discard they may either use the card to Heal/Stabilise one of their own wounds (or damage to the Parrying Descendant), or they may use the card to slow their attacker with additional RT (Pips) or GRT (Pips/5).
Soak: DisengageThe Soak Card acts as a Heal card, and is discarded along with the Attack card. This immediately Heals all Wounds in play that have less Pips, including the remaining Wounds in the Attack, by one Wound Level (discards Distracts).
Ambush( π€Mode: π€
Name: Psych
Text: Psych (pronounced ‘Sigh-k’) attacks target the Target’s mind and emotions β which means they are only useful on Characters (even if those Characters may be Intelligent Descendants or Extras). All Wounds are targeted on the Personality Annex (or Master Annex for an Intelligent Descendant / Extra). Psych Attacks typically have an emotional or Psychosocial outcome.
Active-Defences:
πMode: π
Type: Active Psych
Name: Focus
Text: Focus is a Psych Parry. The defender focuses on one aspect of the attack, and thereby turns it around on the attacker. They might retort to the attack, with a biting insult, or just refute one point so well that the attack is ruined, then again they might just react so badly to the attack that they effect the attacker back. The problem with Focus as a defence is that it requires specific cards to work at all.
Rule:
- Draw a number of cards equal to the number of Hitches Reduced, and add the cards to your Ordeal Pool. Then Play One Card.
- The card must match exactly one Attack card’s Pips and Suit β Jokers may be Wild. Clubs will Trump with +2 Pips, which means an 8♥ can be matched by a 6♣,7♣, or 8♣).
- If they can match an Attack card, then the Attack has been stopped. Discard the matched Attack card and all Attack cards Higher than the Focus card.
- Attack cards lower than the Focus card are immediately added to the Defender’s Ordeal Pool as “Fight-or-Flight” cards that may be immediately played or prepared without RT or GRT penalties.
- If no match can be made then Focus has failed. The Defender takes the full effect of the Attack as Focus has been used the Personality Annex cannot now Soak.
π¦Mode: π¦
Type: Active Psych
Name: Ignore
Text: Ignoring a Psych attack is a great choice, if you can. However ignoring is an all or nothing defence, fail to ignore the whole attack and you will have ignored nothing at all.
Rule:
- Draw a number of cards equal to the total number of Hitches Reduced and add them to the Defender’s Ordeal Pool.
- Play Hitches Reduced number of cards to try and Ignore the Psych Attack.
- Ignore cards must beat the total Pips of the Attack. Beat the Pips and the Attack is Discarded. Otherwise the Defender takes all the Psych Damage and since they used their Personality Annex to Ignore, they cannot use it to Psych Soak.
Passive-Defences:
π²Mode: π²
Type: Passive
Name: Prepared Defence
Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.
Rule: Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through.
- The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
πMode: π
Type: Passive Psych
Name: Passive Psych Soak
Text: When someone yells an insult at you, it might sting, or it might not. If you see someone killed in front of you, it might scare you, or may not. You can decide which with a Passive Psych Soak.
Rule:
- Personality Annex Plays a number of Soak cards equal to number of Hitches Reduced (½ to 4 Cards) from their Ordeal Pool.
- If any Soak Card exactly matches in Pips and Suit (or Clubs ♣ with +2 Trump bonus) any Attack Card then the Attack Card is discarded and the Defender may Pull and Play a ‘Fight-or-Flight’ Ordeal card. If a Soak card exactly matches the Highest Card of the Attack then the whole Attack is Discarded.
- If any Psych Soak card is higher in Pips than an Attack card, then those Attack cards are Blocked and Discarded immediately. The Soak card is then kept, but is turned sideways, Stalled. It will be added to the next Psych Attack automatically unless moved by a Defence Glow to a Prepared Defence. A card in this state is considered Stalled.
- If any Psych Soak card has less Pips than an Attack card (or a Stalled card) then the Attack card is Soaked and immediately Discarded. The Defender takes a copy of the Soak card for each card Blocked. The Attacker may add some of the Penetration Pips to increase the Attack cards Pips at this point.
- Psych Attacks that begin with more than 3 cards (such as most Tricks) always cause Extreme Emotional responses, rather than Normal emotional responses. All Psych Attacks must affect the Target’s Active Personality Annex (or its Profs). Psych Wounds automatically stack together whenever they can (2 Psych Distracts Wounds automatically become a Psych Flesh Wound).
- Once the incoming attacks have been dealt with (or not) the Character may now Draw as many cards as they Played earlier to their Ordeal Pool.
β‘Mode: β‘
Name: Energy
Text: Energy attacks are blasts of radiation that are not entirely physical in nature. They might still have a physical impact, but the damage is usually radiation, or electrical burns and sensory overloads.
Active-Defences:
π£Mode: π£
Type: Active
Name: Dodge
Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.
Rule:
- All Physical and Energy Attacks that do not Splash can be dodged fully.
- Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
- To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
- If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3♠,J♦ has 5 Pips of Penetration, an A♣ cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3♠ with +5 Pips of Penetration
π‘Mode: π‘
Type: Active
Name: Blocking
Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.
Rule:
- The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
- Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7♣ and 4♦.
- If any Block Card exactly matches in Pips and Suit (or is a Club ♣) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7♣ matches the 7♠ (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
- If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7♣ as damage however.
- If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4♦ is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4♦ now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
- The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.
Passive-Defences:
π²Mode: π²
Type: Passive
Name: Prepared Defence
Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.
Rule: Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through.
- The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
πMode: π
Type: Passive
Name: Passive Dodge
Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.
Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.
βMode: β
Type: Passive
Name: Soak
Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.
Rule:
- The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annexβs normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
- Compare the Soak cards to the Attack cards.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
Type Minimum Soak Maximum Soak Facet / “Saving Throw” 5 10 Skill 5 11 Talent 5 13 (K) Power 5 15 Super-Annex 2 16+ (any) Mud / Clay / Foam 8 10 Cloth/Wool/Fur Descendant 3 7 Silk / Padding Descendant 2 8 Leather Descendant 4 9 Foam Plastic Descendant 3 8 Hard Plastic Descendant 7 11 (J) Advanced Polymer Descendant 3 14 Chainmail Descendant 9 13 (K) Thin Wood Descendant 4 7 Thick Wood Descendant 3 11 (J) Laminated Wood Descendant 3 12 Turtle Shell Armour 7 11 (J) Stone Armour 9 12 (Q) Bronze plate Descendant 8 12 (Q) Steel plate Descendant 6 14 (A) Orichalcum plate Descendant 5 15 (Joker) Vibro-field Descendant 4 10 Power field Descendant 12 (Q) 15 (Joker) Force-field Descendant 8 15 (Joker) Toon/Femite Descendant 6 16 (suited Ace) Nullite Descendant 4 16 (suited Ace) Magickal/Alchemical Enhancement -2 compared to normal +2 compared to normal - If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
- If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
- If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6♥ if you play a 2♦ then both cards are Soaked and 2 × 2♦ pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
- Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6♦ 10♦ and J♠ is soaked by a 7♥ then you will see the Soak Layer take the J♠, 10♦, Stalls the 6♥ and the 4♣ on the Soak-Layer, which Discards the 7♥, then two copies of the 7♥ also pass on into the next layer of Soak.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
- The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
- If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
- The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Characterβ Ordeal Pool before you move to the next Soak-Layer.
βMode: β
Name: Physical
Text: The simplest forms of wounding are nothing but bashing and cutting physical wounds. Physical attacks are usually performed with weapons (Prop Descendants) or Martial Arts Annexes, which means they can be blocked, parried and so on by another weapon or Martial Art.
Active-Defences:
βMode: β
Type: Active
Name: Parry
Text: Deflecting the incoming blade with your own, also works with spears, hammers, maces, vibro-halberd, or magic spells and counter-magics, whatever really, except energy, you can’t Parry lasers or electricity with a sword (blaster bolts on the other hand).
Rule:
- The Descendant or Annex draws Cards as normal, then plays One (1) card from their Pool.
- If they can match any attack card in Suit (or Clubs ♣ as Defence Trump) and Pips (including Additional Style and Penetration Pips, or additional Wound / Success Levels, or +2 Pips for Trumps) then the attack has been Parried (Wildcards automatically Parry).
- What happens next depends upon the suit of the Defending card (see the Suit Parry details)
π£Mode: π£
Type: Active
Name: Dodge
Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.
Rule:
- All Physical and Energy Attacks that do not Splash can be dodged fully.
- Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
- To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
- If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3♠,J♦ has 5 Pips of Penetration, an A♣ cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3♠ with +5 Pips of Penetration
π‘Mode: π‘
Type: Active
Name: Blocking
Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.
Rule:
- The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
- Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7♣ and 4♦.
- If any Block Card exactly matches in Pips and Suit (or is a Club ♣) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7♣ matches the 7♠ (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
- If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7♣ as damage however.
- If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4♦ is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4♦ now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
- The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.
Passive-Defences:
π²Mode: π²
Type: Passive
Name: Prepared Defence
Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.
Rule: Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through.
- The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
πMode: π
Type: Passive
Name: Passive Dodge
Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.
Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.
βMode: β
Type: Passive
Name: Soak
Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.
Rule:
- The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annexβs normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
- Compare the Soak cards to the Attack cards.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
Type Minimum Soak Maximum Soak Facet / “Saving Throw” 5 10 Skill 5 11 Talent 5 13 (K) Power 5 15 Super-Annex 2 16+ (any) Mud / Clay / Foam 8 10 Cloth/Wool/Fur Descendant 3 7 Silk / Padding Descendant 2 8 Leather Descendant 4 9 Foam Plastic Descendant 3 8 Hard Plastic Descendant 7 11 (J) Advanced Polymer Descendant 3 14 Chainmail Descendant 9 13 (K) Thin Wood Descendant 4 7 Thick Wood Descendant 3 11 (J) Laminated Wood Descendant 3 12 Turtle Shell Armour 7 11 (J) Stone Armour 9 12 (Q) Bronze plate Descendant 8 12 (Q) Steel plate Descendant 6 14 (A) Orichalcum plate Descendant 5 15 (Joker) Vibro-field Descendant 4 10 Power field Descendant 12 (Q) 15 (Joker) Force-field Descendant 8 15 (Joker) Toon/Femite Descendant 6 16 (suited Ace) Nullite Descendant 4 16 (suited Ace) Magickal/Alchemical Enhancement -2 compared to normal +2 compared to normal - If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
- If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
- If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6♥ if you play a 2♦ then both cards are Soaked and 2 × 2♦ pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
- Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6♦ 10♦ and J♠ is soaked by a 7♥ then you will see the Soak Layer take the J♠, 10♦, Stalls the 6♥ and the 4♣ on the Soak-Layer, which Discards the 7♥, then two copies of the 7♥ also pass on into the next layer of Soak.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
- The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
- If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
- The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Characterβ Ordeal Pool before you move to the next Soak-Layer.
βMode: β
Name: Magic
Text: Magic may just be technology we don’t understand, or it can be a mysterious force unknowable and frightening to the common man. Magic can parry magic, and so sometimes can silver or cold iron, it depends on the magic. Magic attacks are rarely dodgeable (and the few that are are usually actually spells that perform energy attacks), and usually ignore Range, but instead must pierce the target’s Liberty or Wyrd Score (-4 Pips as standard).
Active-Defences:
βMode: β
Type: Active
Name: Parry
Text: Deflecting the incoming blade with your own, also works with spears, hammers, maces, vibro-halberd, or magic spells and counter-magics, whatever really, except energy, you can’t Parry lasers or electricity with a sword (blaster bolts on the other hand).
Rule:
- The Descendant or Annex draws Cards as normal, then plays One (1) card from their Pool.
- If they can match any attack card in Suit (or Clubs ♣ as Defence Trump) and Pips (including Additional Style and Penetration Pips, or additional Wound / Success Levels, or +2 Pips for Trumps) then the attack has been Parried (Wildcards automatically Parry).
- What happens next depends upon the suit of the Defending card (see the Suit Parry details)
π‘Mode: π‘
Type: Active
Name: Blocking
Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.
Rule:
- The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
- Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7♣ and 4♦.
- If any Block Card exactly matches in Pips and Suit (or is a Club ♣) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7♣ matches the 7♠ (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
- If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7♣ as damage however.
- If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4♦ is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4♦ now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
- The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.
Passive-Defences:
π²Mode: π²
Type: Passive
Name: Prepared Defence
Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.
Rule: Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through.
- The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
πMode: π
Type: Passive
Name: Passive Dodge
Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.
Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.
βMode: β
Type: Passive
Name: Soak
Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.
Rule:
- The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annexβs normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
- Compare the Soak cards to the Attack cards.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
Type Minimum Soak Maximum Soak Facet / “Saving Throw” 5 10 Skill 5 11 Talent 5 13 (K) Power 5 15 Super-Annex 2 16+ (any) Mud / Clay / Foam 8 10 Cloth/Wool/Fur Descendant 3 7 Silk / Padding Descendant 2 8 Leather Descendant 4 9 Foam Plastic Descendant 3 8 Hard Plastic Descendant 7 11 (J) Advanced Polymer Descendant 3 14 Chainmail Descendant 9 13 (K) Thin Wood Descendant 4 7 Thick Wood Descendant 3 11 (J) Laminated Wood Descendant 3 12 Turtle Shell Armour 7 11 (J) Stone Armour 9 12 (Q) Bronze plate Descendant 8 12 (Q) Steel plate Descendant 6 14 (A) Orichalcum plate Descendant 5 15 (Joker) Vibro-field Descendant 4 10 Power field Descendant 12 (Q) 15 (Joker) Force-field Descendant 8 15 (Joker) Toon/Femite Descendant 6 16 (suited Ace) Nullite Descendant 4 16 (suited Ace) Magickal/Alchemical Enhancement -2 compared to normal +2 compared to normal - If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
- If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
- If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6♥ if you play a 2♦ then both cards are Soaked and 2 × 2♦ pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
- Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6♦ 10♦ and J♠ is soaked by a 7♥ then you will see the Soak Layer take the J♠, 10♦, Stalls the 6♥ and the 4♣ on the Soak-Layer, which Discards the 7♥, then two copies of the 7♥ also pass on into the next layer of Soak.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
- The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
- If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
- The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Characterβ Ordeal Pool before you move to the next Soak-Layer.
π°Mode: π°
Name: Resource
Text: Damage is intended to be paid by a specific Facet Sway. The damage may be soaked or dodged by appropriate defences, but are rare for Characters not focused on the Resource. Wounds are usually taken in a specific targeted Facet Sway (often Wealth, Health, or Support) or Yarn as Pips, with any excess taken as Yarn, so a 23 Pip Economic attack will cost the Target 23 Wealth or Yarn if they had no Wealth, if they had 13 Wealth, it would cost them that and 10 Yarn. It should be noted that Yarn is taken as Chi from the total that a Character has (e.g. a Character with 66 Chi losing 10 Yarn would have only 8 Chi left, but a Character with 45 Chi would lose everything). Resource Attacks may also Maim, Cripple or “Destroy” suitable Descendants and can create Hitches, (such as Lacking, Binding, etc.) if the target does not have enough of the targeted Facet Sway / Chi.
Active-Defences:
π£Mode: π£
Type: Active
Name: Dodge
Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.
Rule:
- All Physical and Energy Attacks that do not Splash can be dodged fully.
- Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
- To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
- If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3♠,J♦ has 5 Pips of Penetration, an A♣ cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3♠ with +5 Pips of Penetration
π‘Mode: π‘
Type: Active
Name: Blocking
Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.
Rule:
- The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
- Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7♣ and 4♦.
- If any Block Card exactly matches in Pips and Suit (or is a Club ♣) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7♣ matches the 7♠ (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
- If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7♣ as damage however.
- If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4♦ is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4♦ now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
- The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.
Passive-Defences:
π²Mode: π²
Type: Passive
Name: Prepared Defence
Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.
Rule: Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through.
- The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
πMode: π
Type: Passive
Name: Passive Dodge
Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.
Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.
βMode: β
Type: Passive
Name: Soak
Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.
Rule:
- The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annexβs normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
- Compare the Soak cards to the Attack cards.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
Type Minimum Soak Maximum Soak Facet / “Saving Throw” 5 10 Skill 5 11 Talent 5 13 (K) Power 5 15 Super-Annex 2 16+ (any) Mud / Clay / Foam 8 10 Cloth/Wool/Fur Descendant 3 7 Silk / Padding Descendant 2 8 Leather Descendant 4 9 Foam Plastic Descendant 3 8 Hard Plastic Descendant 7 11 (J) Advanced Polymer Descendant 3 14 Chainmail Descendant 9 13 (K) Thin Wood Descendant 4 7 Thick Wood Descendant 3 11 (J) Laminated Wood Descendant 3 12 Turtle Shell Armour 7 11 (J) Stone Armour 9 12 (Q) Bronze plate Descendant 8 12 (Q) Steel plate Descendant 6 14 (A) Orichalcum plate Descendant 5 15 (Joker) Vibro-field Descendant 4 10 Power field Descendant 12 (Q) 15 (Joker) Force-field Descendant 8 15 (Joker) Toon/Femite Descendant 6 16 (suited Ace) Nullite Descendant 4 16 (suited Ace) Magickal/Alchemical Enhancement -2 compared to normal +2 compared to normal - If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
- If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
- If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6♥ if you play a 2♦ then both cards are Soaked and 2 × 2♦ pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
- Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6♦ 10♦ and J♠ is soaked by a 7♥ then you will see the Soak Layer take the J♠, 10♦, Stalls the 6♥ and the 4♣ on the Soak-Layer, which Discards the 7♥, then two copies of the 7♥ also pass on into the next layer of Soak.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
- The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
- If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
- The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Characterβ Ordeal Pool before you move to the next Soak-Layer.
π±) β Ambushes (or blind-sides) are attacks designed to surprise and shock the enemy. They may be any Type of attack (from Psych to Economic), but are always Shocking.Mode: π±
Name: Shocking
Text: Shocking Attacks cause the Defender to pause for some reason (fright, laughter, stunning damage, or whatever) if any Wound actually makes it to the Character
Rules: Each attack that Wounds automatically causes Stress equal to the Wound Pips to the Target. If the Wound is greater than a Flesh Wound this also automatically creates 1 Shock on the Defender (see Rules for Stress, Strain and Shock) which will usually result in a GRT penalty, but can create Traumas in extreme cases.
Fury ⚊ ♣ Suit: Clubs ♣
Ordeal Trump: Defence / Trade / Control / Magic (Negative)
Description: Clubs represent the power of politics and a stoic, blind materialism. Clubs can be seen as a dark corrupting force on the world, crass materialism, sin, magic and anger, but the club is also symbolic of protection, law and justice. In the Tarot the Clubs are called Staves or Wands, in some traditions they represent Intellectual Air, but in most they are Fire.
Tarot Meaning: Power, Fame, Politics, Ability, Money.
Ordeal Text: Ordeal Types: Wealth, Politics, Power. Clubs act as Trump for following Actions: Bartering, Controlling, Corrupting, Emotional-intensity, Guarding, Magic, Displaying might, Politics, Self-Defence, Socializing, and Trade Negotiations. Clubs can be used to defend any type of attack.
Parry:DisarmAll the cards of the attack are immediately discarded, along with the Parry Card. The remaining cards of the Defender’s Parry can now each be used to cause the Attacker to drop a Descendant (starting with the attacking weapon usually), can also cut armour straps, belts etc, or steal hats. This basically adds RT equal to the card Pips to the Annex that was used to attack. Every 5 Pips also creates a point of GRT for the Character (representing how much time the Character must spend picking up, or readying the weapon again. Court cards additionally may damage the Descendant that was disarmed, as standard for the Stakes.
Soak: WardThe matched Attack card, and one other randomly selected Attack card are discarded.
Bedlam( π€Mode: π€
Name: Psych
Text: Psych (pronounced ‘Sigh-k’) attacks target the Target’s mind and emotions β which means they are only useful on Characters (even if those Characters may be Intelligent Descendants or Extras). All Wounds are targeted on the Personality Annex (or Master Annex for an Intelligent Descendant / Extra). Psych Attacks typically have an emotional or Psychosocial outcome.
Active-Defences:
πMode: π
Type: Active Psych
Name: Focus
Text: Focus is a Psych Parry. The defender focuses on one aspect of the attack, and thereby turns it around on the attacker. They might retort to the attack, with a biting insult, or just refute one point so well that the attack is ruined, then again they might just react so badly to the attack that they effect the attacker back. The problem with Focus as a defence is that it requires specific cards to work at all.
Rule:
- Draw a number of cards equal to the number of Hitches Reduced, and add the cards to your Ordeal Pool. Then Play One Card.
- The card must match exactly one Attack card’s Pips and Suit β Jokers may be Wild. Clubs will Trump with +2 Pips, which means an 8♥ can be matched by a 6♣,7♣, or 8♣).
- If they can match an Attack card, then the Attack has been stopped. Discard the matched Attack card and all Attack cards Higher than the Focus card.
- Attack cards lower than the Focus card are immediately added to the Defender’s Ordeal Pool as “Fight-or-Flight” cards that may be immediately played or prepared without RT or GRT penalties.
- If no match can be made then Focus has failed. The Defender takes the full effect of the Attack as Focus has been used the Personality Annex cannot now Soak.
π¦Mode: π¦
Type: Active Psych
Name: Ignore
Text: Ignoring a Psych attack is a great choice, if you can. However ignoring is an all or nothing defence, fail to ignore the whole attack and you will have ignored nothing at all.
Rule:
- Draw a number of cards equal to the total number of Hitches Reduced and add them to the Defender’s Ordeal Pool.
- Play Hitches Reduced number of cards to try and Ignore the Psych Attack.
- Ignore cards must beat the total Pips of the Attack. Beat the Pips and the Attack is Discarded. Otherwise the Defender takes all the Psych Damage and since they used their Personality Annex to Ignore, they cannot use it to Psych Soak.
Passive-Defences:
π²Mode: π²
Type: Passive
Name: Prepared Defence
Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.
Rule: Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through.
- The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
πMode: π
Type: Passive Psych
Name: Passive Psych Soak
Text: When someone yells an insult at you, it might sting, or it might not. If you see someone killed in front of you, it might scare you, or may not. You can decide which with a Passive Psych Soak.
Rule:
- Personality Annex Plays a number of Soak cards equal to number of Hitches Reduced (½ to 4 Cards) from their Ordeal Pool.
- If any Soak Card exactly matches in Pips and Suit (or Clubs ♣ with +2 Trump bonus) any Attack Card then the Attack Card is discarded and the Defender may Pull and Play a ‘Fight-or-Flight’ Ordeal card. If a Soak card exactly matches the Highest Card of the Attack then the whole Attack is Discarded.
- If any Psych Soak card is higher in Pips than an Attack card, then those Attack cards are Blocked and Discarded immediately. The Soak card is then kept, but is turned sideways, Stalled. It will be added to the next Psych Attack automatically unless moved by a Defence Glow to a Prepared Defence. A card in this state is considered Stalled.
- If any Psych Soak card has less Pips than an Attack card (or a Stalled card) then the Attack card is Soaked and immediately Discarded. The Defender takes a copy of the Soak card for each card Blocked. The Attacker may add some of the Penetration Pips to increase the Attack cards Pips at this point.
- Psych Attacks that begin with more than 3 cards (such as most Tricks) always cause Extreme Emotional responses, rather than Normal emotional responses. All Psych Attacks must affect the Target’s Active Personality Annex (or its Profs). Psych Wounds automatically stack together whenever they can (2 Psych Distracts Wounds automatically become a Psych Flesh Wound).
- Once the incoming attacks have been dealt with (or not) the Character may now Draw as many cards as they Played earlier to their Ordeal Pool.
β‘Mode: β‘
Name: Energy
Text: Energy attacks are blasts of radiation that are not entirely physical in nature. They might still have a physical impact, but the damage is usually radiation, or electrical burns and sensory overloads.
Active-Defences:
π£Mode: π£
Type: Active
Name: Dodge
Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.
Rule:
- All Physical and Energy Attacks that do not Splash can be dodged fully.
- Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
- To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
- If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3♠,J♦ has 5 Pips of Penetration, an A♣ cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3♠ with +5 Pips of Penetration
π‘Mode: π‘
Type: Active
Name: Blocking
Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.
Rule:
- The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
- Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7♣ and 4♦.
- If any Block Card exactly matches in Pips and Suit (or is a Club ♣) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7♣ matches the 7♠ (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
- If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7♣ as damage however.
- If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4♦ is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4♦ now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
- The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.
Passive-Defences:
π²Mode: π²
Type: Passive
Name: Prepared Defence
Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.
Rule: Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through.
- The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
πMode: π
Type: Passive
Name: Passive Dodge
Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.
Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.
βMode: β
Type: Passive
Name: Soak
Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.
Rule:
- The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annexβs normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
- Compare the Soak cards to the Attack cards.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
Type Minimum Soak Maximum Soak Facet / “Saving Throw” 5 10 Skill 5 11 Talent 5 13 (K) Power 5 15 Super-Annex 2 16+ (any) Mud / Clay / Foam 8 10 Cloth/Wool/Fur Descendant 3 7 Silk / Padding Descendant 2 8 Leather Descendant 4 9 Foam Plastic Descendant 3 8 Hard Plastic Descendant 7 11 (J) Advanced Polymer Descendant 3 14 Chainmail Descendant 9 13 (K) Thin Wood Descendant 4 7 Thick Wood Descendant 3 11 (J) Laminated Wood Descendant 3 12 Turtle Shell Armour 7 11 (J) Stone Armour 9 12 (Q) Bronze plate Descendant 8 12 (Q) Steel plate Descendant 6 14 (A) Orichalcum plate Descendant 5 15 (Joker) Vibro-field Descendant 4 10 Power field Descendant 12 (Q) 15 (Joker) Force-field Descendant 8 15 (Joker) Toon/Femite Descendant 6 16 (suited Ace) Nullite Descendant 4 16 (suited Ace) Magickal/Alchemical Enhancement -2 compared to normal +2 compared to normal - If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
- If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
- If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6♥ if you play a 2♦ then both cards are Soaked and 2 × 2♦ pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
- Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6♦ 10♦ and J♠ is soaked by a 7♥ then you will see the Soak Layer take the J♠, 10♦, Stalls the 6♥ and the 4♣ on the Soak-Layer, which Discards the 7♥, then two copies of the 7♥ also pass on into the next layer of Soak.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
- The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
- If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
- The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Characterβ Ordeal Pool before you move to the next Soak-Layer.
βMode: β
Name: Magic
Text: Magic may just be technology we don’t understand, or it can be a mysterious force unknowable and frightening to the common man. Magic can parry magic, and so sometimes can silver or cold iron, it depends on the magic. Magic attacks are rarely dodgeable (and the few that are are usually actually spells that perform energy attacks), and usually ignore Range, but instead must pierce the target’s Liberty or Wyrd Score (-4 Pips as standard).
Active-Defences:
βMode: β
Type: Active
Name: Parry
Text: Deflecting the incoming blade with your own, also works with spears, hammers, maces, vibro-halberd, or magic spells and counter-magics, whatever really, except energy, you can’t Parry lasers or electricity with a sword (blaster bolts on the other hand).
Rule:
- The Descendant or Annex draws Cards as normal, then plays One (1) card from their Pool.
- If they can match any attack card in Suit (or Clubs ♣ as Defence Trump) and Pips (including Additional Style and Penetration Pips, or additional Wound / Success Levels, or +2 Pips for Trumps) then the attack has been Parried (Wildcards automatically Parry).
- What happens next depends upon the suit of the Defending card (see the Suit Parry details)
π‘Mode: π‘
Type: Active
Name: Blocking
Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.
Rule:
- The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
- Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7♣ and 4♦.
- If any Block Card exactly matches in Pips and Suit (or is a Club ♣) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7♣ matches the 7♠ (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
- If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7♣ as damage however.
- If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4♦ is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4♦ now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
- The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.
Passive-Defences:
π²Mode: π²
Type: Passive
Name: Prepared Defence
Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.
Rule: Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through.
- The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
πMode: π
Type: Passive
Name: Passive Dodge
Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.
Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.
βMode: β
Type: Passive
Name: Soak
Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.
Rule:
- The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annexβs normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
- Compare the Soak cards to the Attack cards.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
Type Minimum Soak Maximum Soak Facet / “Saving Throw” 5 10 Skill 5 11 Talent 5 13 (K) Power 5 15 Super-Annex 2 16+ (any) Mud / Clay / Foam 8 10 Cloth/Wool/Fur Descendant 3 7 Silk / Padding Descendant 2 8 Leather Descendant 4 9 Foam Plastic Descendant 3 8 Hard Plastic Descendant 7 11 (J) Advanced Polymer Descendant 3 14 Chainmail Descendant 9 13 (K) Thin Wood Descendant 4 7 Thick Wood Descendant 3 11 (J) Laminated Wood Descendant 3 12 Turtle Shell Armour 7 11 (J) Stone Armour 9 12 (Q) Bronze plate Descendant 8 12 (Q) Steel plate Descendant 6 14 (A) Orichalcum plate Descendant 5 15 (Joker) Vibro-field Descendant 4 10 Power field Descendant 12 (Q) 15 (Joker) Force-field Descendant 8 15 (Joker) Toon/Femite Descendant 6 16 (suited Ace) Nullite Descendant 4 16 (suited Ace) Magickal/Alchemical Enhancement -2 compared to normal +2 compared to normal - If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
- If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
- If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6♥ if you play a 2♦ then both cards are Soaked and 2 × 2♦ pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
- Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6♦ 10♦ and J♠ is soaked by a 7♥ then you will see the Soak Layer take the J♠, 10♦, Stalls the 6♥ and the 4♣ on the Soak-Layer, which Discards the 7♥, then two copies of the 7♥ also pass on into the next layer of Soak.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
- The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
- If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
- The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Characterβ Ordeal Pool before you move to the next Soak-Layer.
π±Mode: π±
Name: Shocking
Text: Shocking Attacks cause the Defender to pause for some reason (fright, laughter, stunning damage, or whatever) if any Wound actually makes it to the Character
Rules: Each attack that Wounds automatically causes Stress equal to the Wound Pips to the Target. If the Wound is greater than a Flesh Wound this also automatically creates 1 Shock on the Defender (see Rules for Stress, Strain and Shock) which will usually result in a GRT penalty, but can create Traumas in extreme cases.
πMode: π
Name: Waning
Text: Waning attacks are diminished, and fading, but like the moon, they never really go away.
Rules: All Waning Wounds are one Level lower than the card Limit suggests, however they can never be below the Distract Level. Waning Wounds will always remain at least a Distract, even after Soak-Levels or Chi expenditure. The Waning Wound can never be completely cancelled by a Defence and a Distract will be passed in to the Target.
π¦) β Bedlam attacks are usually Psych Attacks, they can be used to represent terror/horror attacks, shell shock and direct mental blasts as well as prolonged contact with Madness. However, they can also represent Sonic Energy attacks and Magic attacks that invoke noise or madness in other ways. Bedlam Attacks may Wane but are always Shocking and Splash.Mode: π¦
Name: Splash
Text: The Attack affects multiple targets, but a bit less than what it says on the Card.
Rules: Splash Damage affects multiple targets as well as the first. The Splash Damage is -1 Wound Level from the Limit (so a Flesh will splash Distracts). The Splash radius is equal to the Pips of the Limit Card as a Range in the Action Space. Additional Pips may still pay for additional targets +3 for each full target, +1 for each Splash target.
Gossamer ⚊ ♠ Suit: Spades ♠
Ordeal Trump: Attack / Perception / Penetration (Opening / Navigation / Logic)
Description: The Spades Suit is the suit of suffering, said to be good for the soul, but miserable for a Monday. Competition, perception, endurance and curiosity are positive aspects associated with the suit, but spades also represent destruction, betrayal, distance, might and death. In the tarot, the Suit is replaced with Swords, which (depending on the tradition) may represent either damaging Fire, or more commonly the cutting intellect of Air.
Tarot Meaning: Misfortune, Suffering, Loss, Mourning, Treachery, Betrayal, War, Lawsuit, Conflict.
Ordeal Text: Ordeal Types: Confrontation (e.g. Warfare, Lawsuit), Competition (Sports, Quizzes etc), Perception (Spot Hidden). Spades act as Trumps for the Following Action Types: Attacking, Balance, Climbing, Contagion, Desecration, Destruction, Feats of Strength, Lock-picking, Navigation, Perception (Search/Spot), Staying power, and Stoicism. Spades can be used for any type of attack.
Parry:Redirect-AttackThe damage from the original attack (less the Parried Card) is redirected by the Defender to the Attacker, their Descendants or their Allies.
Soak: Counter-AttackThe matched Attack card is reflected back at the Attacker, or their Descendant, as Narratively appropriate.
Rip( βMode: β
Name: Physical
Text: The simplest forms of wounding are nothing but bashing and cutting physical wounds. Physical attacks are usually performed with weapons (Prop Descendants) or Martial Arts Annexes, which means they can be blocked, parried and so on by another weapon or Martial Art.
Active-Defences:
βMode: β
Type: Active
Name: Parry
Text: Deflecting the incoming blade with your own, also works with spears, hammers, maces, vibro-halberd, or magic spells and counter-magics, whatever really, except energy, you can’t Parry lasers or electricity with a sword (blaster bolts on the other hand).
Rule:
- The Descendant or Annex draws Cards as normal, then plays One (1) card from their Pool.
- If they can match any attack card in Suit (or Clubs ♣ as Defence Trump) and Pips (including Additional Style and Penetration Pips, or additional Wound / Success Levels, or +2 Pips for Trumps) then the attack has been Parried (Wildcards automatically Parry).
- What happens next depends upon the suit of the Defending card (see the Suit Parry details)
π£Mode: π£
Type: Active
Name: Dodge
Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.
Rule:
- All Physical and Energy Attacks that do not Splash can be dodged fully.
- Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
- To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
- If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3♠,J♦ has 5 Pips of Penetration, an A♣ cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3♠ with +5 Pips of Penetration
π‘Mode: π‘
Type: Active
Name: Blocking
Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.
Rule:
- The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
- Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7♣ and 4♦.
- If any Block Card exactly matches in Pips and Suit (or is a Club ♣) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7♣ matches the 7♠ (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
- If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7♣ as damage however.
- If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4♦ is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4♦ now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
- The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.
Passive-Defences:
π²Mode: π²
Type: Passive
Name: Prepared Defence
Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.
Rule: Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through.
- The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
πMode: π
Type: Passive
Name: Passive Dodge
Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.
Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.
βMode: β
Type: Passive
Name: Soak
Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.
Rule:
- The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annexβs normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
- Compare the Soak cards to the Attack cards.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
Type Minimum Soak Maximum Soak Facet / “Saving Throw” 5 10 Skill 5 11 Talent 5 13 (K) Power 5 15 Super-Annex 2 16+ (any) Mud / Clay / Foam 8 10 Cloth/Wool/Fur Descendant 3 7 Silk / Padding Descendant 2 8 Leather Descendant 4 9 Foam Plastic Descendant 3 8 Hard Plastic Descendant 7 11 (J) Advanced Polymer Descendant 3 14 Chainmail Descendant 9 13 (K) Thin Wood Descendant 4 7 Thick Wood Descendant 3 11 (J) Laminated Wood Descendant 3 12 Turtle Shell Armour 7 11 (J) Stone Armour 9 12 (Q) Bronze plate Descendant 8 12 (Q) Steel plate Descendant 6 14 (A) Orichalcum plate Descendant 5 15 (Joker) Vibro-field Descendant 4 10 Power field Descendant 12 (Q) 15 (Joker) Force-field Descendant 8 15 (Joker) Toon/Femite Descendant 6 16 (suited Ace) Nullite Descendant 4 16 (suited Ace) Magickal/Alchemical Enhancement -2 compared to normal +2 compared to normal - If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
- If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
- If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6♥ if you play a 2♦ then both cards are Soaked and 2 × 2♦ pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
- Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6♦ 10♦ and J♠ is soaked by a 7♥ then you will see the Soak Layer take the J♠, 10♦, Stalls the 6♥ and the 4♣ on the Soak-Layer, which Discards the 7♥, then two copies of the 7♥ also pass on into the next layer of Soak.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
- The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
- If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
- The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Characterβ Ordeal Pool before you move to the next Soak-Layer.
π°Mode: π°
Name: Resource
Text: Damage is intended to be paid by a specific Facet Sway. The damage may be soaked or dodged by appropriate defences, but are rare for Characters not focused on the Resource. Wounds are usually taken in a specific targeted Facet Sway (often Wealth, Health, or Support) or Yarn as Pips, with any excess taken as Yarn, so a 23 Pip Economic attack will cost the Target 23 Wealth or Yarn if they had no Wealth, if they had 13 Wealth, it would cost them that and 10 Yarn. It should be noted that Yarn is taken as Chi from the total that a Character has (e.g. a Character with 66 Chi losing 10 Yarn would have only 8 Chi left, but a Character with 45 Chi would lose everything). Resource Attacks may also Maim, Cripple or “Destroy” suitable Descendants and can create Hitches, (such as Lacking, Binding, etc.) if the target does not have enough of the targeted Facet Sway / Chi.
Active-Defences:
π£Mode: π£
Type: Active
Name: Dodge
Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.
Rule:
- All Physical and Energy Attacks that do not Splash can be dodged fully.
- Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
- To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
- If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3♠,J♦ has 5 Pips of Penetration, an A♣ cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3♠ with +5 Pips of Penetration
π‘Mode: π‘
Type: Active
Name: Blocking
Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.
Rule:
- The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
- Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7♣ and 4♦.
- If any Block Card exactly matches in Pips and Suit (or is a Club ♣) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7♣ matches the 7♠ (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
- If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7♣ as damage however.
- If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4♦ is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4♦ now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
- The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.
Passive-Defences:
π²Mode: π²
Type: Passive
Name: Prepared Defence
Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.
Rule: Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through.
- The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
πMode: π
Type: Passive
Name: Passive Dodge
Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.
Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.
βMode: β
Type: Passive
Name: Soak
Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.
Rule:
- The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annexβs normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
- Compare the Soak cards to the Attack cards.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
Type Minimum Soak Maximum Soak Facet / “Saving Throw” 5 10 Skill 5 11 Talent 5 13 (K) Power 5 15 Super-Annex 2 16+ (any) Mud / Clay / Foam 8 10 Cloth/Wool/Fur Descendant 3 7 Silk / Padding Descendant 2 8 Leather Descendant 4 9 Foam Plastic Descendant 3 8 Hard Plastic Descendant 7 11 (J) Advanced Polymer Descendant 3 14 Chainmail Descendant 9 13 (K) Thin Wood Descendant 4 7 Thick Wood Descendant 3 11 (J) Laminated Wood Descendant 3 12 Turtle Shell Armour 7 11 (J) Stone Armour 9 12 (Q) Bronze plate Descendant 8 12 (Q) Steel plate Descendant 6 14 (A) Orichalcum plate Descendant 5 15 (Joker) Vibro-field Descendant 4 10 Power field Descendant 12 (Q) 15 (Joker) Force-field Descendant 8 15 (Joker) Toon/Femite Descendant 6 16 (suited Ace) Nullite Descendant 4 16 (suited Ace) Magickal/Alchemical Enhancement -2 compared to normal +2 compared to normal - If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
- If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
- If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6♥ if you play a 2♦ then both cards are Soaked and 2 × 2♦ pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
- Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6♦ 10♦ and J♠ is soaked by a 7♥ then you will see the Soak Layer take the J♠, 10♦, Stalls the 6♥ and the 4♣ on the Soak-Layer, which Discards the 7♥, then two copies of the 7♥ also pass on into the next layer of Soak.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
- The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
- If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
- The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Characterβ Ordeal Pool before you move to the next Soak-Layer.
π«) β Rip attacks are the types of attacks made by strong powerful forces, like a bearβs claws. They are normally Physical, but can be Economic (then called a βRip-Offβ) and do Normal Damage. Rip attacks can become Grip attacks that Restrain their targets with a Restrain critical on any Critical.Mode: π«
Name: Normal
Text: The Standard against which other Attacks are measured. Everything is standard, no weird rules.
Rules: No Special Rules. Normal Attacks obey the normal rules for Reach and Range additional Targets cost +3 Pips per Target.
Heresy ⚊ ♥ Suit: Hearts ♥
Ordeal Trump: Healing (Survival / Magic) / Deception (Hide / Feint) / Magic (Positive)
Description: Hearts represent Love, Family and the comforts of home. Hearts are the warmth of a cosy fireplace, and social wealth rather than material. In the Tarot the suit is called Cups, and represents the feminine and elemental Water.
Tarot Meaning: Love, Relationships, Affections, Family, Sympathy, Peace.
Ordeal Text: Ordeal Types: Nurturing, Farming, Relationships, Medical. Hearts act as Trumps for the following Actions: Blending in, Cooking, Escaping, Healing, Hiding, Hunting, Insulting, Joke-telling, Lying, Magic, Mimicry, Riddling, Spinning a tale, Surgery, and Survival. Any type of Wound can be healed with a Heart.
Parry:Locked RespiteAll unmatched Cards from the original attack are Discarded by the Defender, however with each card they Discard they may either use the card to Heal/Stabilise one of their own wounds (or damage to the Parrying Descendant), or they may use the card to slow their attacker with additional RT (Pips) or GRT (Pips/5).
Soak: DisengageThe Soak Card acts as a Heal card, and is discarded along with the Attack card. This immediately Heals all Wounds in play that have less Pips, including the remaining Wounds in the Attack, by one Wound Level (discards Distracts).
Malign( π€Mode: π€
Name: Psych
Text: Psych (pronounced ‘Sigh-k’) attacks target the Target’s mind and emotions β which means they are only useful on Characters (even if those Characters may be Intelligent Descendants or Extras). All Wounds are targeted on the Personality Annex (or Master Annex for an Intelligent Descendant / Extra). Psych Attacks typically have an emotional or Psychosocial outcome.
Active-Defences:
πMode: π
Type: Active Psych
Name: Focus
Text: Focus is a Psych Parry. The defender focuses on one aspect of the attack, and thereby turns it around on the attacker. They might retort to the attack, with a biting insult, or just refute one point so well that the attack is ruined, then again they might just react so badly to the attack that they effect the attacker back. The problem with Focus as a defence is that it requires specific cards to work at all.
Rule:
- Draw a number of cards equal to the number of Hitches Reduced, and add the cards to your Ordeal Pool. Then Play One Card.
- The card must match exactly one Attack card’s Pips and Suit β Jokers may be Wild. Clubs will Trump with +2 Pips, which means an 8♥ can be matched by a 6♣,7♣, or 8♣).
- If they can match an Attack card, then the Attack has been stopped. Discard the matched Attack card and all Attack cards Higher than the Focus card.
- Attack cards lower than the Focus card are immediately added to the Defender’s Ordeal Pool as “Fight-or-Flight” cards that may be immediately played or prepared without RT or GRT penalties.
- If no match can be made then Focus has failed. The Defender takes the full effect of the Attack as Focus has been used the Personality Annex cannot now Soak.
π¦Mode: π¦
Type: Active Psych
Name: Ignore
Text: Ignoring a Psych attack is a great choice, if you can. However ignoring is an all or nothing defence, fail to ignore the whole attack and you will have ignored nothing at all.
Rule:
- Draw a number of cards equal to the total number of Hitches Reduced and add them to the Defender’s Ordeal Pool.
- Play Hitches Reduced number of cards to try and Ignore the Psych Attack.
- Ignore cards must beat the total Pips of the Attack. Beat the Pips and the Attack is Discarded. Otherwise the Defender takes all the Psych Damage and since they used their Personality Annex to Ignore, they cannot use it to Psych Soak.
Passive-Defences:
π²Mode: π²
Type: Passive
Name: Prepared Defence
Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.
Rule: Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through.
- The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
πMode: π
Type: Passive Psych
Name: Passive Psych Soak
Text: When someone yells an insult at you, it might sting, or it might not. If you see someone killed in front of you, it might scare you, or may not. You can decide which with a Passive Psych Soak.
Rule:
- Personality Annex Plays a number of Soak cards equal to number of Hitches Reduced (½ to 4 Cards) from their Ordeal Pool.
- If any Soak Card exactly matches in Pips and Suit (or Clubs ♣ with +2 Trump bonus) any Attack Card then the Attack Card is discarded and the Defender may Pull and Play a ‘Fight-or-Flight’ Ordeal card. If a Soak card exactly matches the Highest Card of the Attack then the whole Attack is Discarded.
- If any Psych Soak card is higher in Pips than an Attack card, then those Attack cards are Blocked and Discarded immediately. The Soak card is then kept, but is turned sideways, Stalled. It will be added to the next Psych Attack automatically unless moved by a Defence Glow to a Prepared Defence. A card in this state is considered Stalled.
- If any Psych Soak card has less Pips than an Attack card (or a Stalled card) then the Attack card is Soaked and immediately Discarded. The Defender takes a copy of the Soak card for each card Blocked. The Attacker may add some of the Penetration Pips to increase the Attack cards Pips at this point.
- Psych Attacks that begin with more than 3 cards (such as most Tricks) always cause Extreme Emotional responses, rather than Normal emotional responses. All Psych Attacks must affect the Target’s Active Personality Annex (or its Profs). Psych Wounds automatically stack together whenever they can (2 Psych Distracts Wounds automatically become a Psych Flesh Wound).
- Once the incoming attacks have been dealt with (or not) the Character may now Draw as many cards as they Played earlier to their Ordeal Pool.
βMode: β
Name: Magic
Text: Magic may just be technology we don’t understand, or it can be a mysterious force unknowable and frightening to the common man. Magic can parry magic, and so sometimes can silver or cold iron, it depends on the magic. Magic attacks are rarely dodgeable (and the few that are are usually actually spells that perform energy attacks), and usually ignore Range, but instead must pierce the target’s Liberty or Wyrd Score (-4 Pips as standard).
Active-Defences:
βMode: β
Type: Active
Name: Parry
Text: Deflecting the incoming blade with your own, also works with spears, hammers, maces, vibro-halberd, or magic spells and counter-magics, whatever really, except energy, you can’t Parry lasers or electricity with a sword (blaster bolts on the other hand).
Rule:
- The Descendant or Annex draws Cards as normal, then plays One (1) card from their Pool.
- If they can match any attack card in Suit (or Clubs ♣ as Defence Trump) and Pips (including Additional Style and Penetration Pips, or additional Wound / Success Levels, or +2 Pips for Trumps) then the attack has been Parried (Wildcards automatically Parry).
- What happens next depends upon the suit of the Defending card (see the Suit Parry details)
π‘Mode: π‘
Type: Active
Name: Blocking
Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.
Rule:
- The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
- Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7♣ and 4♦.
- If any Block Card exactly matches in Pips and Suit (or is a Club ♣) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7♣ matches the 7♠ (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
- If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7♣ as damage however.
- If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4♦ is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4♦ now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
- The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.
Passive-Defences:
π²Mode: π²
Type: Passive
Name: Prepared Defence
Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.
Rule: Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through.
- The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
πMode: π
Type: Passive
Name: Passive Dodge
Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.
Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.
βMode: β
Type: Passive
Name: Soak
Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.
Rule:
- The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annexβs normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
- Compare the Soak cards to the Attack cards.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
Type Minimum Soak Maximum Soak Facet / “Saving Throw” 5 10 Skill 5 11 Talent 5 13 (K) Power 5 15 Super-Annex 2 16+ (any) Mud / Clay / Foam 8 10 Cloth/Wool/Fur Descendant 3 7 Silk / Padding Descendant 2 8 Leather Descendant 4 9 Foam Plastic Descendant 3 8 Hard Plastic Descendant 7 11 (J) Advanced Polymer Descendant 3 14 Chainmail Descendant 9 13 (K) Thin Wood Descendant 4 7 Thick Wood Descendant 3 11 (J) Laminated Wood Descendant 3 12 Turtle Shell Armour 7 11 (J) Stone Armour 9 12 (Q) Bronze plate Descendant 8 12 (Q) Steel plate Descendant 6 14 (A) Orichalcum plate Descendant 5 15 (Joker) Vibro-field Descendant 4 10 Power field Descendant 12 (Q) 15 (Joker) Force-field Descendant 8 15 (Joker) Toon/Femite Descendant 6 16 (suited Ace) Nullite Descendant 4 16 (suited Ace) Magickal/Alchemical Enhancement -2 compared to normal +2 compared to normal - If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
- If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
- If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6♥ if you play a 2♦ then both cards are Soaked and 2 × 2♦ pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
- Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6♦ 10♦ and J♠ is soaked by a 7♥ then you will see the Soak Layer take the J♠, 10♦, Stalls the 6♥ and the 4♣ on the Soak-Layer, which Discards the 7♥, then two copies of the 7♥ also pass on into the next layer of Soak.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
- The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
- If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
- The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Characterβ Ordeal Pool before you move to the next Soak-Layer.
π) β Malign attacks are never physical in nature, as Psych attacks they destroy the perceived character of the target, as Magic they represent Harmful spells that arenβt specifically Curses. Malign attacks do Waning Damage.Mode: π
Name: Waning
Text: Waning attacks are diminished, and fading, but like the moon, they never really go away.
Rules: All Waning Wounds are one Level lower than the card Limit suggests, however they can never be below the Distract Level. Waning Wounds will always remain at least a Distract, even after Soak-Levels or Chi expenditure. The Waning Wound can never be completely cancelled by a Defence and a Distract will be passed in to the Target.
Inertia ♠ Suit: Spades ♠
Ordeal Trump: Attack / Perception / Penetration (Opening / Navigation / Logic)
Description: The Spades Suit is the suit of suffering, said to be good for the soul, but miserable for a Monday. Competition, perception, endurance and curiosity are positive aspects associated with the suit, but spades also represent destruction, betrayal, distance, might and death. In the tarot, the Suit is replaced with Swords, which (depending on the tradition) may represent either damaging Fire, or more commonly the cutting intellect of Air.
Tarot Meaning: Misfortune, Suffering, Loss, Mourning, Treachery, Betrayal, War, Lawsuit, Conflict.
Ordeal Text: Ordeal Types: Confrontation (e.g. Warfare, Lawsuit), Competition (Sports, Quizzes etc), Perception (Spot Hidden). Spades act as Trumps for the Following Action Types: Attacking, Balance, Climbing, Contagion, Desecration, Destruction, Feats of Strength, Lock-picking, Navigation, Perception (Search/Spot), Staying power, and Stoicism. Spades can be used for any type of attack.
Parry:Redirect-AttackThe damage from the original attack (less the Parried Card) is redirected by the Defender to the Attacker, their Descendants or their Allies.
Soak: Counter-AttackThe matched Attack card is reflected back at the Attacker, or their Descendant, as Narratively appropriate.
Slash( βMode: β
Name: Physical
Text: The simplest forms of wounding are nothing but bashing and cutting physical wounds. Physical attacks are usually performed with weapons (Prop Descendants) or Martial Arts Annexes, which means they can be blocked, parried and so on by another weapon or Martial Art.
Active-Defences:
βMode: β
Type: Active
Name: Parry
Text: Deflecting the incoming blade with your own, also works with spears, hammers, maces, vibro-halberd, or magic spells and counter-magics, whatever really, except energy, you can’t Parry lasers or electricity with a sword (blaster bolts on the other hand).
Rule:
- The Descendant or Annex draws Cards as normal, then plays One (1) card from their Pool.
- If they can match any attack card in Suit (or Clubs ♣ as Defence Trump) and Pips (including Additional Style and Penetration Pips, or additional Wound / Success Levels, or +2 Pips for Trumps) then the attack has been Parried (Wildcards automatically Parry).
- What happens next depends upon the suit of the Defending card (see the Suit Parry details)
π£Mode: π£
Type: Active
Name: Dodge
Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.
Rule:
- All Physical and Energy Attacks that do not Splash can be dodged fully.
- Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
- To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
- If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3♠,J♦ has 5 Pips of Penetration, an A♣ cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3♠ with +5 Pips of Penetration
π‘Mode: π‘
Type: Active
Name: Blocking
Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.
Rule:
- The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
- Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7♣ and 4♦.
- If any Block Card exactly matches in Pips and Suit (or is a Club ♣) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7♣ matches the 7♠ (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
- If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7♣ as damage however.
- If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4♦ is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4♦ now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
- The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.
Passive-Defences:
π²Mode: π²
Type: Passive
Name: Prepared Defence
Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.
Rule: Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through.
- The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
πMode: π
Type: Passive
Name: Passive Dodge
Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.
Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.
βMode: β
Type: Passive
Name: Soak
Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.
Rule:
- The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annexβs normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
- Compare the Soak cards to the Attack cards.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
Type Minimum Soak Maximum Soak Facet / “Saving Throw” 5 10 Skill 5 11 Talent 5 13 (K) Power 5 15 Super-Annex 2 16+ (any) Mud / Clay / Foam 8 10 Cloth/Wool/Fur Descendant 3 7 Silk / Padding Descendant 2 8 Leather Descendant 4 9 Foam Plastic Descendant 3 8 Hard Plastic Descendant 7 11 (J) Advanced Polymer Descendant 3 14 Chainmail Descendant 9 13 (K) Thin Wood Descendant 4 7 Thick Wood Descendant 3 11 (J) Laminated Wood Descendant 3 12 Turtle Shell Armour 7 11 (J) Stone Armour 9 12 (Q) Bronze plate Descendant 8 12 (Q) Steel plate Descendant 6 14 (A) Orichalcum plate Descendant 5 15 (Joker) Vibro-field Descendant 4 10 Power field Descendant 12 (Q) 15 (Joker) Force-field Descendant 8 15 (Joker) Toon/Femite Descendant 6 16 (suited Ace) Nullite Descendant 4 16 (suited Ace) Magickal/Alchemical Enhancement -2 compared to normal +2 compared to normal - If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
- If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
- If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6♥ if you play a 2♦ then both cards are Soaked and 2 × 2♦ pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
- Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6♦ 10♦ and J♠ is soaked by a 7♥ then you will see the Soak Layer take the J♠, 10♦, Stalls the 6♥ and the 4♣ on the Soak-Layer, which Discards the 7♥, then two copies of the 7♥ also pass on into the next layer of Soak.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
- The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
- If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
- The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Characterβ Ordeal Pool before you move to the next Soak-Layer.
βMode: β
Name: Magic
Text: Magic may just be technology we don’t understand, or it can be a mysterious force unknowable and frightening to the common man. Magic can parry magic, and so sometimes can silver or cold iron, it depends on the magic. Magic attacks are rarely dodgeable (and the few that are are usually actually spells that perform energy attacks), and usually ignore Range, but instead must pierce the target’s Liberty or Wyrd Score (-4 Pips as standard).
Active-Defences:
βMode: β
Type: Active
Name: Parry
Text: Deflecting the incoming blade with your own, also works with spears, hammers, maces, vibro-halberd, or magic spells and counter-magics, whatever really, except energy, you can’t Parry lasers or electricity with a sword (blaster bolts on the other hand).
Rule:
- The Descendant or Annex draws Cards as normal, then plays One (1) card from their Pool.
- If they can match any attack card in Suit (or Clubs ♣ as Defence Trump) and Pips (including Additional Style and Penetration Pips, or additional Wound / Success Levels, or +2 Pips for Trumps) then the attack has been Parried (Wildcards automatically Parry).
- What happens next depends upon the suit of the Defending card (see the Suit Parry details)
π‘Mode: π‘
Type: Active
Name: Blocking
Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.
Rule:
- The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
- Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7♣ and 4♦.
- If any Block Card exactly matches in Pips and Suit (or is a Club ♣) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7♣ matches the 7♠ (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
- If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7♣ as damage however.
- If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4♦ is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4♦ now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
- The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.
Passive-Defences:
π²Mode: π²
Type: Passive
Name: Prepared Defence
Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.
Rule: Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through.
- The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
πMode: π
Type: Passive
Name: Passive Dodge
Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.
Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.
βMode: β
Type: Passive
Name: Soak
Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.
Rule:
- The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annexβs normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
- Compare the Soak cards to the Attack cards.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
Type Minimum Soak Maximum Soak Facet / “Saving Throw” 5 10 Skill 5 11 Talent 5 13 (K) Power 5 15 Super-Annex 2 16+ (any) Mud / Clay / Foam 8 10 Cloth/Wool/Fur Descendant 3 7 Silk / Padding Descendant 2 8 Leather Descendant 4 9 Foam Plastic Descendant 3 8 Hard Plastic Descendant 7 11 (J) Advanced Polymer Descendant 3 14 Chainmail Descendant 9 13 (K) Thin Wood Descendant 4 7 Thick Wood Descendant 3 11 (J) Laminated Wood Descendant 3 12 Turtle Shell Armour 7 11 (J) Stone Armour 9 12 (Q) Bronze plate Descendant 8 12 (Q) Steel plate Descendant 6 14 (A) Orichalcum plate Descendant 5 15 (Joker) Vibro-field Descendant 4 10 Power field Descendant 12 (Q) 15 (Joker) Force-field Descendant 8 15 (Joker) Toon/Femite Descendant 6 16 (suited Ace) Nullite Descendant 4 16 (suited Ace) Magickal/Alchemical Enhancement -2 compared to normal +2 compared to normal - If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
- If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
- If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6♥ if you play a 2♦ then both cards are Soaked and 2 × 2♦ pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
- Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6♦ 10♦ and J♠ is soaked by a 7♥ then you will see the Soak Layer take the J♠, 10♦, Stalls the 6♥ and the 4♣ on the Soak-Layer, which Discards the 7♥, then two copies of the 7♥ also pass on into the next layer of Soak.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
- The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
- If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
- The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Characterβ Ordeal Pool before you move to the next Soak-Layer.
π°Mode: π°
Name: Resource
Text: Damage is intended to be paid by a specific Facet Sway. The damage may be soaked or dodged by appropriate defences, but are rare for Characters not focused on the Resource. Wounds are usually taken in a specific targeted Facet Sway (often Wealth, Health, or Support) or Yarn as Pips, with any excess taken as Yarn, so a 23 Pip Economic attack will cost the Target 23 Wealth or Yarn if they had no Wealth, if they had 13 Wealth, it would cost them that and 10 Yarn. It should be noted that Yarn is taken as Chi from the total that a Character has (e.g. a Character with 66 Chi losing 10 Yarn would have only 8 Chi left, but a Character with 45 Chi would lose everything). Resource Attacks may also Maim, Cripple or “Destroy” suitable Descendants and can create Hitches, (such as Lacking, Binding, etc.) if the target does not have enough of the targeted Facet Sway / Chi.
Active-Defences:
π£Mode: π£
Type: Active
Name: Dodge
Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.
Rule:
- All Physical and Energy Attacks that do not Splash can be dodged fully.
- Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
- To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
- If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3♠,J♦ has 5 Pips of Penetration, an A♣ cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3♠ with +5 Pips of Penetration
π‘Mode: π‘
Type: Active
Name: Blocking
Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.
Rule:
- The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
- Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7♣ and 4♦.
- If any Block Card exactly matches in Pips and Suit (or is a Club ♣) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7♣ matches the 7♠ (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
- If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7♣ as damage however.
- If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4♦ is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4♦ now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
- The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.
Passive-Defences:
π²Mode: π²
Type: Passive
Name: Prepared Defence
Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.
Rule: Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through.
- The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
πMode: π
Type: Passive
Name: Passive Dodge
Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.
Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.
βMode: β
Type: Passive
Name: Soak
Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.
Rule:
- The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annexβs normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
- Compare the Soak cards to the Attack cards.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
Type Minimum Soak Maximum Soak Facet / “Saving Throw” 5 10 Skill 5 11 Talent 5 13 (K) Power 5 15 Super-Annex 2 16+ (any) Mud / Clay / Foam 8 10 Cloth/Wool/Fur Descendant 3 7 Silk / Padding Descendant 2 8 Leather Descendant 4 9 Foam Plastic Descendant 3 8 Hard Plastic Descendant 7 11 (J) Advanced Polymer Descendant 3 14 Chainmail Descendant 9 13 (K) Thin Wood Descendant 4 7 Thick Wood Descendant 3 11 (J) Laminated Wood Descendant 3 12 Turtle Shell Armour 7 11 (J) Stone Armour 9 12 (Q) Bronze plate Descendant 8 12 (Q) Steel plate Descendant 6 14 (A) Orichalcum plate Descendant 5 15 (Joker) Vibro-field Descendant 4 10 Power field Descendant 12 (Q) 15 (Joker) Force-field Descendant 8 15 (Joker) Toon/Femite Descendant 6 16 (suited Ace) Nullite Descendant 4 16 (suited Ace) Magickal/Alchemical Enhancement -2 compared to normal +2 compared to normal - If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
- If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
- If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6♥ if you play a 2♦ then both cards are Soaked and 2 × 2♦ pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
- Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6♦ 10♦ and J♠ is soaked by a 7♥ then you will see the Soak Layer take the J♠, 10♦, Stalls the 6♥ and the 4♣ on the Soak-Layer, which Discards the 7♥, then two copies of the 7♥ also pass on into the next layer of Soak.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
- The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
- If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
- The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Characterβ Ordeal Pool before you move to the next Soak-Layer.
π¦) β Slash attacks are usually physical, claws, swords and knives often cause them, but they can be Magical and even Economic in nature. Slash Wounds Splash as the sword or claws sweep through multiple Targets, or long cuts count as two Wounds.Mode: π¦
Name: Splash
Text: The Attack affects multiple targets, but a bit less than what it says on the Card.
Rules: Splash Damage affects multiple targets as well as the first. The Splash Damage is -1 Wound Level from the Limit (so a Flesh will splash Distracts). The Splash radius is equal to the Pips of the Limit Card as a Range in the Action Space. Additional Pips may still pay for additional targets +3 for each full target, +1 for each Splash target.
Jeer ♥ Suit: Hearts ♥
Ordeal Trump: Healing (Survival / Magic) / Deception (Hide / Feint) / Magic (Positive)
Description: Hearts represent Love, Family and the comforts of home. Hearts are the warmth of a cosy fireplace, and social wealth rather than material. In the Tarot the suit is called Cups, and represents the feminine and elemental Water.
Tarot Meaning: Love, Relationships, Affections, Family, Sympathy, Peace.
Ordeal Text: Ordeal Types: Nurturing, Farming, Relationships, Medical. Hearts act as Trumps for the following Actions: Blending in, Cooking, Escaping, Healing, Hiding, Hunting, Insulting, Joke-telling, Lying, Magic, Mimicry, Riddling, Spinning a tale, Surgery, and Survival. Any type of Wound can be healed with a Heart.
Parry:Locked RespiteAll unmatched Cards from the original attack are Discarded by the Defender, however with each card they Discard they may either use the card to Heal/Stabilise one of their own wounds (or damage to the Parrying Descendant), or they may use the card to slow their attacker with additional RT (Pips) or GRT (Pips/5).
Soak: DisengageThe Soak Card acts as a Heal card, and is discarded along with the Attack card. This immediately Heals all Wounds in play that have less Pips, including the remaining Wounds in the Attack, by one Wound Level (discards Distracts).
Freeze( π€Mode: π€
Name: Psych
Text: Psych (pronounced ‘Sigh-k’) attacks target the Target’s mind and emotions β which means they are only useful on Characters (even if those Characters may be Intelligent Descendants or Extras). All Wounds are targeted on the Personality Annex (or Master Annex for an Intelligent Descendant / Extra). Psych Attacks typically have an emotional or Psychosocial outcome.
Active-Defences:
πMode: π
Type: Active Psych
Name: Focus
Text: Focus is a Psych Parry. The defender focuses on one aspect of the attack, and thereby turns it around on the attacker. They might retort to the attack, with a biting insult, or just refute one point so well that the attack is ruined, then again they might just react so badly to the attack that they effect the attacker back. The problem with Focus as a defence is that it requires specific cards to work at all.
Rule:
- Draw a number of cards equal to the number of Hitches Reduced, and add the cards to your Ordeal Pool. Then Play One Card.
- The card must match exactly one Attack card’s Pips and Suit β Jokers may be Wild. Clubs will Trump with +2 Pips, which means an 8♥ can be matched by a 6♣,7♣, or 8♣).
- If they can match an Attack card, then the Attack has been stopped. Discard the matched Attack card and all Attack cards Higher than the Focus card.
- Attack cards lower than the Focus card are immediately added to the Defender’s Ordeal Pool as “Fight-or-Flight” cards that may be immediately played or prepared without RT or GRT penalties.
- If no match can be made then Focus has failed. The Defender takes the full effect of the Attack as Focus has been used the Personality Annex cannot now Soak.
π¦Mode: π¦
Type: Active Psych
Name: Ignore
Text: Ignoring a Psych attack is a great choice, if you can. However ignoring is an all or nothing defence, fail to ignore the whole attack and you will have ignored nothing at all.
Rule:
- Draw a number of cards equal to the total number of Hitches Reduced and add them to the Defender’s Ordeal Pool.
- Play Hitches Reduced number of cards to try and Ignore the Psych Attack.
- Ignore cards must beat the total Pips of the Attack. Beat the Pips and the Attack is Discarded. Otherwise the Defender takes all the Psych Damage and since they used their Personality Annex to Ignore, they cannot use it to Psych Soak.
Passive-Defences:
π²Mode: π²
Type: Passive
Name: Prepared Defence
Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.
Rule: Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through.
- The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
πMode: π
Type: Passive Psych
Name: Passive Psych Soak
Text: When someone yells an insult at you, it might sting, or it might not. If you see someone killed in front of you, it might scare you, or may not. You can decide which with a Passive Psych Soak.
Rule:
- Personality Annex Plays a number of Soak cards equal to number of Hitches Reduced (½ to 4 Cards) from their Ordeal Pool.
- If any Soak Card exactly matches in Pips and Suit (or Clubs ♣ with +2 Trump bonus) any Attack Card then the Attack Card is discarded and the Defender may Pull and Play a ‘Fight-or-Flight’ Ordeal card. If a Soak card exactly matches the Highest Card of the Attack then the whole Attack is Discarded.
- If any Psych Soak card is higher in Pips than an Attack card, then those Attack cards are Blocked and Discarded immediately. The Soak card is then kept, but is turned sideways, Stalled. It will be added to the next Psych Attack automatically unless moved by a Defence Glow to a Prepared Defence. A card in this state is considered Stalled.
- If any Psych Soak card has less Pips than an Attack card (or a Stalled card) then the Attack card is Soaked and immediately Discarded. The Defender takes a copy of the Soak card for each card Blocked. The Attacker may add some of the Penetration Pips to increase the Attack cards Pips at this point.
- Psych Attacks that begin with more than 3 cards (such as most Tricks) always cause Extreme Emotional responses, rather than Normal emotional responses. All Psych Attacks must affect the Target’s Active Personality Annex (or its Profs). Psych Wounds automatically stack together whenever they can (2 Psych Distracts Wounds automatically become a Psych Flesh Wound).
- Once the incoming attacks have been dealt with (or not) the Character may now Draw as many cards as they Played earlier to their Ordeal Pool.
β‘Mode: β‘
Name: Energy
Text: Energy attacks are blasts of radiation that are not entirely physical in nature. They might still have a physical impact, but the damage is usually radiation, or electrical burns and sensory overloads.
Active-Defences:
π£Mode: π£
Type: Active
Name: Dodge
Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.
Rule:
- All Physical and Energy Attacks that do not Splash can be dodged fully.
- Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
- To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
- If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3♠,J♦ has 5 Pips of Penetration, an A♣ cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3♠ with +5 Pips of Penetration
π‘Mode: π‘
Type: Active
Name: Blocking
Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.
Rule:
- The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
- Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7♣ and 4♦.
- If any Block Card exactly matches in Pips and Suit (or is a Club ♣) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7♣ matches the 7♠ (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
- If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7♣ as damage however.
- If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4♦ is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4♦ now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
- The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.
Passive-Defences:
π²Mode: π²
Type: Passive
Name: Prepared Defence
Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.
Rule: Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through.
- The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
πMode: π
Type: Passive
Name: Passive Dodge
Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.
Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.
βMode: β
Type: Passive
Name: Soak
Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.
Rule:
- The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annexβs normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
- Compare the Soak cards to the Attack cards.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
Type Minimum Soak Maximum Soak Facet / “Saving Throw” 5 10 Skill 5 11 Talent 5 13 (K) Power 5 15 Super-Annex 2 16+ (any) Mud / Clay / Foam 8 10 Cloth/Wool/Fur Descendant 3 7 Silk / Padding Descendant 2 8 Leather Descendant 4 9 Foam Plastic Descendant 3 8 Hard Plastic Descendant 7 11 (J) Advanced Polymer Descendant 3 14 Chainmail Descendant 9 13 (K) Thin Wood Descendant 4 7 Thick Wood Descendant 3 11 (J) Laminated Wood Descendant 3 12 Turtle Shell Armour 7 11 (J) Stone Armour 9 12 (Q) Bronze plate Descendant 8 12 (Q) Steel plate Descendant 6 14 (A) Orichalcum plate Descendant 5 15 (Joker) Vibro-field Descendant 4 10 Power field Descendant 12 (Q) 15 (Joker) Force-field Descendant 8 15 (Joker) Toon/Femite Descendant 6 16 (suited Ace) Nullite Descendant 4 16 (suited Ace) Magickal/Alchemical Enhancement -2 compared to normal +2 compared to normal - If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
- If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
- If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6♥ if you play a 2♦ then both cards are Soaked and 2 × 2♦ pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
- Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6♦ 10♦ and J♠ is soaked by a 7♥ then you will see the Soak Layer take the J♠, 10♦, Stalls the 6♥ and the 4♣ on the Soak-Layer, which Discards the 7♥, then two copies of the 7♥ also pass on into the next layer of Soak.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
- The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
- If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
- The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Characterβ Ordeal Pool before you move to the next Soak-Layer.
βMode: β
Name: Physical
Text: The simplest forms of wounding are nothing but bashing and cutting physical wounds. Physical attacks are usually performed with weapons (Prop Descendants) or Martial Arts Annexes, which means they can be blocked, parried and so on by another weapon or Martial Art.
Active-Defences:
βMode: β
Type: Active
Name: Parry
Text: Deflecting the incoming blade with your own, also works with spears, hammers, maces, vibro-halberd, or magic spells and counter-magics, whatever really, except energy, you can’t Parry lasers or electricity with a sword (blaster bolts on the other hand).
Rule:
- The Descendant or Annex draws Cards as normal, then plays One (1) card from their Pool.
- If they can match any attack card in Suit (or Clubs ♣ as Defence Trump) and Pips (including Additional Style and Penetration Pips, or additional Wound / Success Levels, or +2 Pips for Trumps) then the attack has been Parried (Wildcards automatically Parry).
- What happens next depends upon the suit of the Defending card (see the Suit Parry details)
π£Mode: π£
Type: Active
Name: Dodge
Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.
Rule:
- All Physical and Energy Attacks that do not Splash can be dodged fully.
- Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
- To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
- If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3♠,J♦ has 5 Pips of Penetration, an A♣ cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3♠ with +5 Pips of Penetration
π‘Mode: π‘
Type: Active
Name: Blocking
Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.
Rule:
- The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
- Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7♣ and 4♦.
- If any Block Card exactly matches in Pips and Suit (or is a Club ♣) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7♣ matches the 7♠ (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
- If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7♣ as damage however.
- If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4♦ is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4♦ now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
- The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.
Passive-Defences:
π²Mode: π²
Type: Passive
Name: Prepared Defence
Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.
Rule: Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through.
- The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
πMode: π
Type: Passive
Name: Passive Dodge
Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.
Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.
βMode: β
Type: Passive
Name: Soak
Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.
Rule:
- The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annexβs normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
- Compare the Soak cards to the Attack cards.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
Type Minimum Soak Maximum Soak Facet / “Saving Throw” 5 10 Skill 5 11 Talent 5 13 (K) Power 5 15 Super-Annex 2 16+ (any) Mud / Clay / Foam 8 10 Cloth/Wool/Fur Descendant 3 7 Silk / Padding Descendant 2 8 Leather Descendant 4 9 Foam Plastic Descendant 3 8 Hard Plastic Descendant 7 11 (J) Advanced Polymer Descendant 3 14 Chainmail Descendant 9 13 (K) Thin Wood Descendant 4 7 Thick Wood Descendant 3 11 (J) Laminated Wood Descendant 3 12 Turtle Shell Armour 7 11 (J) Stone Armour 9 12 (Q) Bronze plate Descendant 8 12 (Q) Steel plate Descendant 6 14 (A) Orichalcum plate Descendant 5 15 (Joker) Vibro-field Descendant 4 10 Power field Descendant 12 (Q) 15 (Joker) Force-field Descendant 8 15 (Joker) Toon/Femite Descendant 6 16 (suited Ace) Nullite Descendant 4 16 (suited Ace) Magickal/Alchemical Enhancement -2 compared to normal +2 compared to normal - If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
- If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
- If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6♥ if you play a 2♦ then both cards are Soaked and 2 × 2♦ pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
- Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6♦ 10♦ and J♠ is soaked by a 7♥ then you will see the Soak Layer take the J♠, 10♦, Stalls the 6♥ and the 4♣ on the Soak-Layer, which Discards the 7♥, then two copies of the 7♥ also pass on into the next layer of Soak.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
- The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
- If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
- The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Characterβ Ordeal Pool before you move to the next Soak-Layer.
βMode: β
Name: Magic
Text: Magic may just be technology we don’t understand, or it can be a mysterious force unknowable and frightening to the common man. Magic can parry magic, and so sometimes can silver or cold iron, it depends on the magic. Magic attacks are rarely dodgeable (and the few that are are usually actually spells that perform energy attacks), and usually ignore Range, but instead must pierce the target’s Liberty or Wyrd Score (-4 Pips as standard).
Active-Defences:
βMode: β
Type: Active
Name: Parry
Text: Deflecting the incoming blade with your own, also works with spears, hammers, maces, vibro-halberd, or magic spells and counter-magics, whatever really, except energy, you can’t Parry lasers or electricity with a sword (blaster bolts on the other hand).
Rule:
- The Descendant or Annex draws Cards as normal, then plays One (1) card from their Pool.
- If they can match any attack card in Suit (or Clubs ♣ as Defence Trump) and Pips (including Additional Style and Penetration Pips, or additional Wound / Success Levels, or +2 Pips for Trumps) then the attack has been Parried (Wildcards automatically Parry).
- What happens next depends upon the suit of the Defending card (see the Suit Parry details)
π‘Mode: π‘
Type: Active
Name: Blocking
Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.
Rule:
- The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
- Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7♣ and 4♦.
- If any Block Card exactly matches in Pips and Suit (or is a Club ♣) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7♣ matches the 7♠ (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
- If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7♣ as damage however.
- If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4♦ is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4♦ now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
- The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.
Passive-Defences:
π²Mode: π²
Type: Passive
Name: Prepared Defence
Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.
Rule: Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through.
- The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
πMode: π
Type: Passive
Name: Passive Dodge
Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.
Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.
βMode: β
Type: Passive
Name: Soak
Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.
Rule:
- The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annexβs normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
- Compare the Soak cards to the Attack cards.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
Type Minimum Soak Maximum Soak Facet / “Saving Throw” 5 10 Skill 5 11 Talent 5 13 (K) Power 5 15 Super-Annex 2 16+ (any) Mud / Clay / Foam 8 10 Cloth/Wool/Fur Descendant 3 7 Silk / Padding Descendant 2 8 Leather Descendant 4 9 Foam Plastic Descendant 3 8 Hard Plastic Descendant 7 11 (J) Advanced Polymer Descendant 3 14 Chainmail Descendant 9 13 (K) Thin Wood Descendant 4 7 Thick Wood Descendant 3 11 (J) Laminated Wood Descendant 3 12 Turtle Shell Armour 7 11 (J) Stone Armour 9 12 (Q) Bronze plate Descendant 8 12 (Q) Steel plate Descendant 6 14 (A) Orichalcum plate Descendant 5 15 (Joker) Vibro-field Descendant 4 10 Power field Descendant 12 (Q) 15 (Joker) Force-field Descendant 8 15 (Joker) Toon/Femite Descendant 6 16 (suited Ace) Nullite Descendant 4 16 (suited Ace) Magickal/Alchemical Enhancement -2 compared to normal +2 compared to normal - If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
- If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
- If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6♥ if you play a 2♦ then both cards are Soaked and 2 × 2♦ pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
- Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6♦ 10♦ and J♠ is soaked by a 7♥ then you will see the Soak Layer take the J♠, 10♦, Stalls the 6♥ and the 4♣ on the Soak-Layer, which Discards the 7♥, then two copies of the 7♥ also pass on into the next layer of Soak.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
- The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
- If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
- The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Characterβ Ordeal Pool before you move to the next Soak-Layer.
π°Mode: π°
Name: Resource
Text: Damage is intended to be paid by a specific Facet Sway. The damage may be soaked or dodged by appropriate defences, but are rare for Characters not focused on the Resource. Wounds are usually taken in a specific targeted Facet Sway (often Wealth, Health, or Support) or Yarn as Pips, with any excess taken as Yarn, so a 23 Pip Economic attack will cost the Target 23 Wealth or Yarn if they had no Wealth, if they had 13 Wealth, it would cost them that and 10 Yarn. It should be noted that Yarn is taken as Chi from the total that a Character has (e.g. a Character with 66 Chi losing 10 Yarn would have only 8 Chi left, but a Character with 45 Chi would lose everything). Resource Attacks may also Maim, Cripple or “Destroy” suitable Descendants and can create Hitches, (such as Lacking, Binding, etc.) if the target does not have enough of the targeted Facet Sway / Chi.
Active-Defences:
π£Mode: π£
Type: Active
Name: Dodge
Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.
Rule:
- All Physical and Energy Attacks that do not Splash can be dodged fully.
- Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
- To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
- If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3♠,J♦ has 5 Pips of Penetration, an A♣ cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3♠ with +5 Pips of Penetration
π‘Mode: π‘
Type: Active
Name: Blocking
Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.
Rule:
- The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
- Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7♣ and 4♦.
- If any Block Card exactly matches in Pips and Suit (or is a Club ♣) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7♣ matches the 7♠ (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
- If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7♣ as damage however.
- If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4♦ is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4♦ now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
- The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.
Passive-Defences:
π²Mode: π²
Type: Passive
Name: Prepared Defence
Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.
Rule: Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through.
- The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
πMode: π
Type: Passive
Name: Passive Dodge
Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.
Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.
βMode: β
Type: Passive
Name: Soak
Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.
Rule:
- The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annexβs normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
- Compare the Soak cards to the Attack cards.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
Type Minimum Soak Maximum Soak Facet / “Saving Throw” 5 10 Skill 5 11 Talent 5 13 (K) Power 5 15 Super-Annex 2 16+ (any) Mud / Clay / Foam 8 10 Cloth/Wool/Fur Descendant 3 7 Silk / Padding Descendant 2 8 Leather Descendant 4 9 Foam Plastic Descendant 3 8 Hard Plastic Descendant 7 11 (J) Advanced Polymer Descendant 3 14 Chainmail Descendant 9 13 (K) Thin Wood Descendant 4 7 Thick Wood Descendant 3 11 (J) Laminated Wood Descendant 3 12 Turtle Shell Armour 7 11 (J) Stone Armour 9 12 (Q) Bronze plate Descendant 8 12 (Q) Steel plate Descendant 6 14 (A) Orichalcum plate Descendant 5 15 (Joker) Vibro-field Descendant 4 10 Power field Descendant 12 (Q) 15 (Joker) Force-field Descendant 8 15 (Joker) Toon/Femite Descendant 6 16 (suited Ace) Nullite Descendant 4 16 (suited Ace) Magickal/Alchemical Enhancement -2 compared to normal +2 compared to normal - If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
- If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
- If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6♥ if you play a 2♦ then both cards are Soaked and 2 × 2♦ pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
- Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6♦ 10♦ and J♠ is soaked by a 7♥ then you will see the Soak Layer take the J♠, 10♦, Stalls the 6♥ and the 4♣ on the Soak-Layer, which Discards the 7♥, then two copies of the 7♥ also pass on into the next layer of Soak.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
- The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
- If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
- The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Characterβ Ordeal Pool before you move to the next Soak-Layer.
π±) β Freeze attacks can consist of any Attack Type, they can be Psych attacks (“Freeze!” or a good punchline), Energy (Cold Rays, Hypothermia), Physical (Tickling), magical or Economic. The Damage caused is usually Shocking.Mode: π±
Name: Shocking
Text: Shocking Attacks cause the Defender to pause for some reason (fright, laughter, stunning damage, or whatever) if any Wound actually makes it to the Character
Rules: Each attack that Wounds automatically causes Stress equal to the Wound Pips to the Target. If the Wound is greater than a Flesh Wound this also automatically creates 1 Shock on the Defender (see Rules for Stress, Strain and Shock) which will usually result in a GRT penalty, but can create Traumas in extreme cases.
Key ⚊ ♠ Suit: Spades ♠
Ordeal Trump: Attack / Perception / Penetration (Opening / Navigation / Logic)
Description: The Spades Suit is the suit of suffering, said to be good for the soul, but miserable for a Monday. Competition, perception, endurance and curiosity are positive aspects associated with the suit, but spades also represent destruction, betrayal, distance, might and death. In the tarot, the Suit is replaced with Swords, which (depending on the tradition) may represent either damaging Fire, or more commonly the cutting intellect of Air.
Tarot Meaning: Misfortune, Suffering, Loss, Mourning, Treachery, Betrayal, War, Lawsuit, Conflict.
Ordeal Text: Ordeal Types: Confrontation (e.g. Warfare, Lawsuit), Competition (Sports, Quizzes etc), Perception (Spot Hidden). Spades act as Trumps for the Following Action Types: Attacking, Balance, Climbing, Contagion, Desecration, Destruction, Feats of Strength, Lock-picking, Navigation, Perception (Search/Spot), Staying power, and Stoicism. Spades can be used for any type of attack.
Parry:Redirect-AttackThe damage from the original attack (less the Parried Card) is redirected by the Defender to the Attacker, their Descendants or their Allies.
Soak: Counter-AttackThe matched Attack card is reflected back at the Attacker, or their Descendant, as Narratively appropriate.
Jab( π€Mode: π€
Name: Psych
Text: Psych (pronounced ‘Sigh-k’) attacks target the Target’s mind and emotions β which means they are only useful on Characters (even if those Characters may be Intelligent Descendants or Extras). All Wounds are targeted on the Personality Annex (or Master Annex for an Intelligent Descendant / Extra). Psych Attacks typically have an emotional or Psychosocial outcome.
Active-Defences:
πMode: π
Type: Active Psych
Name: Focus
Text: Focus is a Psych Parry. The defender focuses on one aspect of the attack, and thereby turns it around on the attacker. They might retort to the attack, with a biting insult, or just refute one point so well that the attack is ruined, then again they might just react so badly to the attack that they effect the attacker back. The problem with Focus as a defence is that it requires specific cards to work at all.
Rule:
- Draw a number of cards equal to the number of Hitches Reduced, and add the cards to your Ordeal Pool. Then Play One Card.
- The card must match exactly one Attack card’s Pips and Suit β Jokers may be Wild. Clubs will Trump with +2 Pips, which means an 8♥ can be matched by a 6♣,7♣, or 8♣).
- If they can match an Attack card, then the Attack has been stopped. Discard the matched Attack card and all Attack cards Higher than the Focus card.
- Attack cards lower than the Focus card are immediately added to the Defender’s Ordeal Pool as “Fight-or-Flight” cards that may be immediately played or prepared without RT or GRT penalties.
- If no match can be made then Focus has failed. The Defender takes the full effect of the Attack as Focus has been used the Personality Annex cannot now Soak.
π¦Mode: π¦
Type: Active Psych
Name: Ignore
Text: Ignoring a Psych attack is a great choice, if you can. However ignoring is an all or nothing defence, fail to ignore the whole attack and you will have ignored nothing at all.
Rule:
- Draw a number of cards equal to the total number of Hitches Reduced and add them to the Defender’s Ordeal Pool.
- Play Hitches Reduced number of cards to try and Ignore the Psych Attack.
- Ignore cards must beat the total Pips of the Attack. Beat the Pips and the Attack is Discarded. Otherwise the Defender takes all the Psych Damage and since they used their Personality Annex to Ignore, they cannot use it to Psych Soak.
Passive-Defences:
π²Mode: π²
Type: Passive
Name: Prepared Defence
Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.
Rule: Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through.
- The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
πMode: π
Type: Passive Psych
Name: Passive Psych Soak
Text: When someone yells an insult at you, it might sting, or it might not. If you see someone killed in front of you, it might scare you, or may not. You can decide which with a Passive Psych Soak.
Rule:
- Personality Annex Plays a number of Soak cards equal to number of Hitches Reduced (½ to 4 Cards) from their Ordeal Pool.
- If any Soak Card exactly matches in Pips and Suit (or Clubs ♣ with +2 Trump bonus) any Attack Card then the Attack Card is discarded and the Defender may Pull and Play a ‘Fight-or-Flight’ Ordeal card. If a Soak card exactly matches the Highest Card of the Attack then the whole Attack is Discarded.
- If any Psych Soak card is higher in Pips than an Attack card, then those Attack cards are Blocked and Discarded immediately. The Soak card is then kept, but is turned sideways, Stalled. It will be added to the next Psych Attack automatically unless moved by a Defence Glow to a Prepared Defence. A card in this state is considered Stalled.
- If any Psych Soak card has less Pips than an Attack card (or a Stalled card) then the Attack card is Soaked and immediately Discarded. The Defender takes a copy of the Soak card for each card Blocked. The Attacker may add some of the Penetration Pips to increase the Attack cards Pips at this point.
- Psych Attacks that begin with more than 3 cards (such as most Tricks) always cause Extreme Emotional responses, rather than Normal emotional responses. All Psych Attacks must affect the Target’s Active Personality Annex (or its Profs). Psych Wounds automatically stack together whenever they can (2 Psych Distracts Wounds automatically become a Psych Flesh Wound).
- Once the incoming attacks have been dealt with (or not) the Character may now Draw as many cards as they Played earlier to their Ordeal Pool.
β‘Mode: β‘
Name: Energy
Text: Energy attacks are blasts of radiation that are not entirely physical in nature. They might still have a physical impact, but the damage is usually radiation, or electrical burns and sensory overloads.
Active-Defences:
π£Mode: π£
Type: Active
Name: Dodge
Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.
Rule:
- All Physical and Energy Attacks that do not Splash can be dodged fully.
- Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
- To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
- If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3♠,J♦ has 5 Pips of Penetration, an A♣ cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3♠ with +5 Pips of Penetration
π‘Mode: π‘
Type: Active
Name: Blocking
Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.
Rule:
- The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
- Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7♣ and 4♦.
- If any Block Card exactly matches in Pips and Suit (or is a Club ♣) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7♣ matches the 7♠ (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
- If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7♣ as damage however.
- If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4♦ is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4♦ now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
- The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.
Passive-Defences:
π²Mode: π²
Type: Passive
Name: Prepared Defence
Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.
Rule: Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through.
- The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
πMode: π
Type: Passive
Name: Passive Dodge
Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.
Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.
βMode: β
Type: Passive
Name: Soak
Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.
Rule:
- The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annexβs normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
- Compare the Soak cards to the Attack cards.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
Type Minimum Soak Maximum Soak Facet / “Saving Throw” 5 10 Skill 5 11 Talent 5 13 (K) Power 5 15 Super-Annex 2 16+ (any) Mud / Clay / Foam 8 10 Cloth/Wool/Fur Descendant 3 7 Silk / Padding Descendant 2 8 Leather Descendant 4 9 Foam Plastic Descendant 3 8 Hard Plastic Descendant 7 11 (J) Advanced Polymer Descendant 3 14 Chainmail Descendant 9 13 (K) Thin Wood Descendant 4 7 Thick Wood Descendant 3 11 (J) Laminated Wood Descendant 3 12 Turtle Shell Armour 7 11 (J) Stone Armour 9 12 (Q) Bronze plate Descendant 8 12 (Q) Steel plate Descendant 6 14 (A) Orichalcum plate Descendant 5 15 (Joker) Vibro-field Descendant 4 10 Power field Descendant 12 (Q) 15 (Joker) Force-field Descendant 8 15 (Joker) Toon/Femite Descendant 6 16 (suited Ace) Nullite Descendant 4 16 (suited Ace) Magickal/Alchemical Enhancement -2 compared to normal +2 compared to normal - If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
- If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
- If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6♥ if you play a 2♦ then both cards are Soaked and 2 × 2♦ pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
- Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6♦ 10♦ and J♠ is soaked by a 7♥ then you will see the Soak Layer take the J♠, 10♦, Stalls the 6♥ and the 4♣ on the Soak-Layer, which Discards the 7♥, then two copies of the 7♥ also pass on into the next layer of Soak.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
- The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
- If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
- The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Characterβ Ordeal Pool before you move to the next Soak-Layer.
βMode: β
Name: Physical
Text: The simplest forms of wounding are nothing but bashing and cutting physical wounds. Physical attacks are usually performed with weapons (Prop Descendants) or Martial Arts Annexes, which means they can be blocked, parried and so on by another weapon or Martial Art.
Active-Defences:
βMode: β
Type: Active
Name: Parry
Text: Deflecting the incoming blade with your own, also works with spears, hammers, maces, vibro-halberd, or magic spells and counter-magics, whatever really, except energy, you can’t Parry lasers or electricity with a sword (blaster bolts on the other hand).
Rule:
- The Descendant or Annex draws Cards as normal, then plays One (1) card from their Pool.
- If they can match any attack card in Suit (or Clubs ♣ as Defence Trump) and Pips (including Additional Style and Penetration Pips, or additional Wound / Success Levels, or +2 Pips for Trumps) then the attack has been Parried (Wildcards automatically Parry).
- What happens next depends upon the suit of the Defending card (see the Suit Parry details)
π£Mode: π£
Type: Active
Name: Dodge
Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.
Rule:
- All Physical and Energy Attacks that do not Splash can be dodged fully.
- Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
- To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
- If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3♠,J♦ has 5 Pips of Penetration, an A♣ cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3♠ with +5 Pips of Penetration
π‘Mode: π‘
Type: Active
Name: Blocking
Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.
Rule:
- The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
- Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7♣ and 4♦.
- If any Block Card exactly matches in Pips and Suit (or is a Club ♣) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7♣ matches the 7♠ (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
- If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7♣ as damage however.
- If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4♦ is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4♦ now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
- The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.
Passive-Defences:
π²Mode: π²
Type: Passive
Name: Prepared Defence
Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.
Rule: Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through.
- The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
πMode: π
Type: Passive
Name: Passive Dodge
Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.
Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.
βMode: β
Type: Passive
Name: Soak
Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.
Rule:
- The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annexβs normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
- Compare the Soak cards to the Attack cards.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
Type Minimum Soak Maximum Soak Facet / “Saving Throw” 5 10 Skill 5 11 Talent 5 13 (K) Power 5 15 Super-Annex 2 16+ (any) Mud / Clay / Foam 8 10 Cloth/Wool/Fur Descendant 3 7 Silk / Padding Descendant 2 8 Leather Descendant 4 9 Foam Plastic Descendant 3 8 Hard Plastic Descendant 7 11 (J) Advanced Polymer Descendant 3 14 Chainmail Descendant 9 13 (K) Thin Wood Descendant 4 7 Thick Wood Descendant 3 11 (J) Laminated Wood Descendant 3 12 Turtle Shell Armour 7 11 (J) Stone Armour 9 12 (Q) Bronze plate Descendant 8 12 (Q) Steel plate Descendant 6 14 (A) Orichalcum plate Descendant 5 15 (Joker) Vibro-field Descendant 4 10 Power field Descendant 12 (Q) 15 (Joker) Force-field Descendant 8 15 (Joker) Toon/Femite Descendant 6 16 (suited Ace) Nullite Descendant 4 16 (suited Ace) Magickal/Alchemical Enhancement -2 compared to normal +2 compared to normal - If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
- If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
- If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6♥ if you play a 2♦ then both cards are Soaked and 2 × 2♦ pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
- Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6♦ 10♦ and J♠ is soaked by a 7♥ then you will see the Soak Layer take the J♠, 10♦, Stalls the 6♥ and the 4♣ on the Soak-Layer, which Discards the 7♥, then two copies of the 7♥ also pass on into the next layer of Soak.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
- The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
- If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
- The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Characterβ Ordeal Pool before you move to the next Soak-Layer.
βMode: β
Name: Magic
Text: Magic may just be technology we don’t understand, or it can be a mysterious force unknowable and frightening to the common man. Magic can parry magic, and so sometimes can silver or cold iron, it depends on the magic. Magic attacks are rarely dodgeable (and the few that are are usually actually spells that perform energy attacks), and usually ignore Range, but instead must pierce the target’s Liberty or Wyrd Score (-4 Pips as standard).
Active-Defences:
βMode: β
Type: Active
Name: Parry
Text: Deflecting the incoming blade with your own, also works with spears, hammers, maces, vibro-halberd, or magic spells and counter-magics, whatever really, except energy, you can’t Parry lasers or electricity with a sword (blaster bolts on the other hand).
Rule:
- The Descendant or Annex draws Cards as normal, then plays One (1) card from their Pool.
- If they can match any attack card in Suit (or Clubs ♣ as Defence Trump) and Pips (including Additional Style and Penetration Pips, or additional Wound / Success Levels, or +2 Pips for Trumps) then the attack has been Parried (Wildcards automatically Parry).
- What happens next depends upon the suit of the Defending card (see the Suit Parry details)
π‘Mode: π‘
Type: Active
Name: Blocking
Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.
Rule:
- The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
- Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7♣ and 4♦.
- If any Block Card exactly matches in Pips and Suit (or is a Club ♣) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7♣ matches the 7♠ (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
- If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7♣ as damage however.
- If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4♦ is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4♦ now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
- The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.
Passive-Defences:
π²Mode: π²
Type: Passive
Name: Prepared Defence
Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.
Rule: Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through.
- The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
πMode: π
Type: Passive
Name: Passive Dodge
Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.
Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.
βMode: β
Type: Passive
Name: Soak
Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.
Rule:
- The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annexβs normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
- Compare the Soak cards to the Attack cards.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
Type Minimum Soak Maximum Soak Facet / “Saving Throw” 5 10 Skill 5 11 Talent 5 13 (K) Power 5 15 Super-Annex 2 16+ (any) Mud / Clay / Foam 8 10 Cloth/Wool/Fur Descendant 3 7 Silk / Padding Descendant 2 8 Leather Descendant 4 9 Foam Plastic Descendant 3 8 Hard Plastic Descendant 7 11 (J) Advanced Polymer Descendant 3 14 Chainmail Descendant 9 13 (K) Thin Wood Descendant 4 7 Thick Wood Descendant 3 11 (J) Laminated Wood Descendant 3 12 Turtle Shell Armour 7 11 (J) Stone Armour 9 12 (Q) Bronze plate Descendant 8 12 (Q) Steel plate Descendant 6 14 (A) Orichalcum plate Descendant 5 15 (Joker) Vibro-field Descendant 4 10 Power field Descendant 12 (Q) 15 (Joker) Force-field Descendant 8 15 (Joker) Toon/Femite Descendant 6 16 (suited Ace) Nullite Descendant 4 16 (suited Ace) Magickal/Alchemical Enhancement -2 compared to normal +2 compared to normal - If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
- If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
- If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6♥ if you play a 2♦ then both cards are Soaked and 2 × 2♦ pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
- Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6♦ 10♦ and J♠ is soaked by a 7♥ then you will see the Soak Layer take the J♠, 10♦, Stalls the 6♥ and the 4♣ on the Soak-Layer, which Discards the 7♥, then two copies of the 7♥ also pass on into the next layer of Soak.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
- The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
- If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
- The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Characterβ Ordeal Pool before you move to the next Soak-Layer.
π‘) β Jab attacks are a standard of punches and quick stabs. Most bayonet wounds are Jab type; bullets also generally leave a Jab wound behind, but so do pointed conversational barbs and magic missiles. Jabs can be any attack mode except Economic, and always Penetrate.Mode: π‘
Name: Penetrates
Text: Some attacks cut deeper than others. They penetrate, making the attack harder to block, soak and be stopped by armour.
Rules: Penetration adds the Cards Pips Reduced as Penetration Pips.
- Penetration Pips add directly to card Pips of the card whenever the Attacker wants during the Soak process, but are each usable only once.
- Against Prepared Defences π² Penetration Pips can be used to bypass the Pip wall, by add.
- Against Parry βπ defences the Pips may be added to stop cards matching (The Defending weapon may also have Penetration Pips, and Refs may allow them to spend theirs too).
- Dodges π£π¦π that have to beat the Pips also have to beat the points of Penetration.
- When Soaked βπ or Blocked π‘, Penetration allows Pips to leak from the original Attack Card to the Wound inside the Soak-Layer, whenever the Attacker wants to use them.
Liberty ⚊ ♥ Suit: Hearts ♥
Ordeal Trump: Healing (Survival / Magic) / Deception (Hide / Feint) / Magic (Positive)
Description: Hearts represent Love, Family and the comforts of home. Hearts are the warmth of a cosy fireplace, and social wealth rather than material. In the Tarot the suit is called Cups, and represents the feminine and elemental Water.
Tarot Meaning: Love, Relationships, Affections, Family, Sympathy, Peace.
Ordeal Text: Ordeal Types: Nurturing, Farming, Relationships, Medical. Hearts act as Trumps for the following Actions: Blending in, Cooking, Escaping, Healing, Hiding, Hunting, Insulting, Joke-telling, Lying, Magic, Mimicry, Riddling, Spinning a tale, Surgery, and Survival. Any type of Wound can be healed with a Heart.
Parry:Locked RespiteAll unmatched Cards from the original attack are Discarded by the Defender, however with each card they Discard they may either use the card to Heal/Stabilise one of their own wounds (or damage to the Parrying Descendant), or they may use the card to slow their attacker with additional RT (Pips) or GRT (Pips/5).
Soak: DisengageThe Soak Card acts as a Heal card, and is discarded along with the Attack card. This immediately Heals all Wounds in play that have less Pips, including the remaining Wounds in the Attack, by one Wound Level (discards Distracts).
Overload( π€Mode: π€
Name: Psych
Text: Psych (pronounced ‘Sigh-k’) attacks target the Target’s mind and emotions β which means they are only useful on Characters (even if those Characters may be Intelligent Descendants or Extras). All Wounds are targeted on the Personality Annex (or Master Annex for an Intelligent Descendant / Extra). Psych Attacks typically have an emotional or Psychosocial outcome.
Active-Defences:
πMode: π
Type: Active Psych
Name: Focus
Text: Focus is a Psych Parry. The defender focuses on one aspect of the attack, and thereby turns it around on the attacker. They might retort to the attack, with a biting insult, or just refute one point so well that the attack is ruined, then again they might just react so badly to the attack that they effect the attacker back. The problem with Focus as a defence is that it requires specific cards to work at all.
Rule:
- Draw a number of cards equal to the number of Hitches Reduced, and add the cards to your Ordeal Pool. Then Play One Card.
- The card must match exactly one Attack card’s Pips and Suit β Jokers may be Wild. Clubs will Trump with +2 Pips, which means an 8♥ can be matched by a 6♣,7♣, or 8♣).
- If they can match an Attack card, then the Attack has been stopped. Discard the matched Attack card and all Attack cards Higher than the Focus card.
- Attack cards lower than the Focus card are immediately added to the Defender’s Ordeal Pool as “Fight-or-Flight” cards that may be immediately played or prepared without RT or GRT penalties.
- If no match can be made then Focus has failed. The Defender takes the full effect of the Attack as Focus has been used the Personality Annex cannot now Soak.
π¦Mode: π¦
Type: Active Psych
Name: Ignore
Text: Ignoring a Psych attack is a great choice, if you can. However ignoring is an all or nothing defence, fail to ignore the whole attack and you will have ignored nothing at all.
Rule:
- Draw a number of cards equal to the total number of Hitches Reduced and add them to the Defender’s Ordeal Pool.
- Play Hitches Reduced number of cards to try and Ignore the Psych Attack.
- Ignore cards must beat the total Pips of the Attack. Beat the Pips and the Attack is Discarded. Otherwise the Defender takes all the Psych Damage and since they used their Personality Annex to Ignore, they cannot use it to Psych Soak.
Passive-Defences:
π²Mode: π²
Type: Passive
Name: Prepared Defence
Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.
Rule: Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through.
- The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
πMode: π
Type: Passive Psych
Name: Passive Psych Soak
Text: When someone yells an insult at you, it might sting, or it might not. If you see someone killed in front of you, it might scare you, or may not. You can decide which with a Passive Psych Soak.
Rule:
- Personality Annex Plays a number of Soak cards equal to number of Hitches Reduced (½ to 4 Cards) from their Ordeal Pool.
- If any Soak Card exactly matches in Pips and Suit (or Clubs ♣ with +2 Trump bonus) any Attack Card then the Attack Card is discarded and the Defender may Pull and Play a ‘Fight-or-Flight’ Ordeal card. If a Soak card exactly matches the Highest Card of the Attack then the whole Attack is Discarded.
- If any Psych Soak card is higher in Pips than an Attack card, then those Attack cards are Blocked and Discarded immediately. The Soak card is then kept, but is turned sideways, Stalled. It will be added to the next Psych Attack automatically unless moved by a Defence Glow to a Prepared Defence. A card in this state is considered Stalled.
- If any Psych Soak card has less Pips than an Attack card (or a Stalled card) then the Attack card is Soaked and immediately Discarded. The Defender takes a copy of the Soak card for each card Blocked. The Attacker may add some of the Penetration Pips to increase the Attack cards Pips at this point.
- Psych Attacks that begin with more than 3 cards (such as most Tricks) always cause Extreme Emotional responses, rather than Normal emotional responses. All Psych Attacks must affect the Target’s Active Personality Annex (or its Profs). Psych Wounds automatically stack together whenever they can (2 Psych Distracts Wounds automatically become a Psych Flesh Wound).
- Once the incoming attacks have been dealt with (or not) the Character may now Draw as many cards as they Played earlier to their Ordeal Pool.
β‘Mode: β‘
Name: Energy
Text: Energy attacks are blasts of radiation that are not entirely physical in nature. They might still have a physical impact, but the damage is usually radiation, or electrical burns and sensory overloads.
Active-Defences:
π£Mode: π£
Type: Active
Name: Dodge
Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.
Rule:
- All Physical and Energy Attacks that do not Splash can be dodged fully.
- Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
- To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
- If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3♠,J♦ has 5 Pips of Penetration, an A♣ cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3♠ with +5 Pips of Penetration
π‘Mode: π‘
Type: Active
Name: Blocking
Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.
Rule:
- The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
- Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7♣ and 4♦.
- If any Block Card exactly matches in Pips and Suit (or is a Club ♣) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7♣ matches the 7♠ (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
- If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7♣ as damage however.
- If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4♦ is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4♦ now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
- The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.
Passive-Defences:
π²Mode: π²
Type: Passive
Name: Prepared Defence
Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.
Rule: Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through.
- The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
πMode: π
Type: Passive
Name: Passive Dodge
Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.
Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.
βMode: β
Type: Passive
Name: Soak
Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.
Rule:
- The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annexβs normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
- Compare the Soak cards to the Attack cards.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
Type Minimum Soak Maximum Soak Facet / “Saving Throw” 5 10 Skill 5 11 Talent 5 13 (K) Power 5 15 Super-Annex 2 16+ (any) Mud / Clay / Foam 8 10 Cloth/Wool/Fur Descendant 3 7 Silk / Padding Descendant 2 8 Leather Descendant 4 9 Foam Plastic Descendant 3 8 Hard Plastic Descendant 7 11 (J) Advanced Polymer Descendant 3 14 Chainmail Descendant 9 13 (K) Thin Wood Descendant 4 7 Thick Wood Descendant 3 11 (J) Laminated Wood Descendant 3 12 Turtle Shell Armour 7 11 (J) Stone Armour 9 12 (Q) Bronze plate Descendant 8 12 (Q) Steel plate Descendant 6 14 (A) Orichalcum plate Descendant 5 15 (Joker) Vibro-field Descendant 4 10 Power field Descendant 12 (Q) 15 (Joker) Force-field Descendant 8 15 (Joker) Toon/Femite Descendant 6 16 (suited Ace) Nullite Descendant 4 16 (suited Ace) Magickal/Alchemical Enhancement -2 compared to normal +2 compared to normal - If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
- If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
- If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6♥ if you play a 2♦ then both cards are Soaked and 2 × 2♦ pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
- Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6♦ 10♦ and J♠ is soaked by a 7♥ then you will see the Soak Layer take the J♠, 10♦, Stalls the 6♥ and the 4♣ on the Soak-Layer, which Discards the 7♥, then two copies of the 7♥ also pass on into the next layer of Soak.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
- The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
- If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
- The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Characterβ Ordeal Pool before you move to the next Soak-Layer.
βMode: β
Name: Magic
Text: Magic may just be technology we don’t understand, or it can be a mysterious force unknowable and frightening to the common man. Magic can parry magic, and so sometimes can silver or cold iron, it depends on the magic. Magic attacks are rarely dodgeable (and the few that are are usually actually spells that perform energy attacks), and usually ignore Range, but instead must pierce the target’s Liberty or Wyrd Score (-4 Pips as standard).
Active-Defences:
βMode: β
Type: Active
Name: Parry
Text: Deflecting the incoming blade with your own, also works with spears, hammers, maces, vibro-halberd, or magic spells and counter-magics, whatever really, except energy, you can’t Parry lasers or electricity with a sword (blaster bolts on the other hand).
Rule:
- The Descendant or Annex draws Cards as normal, then plays One (1) card from their Pool.
- If they can match any attack card in Suit (or Clubs ♣ as Defence Trump) and Pips (including Additional Style and Penetration Pips, or additional Wound / Success Levels, or +2 Pips for Trumps) then the attack has been Parried (Wildcards automatically Parry).
- What happens next depends upon the suit of the Defending card (see the Suit Parry details)
π‘Mode: π‘
Type: Active
Name: Blocking
Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.
Rule:
- The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
- Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7♣ and 4♦.
- If any Block Card exactly matches in Pips and Suit (or is a Club ♣) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7♣ matches the 7♠ (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
- If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7♣ as damage however.
- If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4♦ is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4♦ now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
- The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.
Passive-Defences:
π²Mode: π²
Type: Passive
Name: Prepared Defence
Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.
Rule: Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through.
- The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
πMode: π
Type: Passive
Name: Passive Dodge
Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.
Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.
βMode: β
Type: Passive
Name: Soak
Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.
Rule:
- The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annexβs normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
- Compare the Soak cards to the Attack cards.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
Type Minimum Soak Maximum Soak Facet / “Saving Throw” 5 10 Skill 5 11 Talent 5 13 (K) Power 5 15 Super-Annex 2 16+ (any) Mud / Clay / Foam 8 10 Cloth/Wool/Fur Descendant 3 7 Silk / Padding Descendant 2 8 Leather Descendant 4 9 Foam Plastic Descendant 3 8 Hard Plastic Descendant 7 11 (J) Advanced Polymer Descendant 3 14 Chainmail Descendant 9 13 (K) Thin Wood Descendant 4 7 Thick Wood Descendant 3 11 (J) Laminated Wood Descendant 3 12 Turtle Shell Armour 7 11 (J) Stone Armour 9 12 (Q) Bronze plate Descendant 8 12 (Q) Steel plate Descendant 6 14 (A) Orichalcum plate Descendant 5 15 (Joker) Vibro-field Descendant 4 10 Power field Descendant 12 (Q) 15 (Joker) Force-field Descendant 8 15 (Joker) Toon/Femite Descendant 6 16 (suited Ace) Nullite Descendant 4 16 (suited Ace) Magickal/Alchemical Enhancement -2 compared to normal +2 compared to normal - If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
- If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
- If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6♥ if you play a 2♦ then both cards are Soaked and 2 × 2♦ pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
- Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6♦ 10♦ and J♠ is soaked by a 7♥ then you will see the Soak Layer take the J♠, 10♦, Stalls the 6♥ and the 4♣ on the Soak-Layer, which Discards the 7♥, then two copies of the 7♥ also pass on into the next layer of Soak.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
- The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
- If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
- The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Characterβ Ordeal Pool before you move to the next Soak-Layer.
π°Mode: π°
Name: Resource
Text: Damage is intended to be paid by a specific Facet Sway. The damage may be soaked or dodged by appropriate defences, but are rare for Characters not focused on the Resource. Wounds are usually taken in a specific targeted Facet Sway (often Wealth, Health, or Support) or Yarn as Pips, with any excess taken as Yarn, so a 23 Pip Economic attack will cost the Target 23 Wealth or Yarn if they had no Wealth, if they had 13 Wealth, it would cost them that and 10 Yarn. It should be noted that Yarn is taken as Chi from the total that a Character has (e.g. a Character with 66 Chi losing 10 Yarn would have only 8 Chi left, but a Character with 45 Chi would lose everything). Resource Attacks may also Maim, Cripple or “Destroy” suitable Descendants and can create Hitches, (such as Lacking, Binding, etc.) if the target does not have enough of the targeted Facet Sway / Chi.
Active-Defences:
π£Mode: π£
Type: Active
Name: Dodge
Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.
Rule:
- All Physical and Energy Attacks that do not Splash can be dodged fully.
- Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
- To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
- If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3♠,J♦ has 5 Pips of Penetration, an A♣ cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3♠ with +5 Pips of Penetration
π‘Mode: π‘
Type: Active
Name: Blocking
Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.
Rule:
- The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
- Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7♣ and 4♦.
- If any Block Card exactly matches in Pips and Suit (or is a Club ♣) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7♣ matches the 7♠ (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
- If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7♣ as damage however.
- If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4♦ is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4♦ now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
- The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.
Passive-Defences:
π²Mode: π²
Type: Passive
Name: Prepared Defence
Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.
Rule: Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through.
- The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
πMode: π
Type: Passive
Name: Passive Dodge
Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.
Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.
βMode: β
Type: Passive
Name: Soak
Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.
Rule:
- The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annexβs normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
- Compare the Soak cards to the Attack cards.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
Type Minimum Soak Maximum Soak Facet / “Saving Throw” 5 10 Skill 5 11 Talent 5 13 (K) Power 5 15 Super-Annex 2 16+ (any) Mud / Clay / Foam 8 10 Cloth/Wool/Fur Descendant 3 7 Silk / Padding Descendant 2 8 Leather Descendant 4 9 Foam Plastic Descendant 3 8 Hard Plastic Descendant 7 11 (J) Advanced Polymer Descendant 3 14 Chainmail Descendant 9 13 (K) Thin Wood Descendant 4 7 Thick Wood Descendant 3 11 (J) Laminated Wood Descendant 3 12 Turtle Shell Armour 7 11 (J) Stone Armour 9 12 (Q) Bronze plate Descendant 8 12 (Q) Steel plate Descendant 6 14 (A) Orichalcum plate Descendant 5 15 (Joker) Vibro-field Descendant 4 10 Power field Descendant 12 (Q) 15 (Joker) Force-field Descendant 8 15 (Joker) Toon/Femite Descendant 6 16 (suited Ace) Nullite Descendant 4 16 (suited Ace) Magickal/Alchemical Enhancement -2 compared to normal +2 compared to normal - If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
- If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
- If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6♥ if you play a 2♦ then both cards are Soaked and 2 × 2♦ pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
- Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6♦ 10♦ and J♠ is soaked by a 7♥ then you will see the Soak Layer take the J♠, 10♦, Stalls the 6♥ and the 4♣ on the Soak-Layer, which Discards the 7♥, then two copies of the 7♥ also pass on into the next layer of Soak.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
- The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
- If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
- The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Characterβ Ordeal Pool before you move to the next Soak-Layer.
π¦) β Overload attacks can be Psychological (Overwhelming emotions), Energy (Blinding Lights, Deafening Sounds), Magical or Economic, and Splash.Mode: π¦
Name: Splash
Text: The Attack affects multiple targets, but a bit less than what it says on the Card.
Rules: Splash Damage affects multiple targets as well as the first. The Splash Damage is -1 Wound Level from the Limit (so a Flesh will splash Distracts). The Splash radius is equal to the Pips of the Limit Card as a Range in the Action Space. Additional Pips may still pay for additional targets +3 for each full target, +1 for each Splash target.
Miasma ♠ Suit: Spades ♠
Ordeal Trump: Attack / Perception / Penetration (Opening / Navigation / Logic)
Description: The Spades Suit is the suit of suffering, said to be good for the soul, but miserable for a Monday. Competition, perception, endurance and curiosity are positive aspects associated with the suit, but spades also represent destruction, betrayal, distance, might and death. In the tarot, the Suit is replaced with Swords, which (depending on the tradition) may represent either damaging Fire, or more commonly the cutting intellect of Air.
Tarot Meaning: Misfortune, Suffering, Loss, Mourning, Treachery, Betrayal, War, Lawsuit, Conflict.
Ordeal Text: Ordeal Types: Confrontation (e.g. Warfare, Lawsuit), Competition (Sports, Quizzes etc), Perception (Spot Hidden). Spades act as Trumps for the Following Action Types: Attacking, Balance, Climbing, Contagion, Desecration, Destruction, Feats of Strength, Lock-picking, Navigation, Perception (Search/Spot), Staying power, and Stoicism. Spades can be used for any type of attack.
Parry:Redirect-AttackThe damage from the original attack (less the Parried Card) is redirected by the Defender to the Attacker, their Descendants or their Allies.
Soak: Counter-AttackThe matched Attack card is reflected back at the Attacker, or their Descendant, as Narratively appropriate.
Toxin( π€Mode: π€
Name: Psych
Text: Psych (pronounced ‘Sigh-k’) attacks target the Target’s mind and emotions β which means they are only useful on Characters (even if those Characters may be Intelligent Descendants or Extras). All Wounds are targeted on the Personality Annex (or Master Annex for an Intelligent Descendant / Extra). Psych Attacks typically have an emotional or Psychosocial outcome.
Active-Defences:
πMode: π
Type: Active Psych
Name: Focus
Text: Focus is a Psych Parry. The defender focuses on one aspect of the attack, and thereby turns it around on the attacker. They might retort to the attack, with a biting insult, or just refute one point so well that the attack is ruined, then again they might just react so badly to the attack that they effect the attacker back. The problem with Focus as a defence is that it requires specific cards to work at all.
Rule:
- Draw a number of cards equal to the number of Hitches Reduced, and add the cards to your Ordeal Pool. Then Play One Card.
- The card must match exactly one Attack card’s Pips and Suit β Jokers may be Wild. Clubs will Trump with +2 Pips, which means an 8♥ can be matched by a 6♣,7♣, or 8♣).
- If they can match an Attack card, then the Attack has been stopped. Discard the matched Attack card and all Attack cards Higher than the Focus card.
- Attack cards lower than the Focus card are immediately added to the Defender’s Ordeal Pool as “Fight-or-Flight” cards that may be immediately played or prepared without RT or GRT penalties.
- If no match can be made then Focus has failed. The Defender takes the full effect of the Attack as Focus has been used the Personality Annex cannot now Soak.
π¦Mode: π¦
Type: Active Psych
Name: Ignore
Text: Ignoring a Psych attack is a great choice, if you can. However ignoring is an all or nothing defence, fail to ignore the whole attack and you will have ignored nothing at all.
Rule:
- Draw a number of cards equal to the total number of Hitches Reduced and add them to the Defender’s Ordeal Pool.
- Play Hitches Reduced number of cards to try and Ignore the Psych Attack.
- Ignore cards must beat the total Pips of the Attack. Beat the Pips and the Attack is Discarded. Otherwise the Defender takes all the Psych Damage and since they used their Personality Annex to Ignore, they cannot use it to Psych Soak.
Passive-Defences:
π²Mode: π²
Type: Passive
Name: Prepared Defence
Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.
Rule: Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through.
- The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
πMode: π
Type: Passive Psych
Name: Passive Psych Soak
Text: When someone yells an insult at you, it might sting, or it might not. If you see someone killed in front of you, it might scare you, or may not. You can decide which with a Passive Psych Soak.
Rule:
- Personality Annex Plays a number of Soak cards equal to number of Hitches Reduced (½ to 4 Cards) from their Ordeal Pool.
- If any Soak Card exactly matches in Pips and Suit (or Clubs ♣ with +2 Trump bonus) any Attack Card then the Attack Card is discarded and the Defender may Pull and Play a ‘Fight-or-Flight’ Ordeal card. If a Soak card exactly matches the Highest Card of the Attack then the whole Attack is Discarded.
- If any Psych Soak card is higher in Pips than an Attack card, then those Attack cards are Blocked and Discarded immediately. The Soak card is then kept, but is turned sideways, Stalled. It will be added to the next Psych Attack automatically unless moved by a Defence Glow to a Prepared Defence. A card in this state is considered Stalled.
- If any Psych Soak card has less Pips than an Attack card (or a Stalled card) then the Attack card is Soaked and immediately Discarded. The Defender takes a copy of the Soak card for each card Blocked. The Attacker may add some of the Penetration Pips to increase the Attack cards Pips at this point.
- Psych Attacks that begin with more than 3 cards (such as most Tricks) always cause Extreme Emotional responses, rather than Normal emotional responses. All Psych Attacks must affect the Target’s Active Personality Annex (or its Profs). Psych Wounds automatically stack together whenever they can (2 Psych Distracts Wounds automatically become a Psych Flesh Wound).
- Once the incoming attacks have been dealt with (or not) the Character may now Draw as many cards as they Played earlier to their Ordeal Pool.
β‘Mode: β‘
Name: Energy
Text: Energy attacks are blasts of radiation that are not entirely physical in nature. They might still have a physical impact, but the damage is usually radiation, or electrical burns and sensory overloads.
Active-Defences:
π£Mode: π£
Type: Active
Name: Dodge
Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.
Rule:
- All Physical and Energy Attacks that do not Splash can be dodged fully.
- Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
- To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
- If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3♠,J♦ has 5 Pips of Penetration, an A♣ cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3♠ with +5 Pips of Penetration
π‘Mode: π‘
Type: Active
Name: Blocking
Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.
Rule:
- The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
- Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7♣ and 4♦.
- If any Block Card exactly matches in Pips and Suit (or is a Club ♣) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7♣ matches the 7♠ (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
- If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7♣ as damage however.
- If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4♦ is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4♦ now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
- The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.
Passive-Defences:
π²Mode: π²
Type: Passive
Name: Prepared Defence
Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.
Rule: Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through.
- The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
πMode: π
Type: Passive
Name: Passive Dodge
Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.
Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.
βMode: β
Type: Passive
Name: Soak
Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.
Rule:
- The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annexβs normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
- Compare the Soak cards to the Attack cards.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
Type Minimum Soak Maximum Soak Facet / “Saving Throw” 5 10 Skill 5 11 Talent 5 13 (K) Power 5 15 Super-Annex 2 16+ (any) Mud / Clay / Foam 8 10 Cloth/Wool/Fur Descendant 3 7 Silk / Padding Descendant 2 8 Leather Descendant 4 9 Foam Plastic Descendant 3 8 Hard Plastic Descendant 7 11 (J) Advanced Polymer Descendant 3 14 Chainmail Descendant 9 13 (K) Thin Wood Descendant 4 7 Thick Wood Descendant 3 11 (J) Laminated Wood Descendant 3 12 Turtle Shell Armour 7 11 (J) Stone Armour 9 12 (Q) Bronze plate Descendant 8 12 (Q) Steel plate Descendant 6 14 (A) Orichalcum plate Descendant 5 15 (Joker) Vibro-field Descendant 4 10 Power field Descendant 12 (Q) 15 (Joker) Force-field Descendant 8 15 (Joker) Toon/Femite Descendant 6 16 (suited Ace) Nullite Descendant 4 16 (suited Ace) Magickal/Alchemical Enhancement -2 compared to normal +2 compared to normal - If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
- If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
- If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6♥ if you play a 2♦ then both cards are Soaked and 2 × 2♦ pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
- Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6♦ 10♦ and J♠ is soaked by a 7♥ then you will see the Soak Layer take the J♠, 10♦, Stalls the 6♥ and the 4♣ on the Soak-Layer, which Discards the 7♥, then two copies of the 7♥ also pass on into the next layer of Soak.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
- The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
- If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
- The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Characterβ Ordeal Pool before you move to the next Soak-Layer.
βMode: β
Name: Physical
Text: The simplest forms of wounding are nothing but bashing and cutting physical wounds. Physical attacks are usually performed with weapons (Prop Descendants) or Martial Arts Annexes, which means they can be blocked, parried and so on by another weapon or Martial Art.
Active-Defences:
βMode: β
Type: Active
Name: Parry
Text: Deflecting the incoming blade with your own, also works with spears, hammers, maces, vibro-halberd, or magic spells and counter-magics, whatever really, except energy, you can’t Parry lasers or electricity with a sword (blaster bolts on the other hand).
Rule:
- The Descendant or Annex draws Cards as normal, then plays One (1) card from their Pool.
- If they can match any attack card in Suit (or Clubs ♣ as Defence Trump) and Pips (including Additional Style and Penetration Pips, or additional Wound / Success Levels, or +2 Pips for Trumps) then the attack has been Parried (Wildcards automatically Parry).
- What happens next depends upon the suit of the Defending card (see the Suit Parry details)
π£Mode: π£
Type: Active
Name: Dodge
Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.
Rule:
- All Physical and Energy Attacks that do not Splash can be dodged fully.
- Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
- To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
- If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3♠,J♦ has 5 Pips of Penetration, an A♣ cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3♠ with +5 Pips of Penetration
π‘Mode: π‘
Type: Active
Name: Blocking
Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.
Rule:
- The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
- Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7♣ and 4♦.
- If any Block Card exactly matches in Pips and Suit (or is a Club ♣) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7♣ matches the 7♠ (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
- If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7♣ as damage however.
- If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4♦ is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4♦ now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
- The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.
Passive-Defences:
π²Mode: π²
Type: Passive
Name: Prepared Defence
Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.
Rule: Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through.
- The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
πMode: π
Type: Passive
Name: Passive Dodge
Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.
Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.
βMode: β
Type: Passive
Name: Soak
Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.
Rule:
- The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annexβs normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
- Compare the Soak cards to the Attack cards.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
Type Minimum Soak Maximum Soak Facet / “Saving Throw” 5 10 Skill 5 11 Talent 5 13 (K) Power 5 15 Super-Annex 2 16+ (any) Mud / Clay / Foam 8 10 Cloth/Wool/Fur Descendant 3 7 Silk / Padding Descendant 2 8 Leather Descendant 4 9 Foam Plastic Descendant 3 8 Hard Plastic Descendant 7 11 (J) Advanced Polymer Descendant 3 14 Chainmail Descendant 9 13 (K) Thin Wood Descendant 4 7 Thick Wood Descendant 3 11 (J) Laminated Wood Descendant 3 12 Turtle Shell Armour 7 11 (J) Stone Armour 9 12 (Q) Bronze plate Descendant 8 12 (Q) Steel plate Descendant 6 14 (A) Orichalcum plate Descendant 5 15 (Joker) Vibro-field Descendant 4 10 Power field Descendant 12 (Q) 15 (Joker) Force-field Descendant 8 15 (Joker) Toon/Femite Descendant 6 16 (suited Ace) Nullite Descendant 4 16 (suited Ace) Magickal/Alchemical Enhancement -2 compared to normal +2 compared to normal - If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
- If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
- If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6♥ if you play a 2♦ then both cards are Soaked and 2 × 2♦ pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
- Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6♦ 10♦ and J♠ is soaked by a 7♥ then you will see the Soak Layer take the J♠, 10♦, Stalls the 6♥ and the 4♣ on the Soak-Layer, which Discards the 7♥, then two copies of the 7♥ also pass on into the next layer of Soak.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
- The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
- If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
- The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Characterβ Ordeal Pool before you move to the next Soak-Layer.
βMode: β
Name: Magic
Text: Magic may just be technology we don’t understand, or it can be a mysterious force unknowable and frightening to the common man. Magic can parry magic, and so sometimes can silver or cold iron, it depends on the magic. Magic attacks are rarely dodgeable (and the few that are are usually actually spells that perform energy attacks), and usually ignore Range, but instead must pierce the target’s Liberty or Wyrd Score (-4 Pips as standard).
Active-Defences:
βMode: β
Type: Active
Name: Parry
Text: Deflecting the incoming blade with your own, also works with spears, hammers, maces, vibro-halberd, or magic spells and counter-magics, whatever really, except energy, you can’t Parry lasers or electricity with a sword (blaster bolts on the other hand).
Rule:
- The Descendant or Annex draws Cards as normal, then plays One (1) card from their Pool.
- If they can match any attack card in Suit (or Clubs ♣ as Defence Trump) and Pips (including Additional Style and Penetration Pips, or additional Wound / Success Levels, or +2 Pips for Trumps) then the attack has been Parried (Wildcards automatically Parry).
- What happens next depends upon the suit of the Defending card (see the Suit Parry details)
π‘Mode: π‘
Type: Active
Name: Blocking
Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.
Rule:
- The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
- Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7♣ and 4♦.
- If any Block Card exactly matches in Pips and Suit (or is a Club ♣) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7♣ matches the 7♠ (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
- If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7♣ as damage however.
- If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4♦ is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4♦ now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
- The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.
Passive-Defences:
π²Mode: π²
Type: Passive
Name: Prepared Defence
Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.
Rule: Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through.
- The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
πMode: π
Type: Passive
Name: Passive Dodge
Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.
Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.
βMode: β
Type: Passive
Name: Soak
Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.
Rule:
- The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annexβs normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
- Compare the Soak cards to the Attack cards.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
Type Minimum Soak Maximum Soak Facet / “Saving Throw” 5 10 Skill 5 11 Talent 5 13 (K) Power 5 15 Super-Annex 2 16+ (any) Mud / Clay / Foam 8 10 Cloth/Wool/Fur Descendant 3 7 Silk / Padding Descendant 2 8 Leather Descendant 4 9 Foam Plastic Descendant 3 8 Hard Plastic Descendant 7 11 (J) Advanced Polymer Descendant 3 14 Chainmail Descendant 9 13 (K) Thin Wood Descendant 4 7 Thick Wood Descendant 3 11 (J) Laminated Wood Descendant 3 12 Turtle Shell Armour 7 11 (J) Stone Armour 9 12 (Q) Bronze plate Descendant 8 12 (Q) Steel plate Descendant 6 14 (A) Orichalcum plate Descendant 5 15 (Joker) Vibro-field Descendant 4 10 Power field Descendant 12 (Q) 15 (Joker) Force-field Descendant 8 15 (Joker) Toon/Femite Descendant 6 16 (suited Ace) Nullite Descendant 4 16 (suited Ace) Magickal/Alchemical Enhancement -2 compared to normal +2 compared to normal - If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
- If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
- If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6♥ if you play a 2♦ then both cards are Soaked and 2 × 2♦ pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
- Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6♦ 10♦ and J♠ is soaked by a 7♥ then you will see the Soak Layer take the J♠, 10♦, Stalls the 6♥ and the 4♣ on the Soak-Layer, which Discards the 7♥, then two copies of the 7♥ also pass on into the next layer of Soak.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
- The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
- If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
- The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Characterβ Ordeal Pool before you move to the next Soak-Layer.
π±Mode: π±
Name: Shocking
Text: Shocking Attacks cause the Defender to pause for some reason (fright, laughter, stunning damage, or whatever) if any Wound actually makes it to the Character
Rules: Each attack that Wounds automatically causes Stress equal to the Wound Pips to the Target. If the Wound is greater than a Flesh Wound this also automatically creates 1 Shock on the Defender (see Rules for Stress, Strain and Shock) which will usually result in a GRT penalty, but can create Traumas in extreme cases.
β) β Toxin attacks are any attack where the body is poisoned, rather than a direct physical assault being the major factor. They might be Psych (Toxic emotions), Energy (Radiation Poisoning), Physical (A bee sting), or Magical, but are Shocking and Fester.Mode: β
Name: Festering
Text: Some Wounds are more difficult to heal and regenerate than others. Maybe it’s a poison, or venom on the attack, magic, or a practically guaranteed infection from bacteria, sometimes its just that insult that gets under your skin…
Rules: All Wounds Fester Automatically (restricting how the Wound can be treated and healed).
Nature ♥ Suit: Hearts ♥
Ordeal Trump: Healing (Survival / Magic) / Deception (Hide / Feint) / Magic (Positive)
Description: Hearts represent Love, Family and the comforts of home. Hearts are the warmth of a cosy fireplace, and social wealth rather than material. In the Tarot the suit is called Cups, and represents the feminine and elemental Water.
Tarot Meaning: Love, Relationships, Affections, Family, Sympathy, Peace.
Ordeal Text: Ordeal Types: Nurturing, Farming, Relationships, Medical. Hearts act as Trumps for the following Actions: Blending in, Cooking, Escaping, Healing, Hiding, Hunting, Insulting, Joke-telling, Lying, Magic, Mimicry, Riddling, Spinning a tale, Surgery, and Survival. Any type of Wound can be healed with a Heart.
Parry:Locked RespiteAll unmatched Cards from the original attack are Discarded by the Defender, however with each card they Discard they may either use the card to Heal/Stabilise one of their own wounds (or damage to the Parrying Descendant), or they may use the card to slow their attacker with additional RT (Pips) or GRT (Pips/5).
Soak: DisengageThe Soak Card acts as a Heal card, and is discarded along with the Attack card. This immediately Heals all Wounds in play that have less Pips, including the remaining Wounds in the Attack, by one Wound Level (discards Distracts).
Gouge( βMode: β
Name: Physical
Text: The simplest forms of wounding are nothing but bashing and cutting physical wounds. Physical attacks are usually performed with weapons (Prop Descendants) or Martial Arts Annexes, which means they can be blocked, parried and so on by another weapon or Martial Art.
Active-Defences:
βMode: β
Type: Active
Name: Parry
Text: Deflecting the incoming blade with your own, also works with spears, hammers, maces, vibro-halberd, or magic spells and counter-magics, whatever really, except energy, you can’t Parry lasers or electricity with a sword (blaster bolts on the other hand).
Rule:
- The Descendant or Annex draws Cards as normal, then plays One (1) card from their Pool.
- If they can match any attack card in Suit (or Clubs ♣ as Defence Trump) and Pips (including Additional Style and Penetration Pips, or additional Wound / Success Levels, or +2 Pips for Trumps) then the attack has been Parried (Wildcards automatically Parry).
- What happens next depends upon the suit of the Defending card (see the Suit Parry details)
π£Mode: π£
Type: Active
Name: Dodge
Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.
Rule:
- All Physical and Energy Attacks that do not Splash can be dodged fully.
- Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
- To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
- If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3♠,J♦ has 5 Pips of Penetration, an A♣ cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3♠ with +5 Pips of Penetration
π‘Mode: π‘
Type: Active
Name: Blocking
Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.
Rule:
- The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
- Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7♣ and 4♦.
- If any Block Card exactly matches in Pips and Suit (or is a Club ♣) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7♣ matches the 7♠ (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
- If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7♣ as damage however.
- If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4♦ is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4♦ now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
- The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.
Passive-Defences:
π²Mode: π²
Type: Passive
Name: Prepared Defence
Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.
Rule: Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through.
- The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
πMode: π
Type: Passive
Name: Passive Dodge
Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.
Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.
βMode: β
Type: Passive
Name: Soak
Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.
Rule:
- The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annexβs normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
- Compare the Soak cards to the Attack cards.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
Type Minimum Soak Maximum Soak Facet / “Saving Throw” 5 10 Skill 5 11 Talent 5 13 (K) Power 5 15 Super-Annex 2 16+ (any) Mud / Clay / Foam 8 10 Cloth/Wool/Fur Descendant 3 7 Silk / Padding Descendant 2 8 Leather Descendant 4 9 Foam Plastic Descendant 3 8 Hard Plastic Descendant 7 11 (J) Advanced Polymer Descendant 3 14 Chainmail Descendant 9 13 (K) Thin Wood Descendant 4 7 Thick Wood Descendant 3 11 (J) Laminated Wood Descendant 3 12 Turtle Shell Armour 7 11 (J) Stone Armour 9 12 (Q) Bronze plate Descendant 8 12 (Q) Steel plate Descendant 6 14 (A) Orichalcum plate Descendant 5 15 (Joker) Vibro-field Descendant 4 10 Power field Descendant 12 (Q) 15 (Joker) Force-field Descendant 8 15 (Joker) Toon/Femite Descendant 6 16 (suited Ace) Nullite Descendant 4 16 (suited Ace) Magickal/Alchemical Enhancement -2 compared to normal +2 compared to normal - If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
- If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
- If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6♥ if you play a 2♦ then both cards are Soaked and 2 × 2♦ pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
- Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6♦ 10♦ and J♠ is soaked by a 7♥ then you will see the Soak Layer take the J♠, 10♦, Stalls the 6♥ and the 4♣ on the Soak-Layer, which Discards the 7♥, then two copies of the 7♥ also pass on into the next layer of Soak.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
- The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
- If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
- The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Characterβ Ordeal Pool before you move to the next Soak-Layer.
π°Mode: π°
Name: Resource
Text: Damage is intended to be paid by a specific Facet Sway. The damage may be soaked or dodged by appropriate defences, but are rare for Characters not focused on the Resource. Wounds are usually taken in a specific targeted Facet Sway (often Wealth, Health, or Support) or Yarn as Pips, with any excess taken as Yarn, so a 23 Pip Economic attack will cost the Target 23 Wealth or Yarn if they had no Wealth, if they had 13 Wealth, it would cost them that and 10 Yarn. It should be noted that Yarn is taken as Chi from the total that a Character has (e.g. a Character with 66 Chi losing 10 Yarn would have only 8 Chi left, but a Character with 45 Chi would lose everything). Resource Attacks may also Maim, Cripple or “Destroy” suitable Descendants and can create Hitches, (such as Lacking, Binding, etc.) if the target does not have enough of the targeted Facet Sway / Chi.
Active-Defences:
π£Mode: π£
Type: Active
Name: Dodge
Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.
Rule:
- All Physical and Energy Attacks that do not Splash can be dodged fully.
- Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
- To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
- If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3♠,J♦ has 5 Pips of Penetration, an A♣ cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3♠ with +5 Pips of Penetration
π‘Mode: π‘
Type: Active
Name: Blocking
Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.
Rule:
- The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
- Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7♣ and 4♦.
- If any Block Card exactly matches in Pips and Suit (or is a Club ♣) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7♣ matches the 7♠ (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
- If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7♣ as damage however.
- If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4♦ is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4♦ now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
- The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.
Passive-Defences:
π²Mode: π²
Type: Passive
Name: Prepared Defence
Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.
Rule: Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through.
- The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
πMode: π
Type: Passive
Name: Passive Dodge
Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.
Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.
βMode: β
Type: Passive
Name: Soak
Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.
Rule:
- The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annexβs normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
- Compare the Soak cards to the Attack cards.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
Type Minimum Soak Maximum Soak Facet / “Saving Throw” 5 10 Skill 5 11 Talent 5 13 (K) Power 5 15 Super-Annex 2 16+ (any) Mud / Clay / Foam 8 10 Cloth/Wool/Fur Descendant 3 7 Silk / Padding Descendant 2 8 Leather Descendant 4 9 Foam Plastic Descendant 3 8 Hard Plastic Descendant 7 11 (J) Advanced Polymer Descendant 3 14 Chainmail Descendant 9 13 (K) Thin Wood Descendant 4 7 Thick Wood Descendant 3 11 (J) Laminated Wood Descendant 3 12 Turtle Shell Armour 7 11 (J) Stone Armour 9 12 (Q) Bronze plate Descendant 8 12 (Q) Steel plate Descendant 6 14 (A) Orichalcum plate Descendant 5 15 (Joker) Vibro-field Descendant 4 10 Power field Descendant 12 (Q) 15 (Joker) Force-field Descendant 8 15 (Joker) Toon/Femite Descendant 6 16 (suited Ace) Nullite Descendant 4 16 (suited Ace) Magickal/Alchemical Enhancement -2 compared to normal +2 compared to normal - If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
- If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
- If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6♥ if you play a 2♦ then both cards are Soaked and 2 × 2♦ pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
- Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6♦ 10♦ and J♠ is soaked by a 7♥ then you will see the Soak Layer take the J♠, 10♦, Stalls the 6♥ and the 4♣ on the Soak-Layer, which Discards the 7♥, then two copies of the 7♥ also pass on into the next layer of Soak.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
- The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
- If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
- The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Characterβ Ordeal Pool before you move to the next Soak-Layer.
π«Mode: π«
Name: Normal
Text: The Standard against which other Attacks are measured. Everything is standard, no weird rules.
Rules: No Special Rules. Normal Attacks obey the normal rules for Reach and Range additional Targets cost +3 Pips per Target.
β) β Gouge attacks represent removing a scoop of the target, the standard gouge attack is a bite or an eye gouge. Gouging can only be Physical or Economic, and is normal, but festering Damage.Mode: β
Name: Festering
Text: Some Wounds are more difficult to heal and regenerate than others. Maybe it’s a poison, or venom on the attack, magic, or a practically guaranteed infection from bacteria, sometimes its just that insult that gets under your skin…
Rules: All Wounds Fester Automatically (restricting how the Wound can be treated and healed).
Orthodox ♦ Suit: Diamonds ♦
Ordeal Trump: Preparation (Research / Work / Patience) / Movement (Sneaking / Sprinting) / Listening
Description: Diamonds represent the finer things of life, they are bright and sparkling. Representing the creative even spiritual aspects of materialism such as beauty and art, that transcend base materialism like wealth. Despite this the Diamonds are recognised as being the Coins suit of the Tarot, with a strong tie to Elemental Earth.
Tarot Meaning: Travel, Money, Business, Contracts, Deals, Voyages.
Ordeal Text: Ordeal Types: Travel (e.g. Chase, Race) / Creativity (e.g. Smithing, Painting). Diamonds act as Trump for the following Action Types: Art, Building, Charming, Crafting, Driving, Emoting, Forgiving, Keeping Your Cool, Listening, Meditation, Motion, Prayer, Preparation, Research, Sprinting and Working in general. Any type of action can be prepared with a Diamond.
Parry:Seize the initiativeThe cards of the original attack (less the matched card) are immediately added to the Defenderβs Ordeal Pool. They may then play as many cards as their Descendant/Annex normally plays including the Parry card (1-4) usually into one of their Style Reserve, and then immediately discard any cards over Pool Limit.
Soak: ReadyThe matched Attack card is immediately Prepared by the Defender (as they wish). The Soak card is discarded.
Lecture( π€Mode: π€
Name: Psych
Text: Psych (pronounced ‘Sigh-k’) attacks target the Target’s mind and emotions β which means they are only useful on Characters (even if those Characters may be Intelligent Descendants or Extras). All Wounds are targeted on the Personality Annex (or Master Annex for an Intelligent Descendant / Extra). Psych Attacks typically have an emotional or Psychosocial outcome.
Active-Defences:
πMode: π
Type: Active Psych
Name: Focus
Text: Focus is a Psych Parry. The defender focuses on one aspect of the attack, and thereby turns it around on the attacker. They might retort to the attack, with a biting insult, or just refute one point so well that the attack is ruined, then again they might just react so badly to the attack that they effect the attacker back. The problem with Focus as a defence is that it requires specific cards to work at all.
Rule:
- Draw a number of cards equal to the number of Hitches Reduced, and add the cards to your Ordeal Pool. Then Play One Card.
- The card must match exactly one Attack card’s Pips and Suit β Jokers may be Wild. Clubs will Trump with +2 Pips, which means an 8♥ can be matched by a 6♣,7♣, or 8♣).
- If they can match an Attack card, then the Attack has been stopped. Discard the matched Attack card and all Attack cards Higher than the Focus card.
- Attack cards lower than the Focus card are immediately added to the Defender’s Ordeal Pool as “Fight-or-Flight” cards that may be immediately played or prepared without RT or GRT penalties.
- If no match can be made then Focus has failed. The Defender takes the full effect of the Attack as Focus has been used the Personality Annex cannot now Soak.
π¦Mode: π¦
Type: Active Psych
Name: Ignore
Text: Ignoring a Psych attack is a great choice, if you can. However ignoring is an all or nothing defence, fail to ignore the whole attack and you will have ignored nothing at all.
Rule:
- Draw a number of cards equal to the total number of Hitches Reduced and add them to the Defender’s Ordeal Pool.
- Play Hitches Reduced number of cards to try and Ignore the Psych Attack.
- Ignore cards must beat the total Pips of the Attack. Beat the Pips and the Attack is Discarded. Otherwise the Defender takes all the Psych Damage and since they used their Personality Annex to Ignore, they cannot use it to Psych Soak.
Passive-Defences:
π²Mode: π²
Type: Passive
Name: Prepared Defence
Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.
Rule: Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through.
- The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
πMode: π
Type: Passive Psych
Name: Passive Psych Soak
Text: When someone yells an insult at you, it might sting, or it might not. If you see someone killed in front of you, it might scare you, or may not. You can decide which with a Passive Psych Soak.
Rule:
- Personality Annex Plays a number of Soak cards equal to number of Hitches Reduced (½ to 4 Cards) from their Ordeal Pool.
- If any Soak Card exactly matches in Pips and Suit (or Clubs ♣ with +2 Trump bonus) any Attack Card then the Attack Card is discarded and the Defender may Pull and Play a ‘Fight-or-Flight’ Ordeal card. If a Soak card exactly matches the Highest Card of the Attack then the whole Attack is Discarded.
- If any Psych Soak card is higher in Pips than an Attack card, then those Attack cards are Blocked and Discarded immediately. The Soak card is then kept, but is turned sideways, Stalled. It will be added to the next Psych Attack automatically unless moved by a Defence Glow to a Prepared Defence. A card in this state is considered Stalled.
- If any Psych Soak card has less Pips than an Attack card (or a Stalled card) then the Attack card is Soaked and immediately Discarded. The Defender takes a copy of the Soak card for each card Blocked. The Attacker may add some of the Penetration Pips to increase the Attack cards Pips at this point.
- Psych Attacks that begin with more than 3 cards (such as most Tricks) always cause Extreme Emotional responses, rather than Normal emotional responses. All Psych Attacks must affect the Target’s Active Personality Annex (or its Profs). Psych Wounds automatically stack together whenever they can (2 Psych Distracts Wounds automatically become a Psych Flesh Wound).
- Once the incoming attacks have been dealt with (or not) the Character may now Draw as many cards as they Played earlier to their Ordeal Pool.
βMode: β
Name: Magic
Text: Magic may just be technology we don’t understand, or it can be a mysterious force unknowable and frightening to the common man. Magic can parry magic, and so sometimes can silver or cold iron, it depends on the magic. Magic attacks are rarely dodgeable (and the few that are are usually actually spells that perform energy attacks), and usually ignore Range, but instead must pierce the target’s Liberty or Wyrd Score (-4 Pips as standard).
Active-Defences:
βMode: β
Type: Active
Name: Parry
Text: Deflecting the incoming blade with your own, also works with spears, hammers, maces, vibro-halberd, or magic spells and counter-magics, whatever really, except energy, you can’t Parry lasers or electricity with a sword (blaster bolts on the other hand).
Rule:
- The Descendant or Annex draws Cards as normal, then plays One (1) card from their Pool.
- If they can match any attack card in Suit (or Clubs ♣ as Defence Trump) and Pips (including Additional Style and Penetration Pips, or additional Wound / Success Levels, or +2 Pips for Trumps) then the attack has been Parried (Wildcards automatically Parry).
- What happens next depends upon the suit of the Defending card (see the Suit Parry details)
π‘Mode: π‘
Type: Active
Name: Blocking
Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.
Rule:
- The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
- Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7♣ and 4♦.
- If any Block Card exactly matches in Pips and Suit (or is a Club ♣) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7♣ matches the 7♠ (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
- If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7♣ as damage however.
- If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4♦ is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4♦ now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
- The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.
Passive-Defences:
π²Mode: π²
Type: Passive
Name: Prepared Defence
Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.
Rule: Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through.
- The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
πMode: π
Type: Passive
Name: Passive Dodge
Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.
Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.
βMode: β
Type: Passive
Name: Soak
Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.
Rule:
- The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annexβs normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
- Compare the Soak cards to the Attack cards.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
Type Minimum Soak Maximum Soak Facet / “Saving Throw” 5 10 Skill 5 11 Talent 5 13 (K) Power 5 15 Super-Annex 2 16+ (any) Mud / Clay / Foam 8 10 Cloth/Wool/Fur Descendant 3 7 Silk / Padding Descendant 2 8 Leather Descendant 4 9 Foam Plastic Descendant 3 8 Hard Plastic Descendant 7 11 (J) Advanced Polymer Descendant 3 14 Chainmail Descendant 9 13 (K) Thin Wood Descendant 4 7 Thick Wood Descendant 3 11 (J) Laminated Wood Descendant 3 12 Turtle Shell Armour 7 11 (J) Stone Armour 9 12 (Q) Bronze plate Descendant 8 12 (Q) Steel plate Descendant 6 14 (A) Orichalcum plate Descendant 5 15 (Joker) Vibro-field Descendant 4 10 Power field Descendant 12 (Q) 15 (Joker) Force-field Descendant 8 15 (Joker) Toon/Femite Descendant 6 16 (suited Ace) Nullite Descendant 4 16 (suited Ace) Magickal/Alchemical Enhancement -2 compared to normal +2 compared to normal - If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
- If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
- If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6♥ if you play a 2♦ then both cards are Soaked and 2 × 2♦ pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
- Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6♦ 10♦ and J♠ is soaked by a 7♥ then you will see the Soak Layer take the J♠, 10♦, Stalls the 6♥ and the 4♣ on the Soak-Layer, which Discards the 7♥, then two copies of the 7♥ also pass on into the next layer of Soak.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
- The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
- If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
- The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Characterβ Ordeal Pool before you move to the next Soak-Layer.
π) β A Lecture attack represents a stern talking to or a magical attack to bind anotherβs actions or knowledge. Lectures are Psych or Magic attacks and Waning.Mode: π
Name: Waning
Text: Waning attacks are diminished, and fading, but like the moon, they never really go away.
Rules: All Waning Wounds are one Level lower than the card Limit suggests, however they can never be below the Distract Level. Waning Wounds will always remain at least a Distract, even after Soak-Levels or Chi expenditure. The Waning Wound can never be completely cancelled by a Defence and a Distract will be passed in to the Target.
Phoenix ⚊ ♥ Suit: Hearts ♥
Ordeal Trump: Healing (Survival / Magic) / Deception (Hide / Feint) / Magic (Positive)
Description: Hearts represent Love, Family and the comforts of home. Hearts are the warmth of a cosy fireplace, and social wealth rather than material. In the Tarot the suit is called Cups, and represents the feminine and elemental Water.
Tarot Meaning: Love, Relationships, Affections, Family, Sympathy, Peace.
Ordeal Text: Ordeal Types: Nurturing, Farming, Relationships, Medical. Hearts act as Trumps for the following Actions: Blending in, Cooking, Escaping, Healing, Hiding, Hunting, Insulting, Joke-telling, Lying, Magic, Mimicry, Riddling, Spinning a tale, Surgery, and Survival. Any type of Wound can be healed with a Heart.
Parry:Locked RespiteAll unmatched Cards from the original attack are Discarded by the Defender, however with each card they Discard they may either use the card to Heal/Stabilise one of their own wounds (or damage to the Parrying Descendant), or they may use the card to slow their attacker with additional RT (Pips) or GRT (Pips/5).
Soak: DisengageThe Soak Card acts as a Heal card, and is discarded along with the Attack card. This immediately Heals all Wounds in play that have less Pips, including the remaining Wounds in the Attack, by one Wound Level (discards Distracts).
Burn( π€Mode: π€
Name: Psych
Text: Psych (pronounced ‘Sigh-k’) attacks target the Target’s mind and emotions β which means they are only useful on Characters (even if those Characters may be Intelligent Descendants or Extras). All Wounds are targeted on the Personality Annex (or Master Annex for an Intelligent Descendant / Extra). Psych Attacks typically have an emotional or Psychosocial outcome.
Active-Defences:
πMode: π
Type: Active Psych
Name: Focus
Text: Focus is a Psych Parry. The defender focuses on one aspect of the attack, and thereby turns it around on the attacker. They might retort to the attack, with a biting insult, or just refute one point so well that the attack is ruined, then again they might just react so badly to the attack that they effect the attacker back. The problem with Focus as a defence is that it requires specific cards to work at all.
Rule:
- Draw a number of cards equal to the number of Hitches Reduced, and add the cards to your Ordeal Pool. Then Play One Card.
- The card must match exactly one Attack card’s Pips and Suit β Jokers may be Wild. Clubs will Trump with +2 Pips, which means an 8♥ can be matched by a 6♣,7♣, or 8♣).
- If they can match an Attack card, then the Attack has been stopped. Discard the matched Attack card and all Attack cards Higher than the Focus card.
- Attack cards lower than the Focus card are immediately added to the Defender’s Ordeal Pool as “Fight-or-Flight” cards that may be immediately played or prepared without RT or GRT penalties.
- If no match can be made then Focus has failed. The Defender takes the full effect of the Attack as Focus has been used the Personality Annex cannot now Soak.
π¦Mode: π¦
Type: Active Psych
Name: Ignore
Text: Ignoring a Psych attack is a great choice, if you can. However ignoring is an all or nothing defence, fail to ignore the whole attack and you will have ignored nothing at all.
Rule:
- Draw a number of cards equal to the total number of Hitches Reduced and add them to the Defender’s Ordeal Pool.
- Play Hitches Reduced number of cards to try and Ignore the Psych Attack.
- Ignore cards must beat the total Pips of the Attack. Beat the Pips and the Attack is Discarded. Otherwise the Defender takes all the Psych Damage and since they used their Personality Annex to Ignore, they cannot use it to Psych Soak.
Passive-Defences:
π²Mode: π²
Type: Passive
Name: Prepared Defence
Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.
Rule: Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through.
- The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
πMode: π
Type: Passive Psych
Name: Passive Psych Soak
Text: When someone yells an insult at you, it might sting, or it might not. If you see someone killed in front of you, it might scare you, or may not. You can decide which with a Passive Psych Soak.
Rule:
- Personality Annex Plays a number of Soak cards equal to number of Hitches Reduced (½ to 4 Cards) from their Ordeal Pool.
- If any Soak Card exactly matches in Pips and Suit (or Clubs ♣ with +2 Trump bonus) any Attack Card then the Attack Card is discarded and the Defender may Pull and Play a ‘Fight-or-Flight’ Ordeal card. If a Soak card exactly matches the Highest Card of the Attack then the whole Attack is Discarded.
- If any Psych Soak card is higher in Pips than an Attack card, then those Attack cards are Blocked and Discarded immediately. The Soak card is then kept, but is turned sideways, Stalled. It will be added to the next Psych Attack automatically unless moved by a Defence Glow to a Prepared Defence. A card in this state is considered Stalled.
- If any Psych Soak card has less Pips than an Attack card (or a Stalled card) then the Attack card is Soaked and immediately Discarded. The Defender takes a copy of the Soak card for each card Blocked. The Attacker may add some of the Penetration Pips to increase the Attack cards Pips at this point.
- Psych Attacks that begin with more than 3 cards (such as most Tricks) always cause Extreme Emotional responses, rather than Normal emotional responses. All Psych Attacks must affect the Target’s Active Personality Annex (or its Profs). Psych Wounds automatically stack together whenever they can (2 Psych Distracts Wounds automatically become a Psych Flesh Wound).
- Once the incoming attacks have been dealt with (or not) the Character may now Draw as many cards as they Played earlier to their Ordeal Pool.
β‘Mode: β‘
Name: Energy
Text: Energy attacks are blasts of radiation that are not entirely physical in nature. They might still have a physical impact, but the damage is usually radiation, or electrical burns and sensory overloads.
Active-Defences:
π£Mode: π£
Type: Active
Name: Dodge
Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.
Rule:
- All Physical and Energy Attacks that do not Splash can be dodged fully.
- Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
- To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
- If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3♠,J♦ has 5 Pips of Penetration, an A♣ cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3♠ with +5 Pips of Penetration
π‘Mode: π‘
Type: Active
Name: Blocking
Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.
Rule:
- The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
- Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7♣ and 4♦.
- If any Block Card exactly matches in Pips and Suit (or is a Club ♣) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7♣ matches the 7♠ (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
- If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7♣ as damage however.
- If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4♦ is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4♦ now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
- The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.
Passive-Defences:
π²Mode: π²
Type: Passive
Name: Prepared Defence
Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.
Rule: Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through.
- The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
πMode: π
Type: Passive
Name: Passive Dodge
Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.
Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.
βMode: β
Type: Passive
Name: Soak
Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.
Rule:
- The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annexβs normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
- Compare the Soak cards to the Attack cards.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
Type Minimum Soak Maximum Soak Facet / “Saving Throw” 5 10 Skill 5 11 Talent 5 13 (K) Power 5 15 Super-Annex 2 16+ (any) Mud / Clay / Foam 8 10 Cloth/Wool/Fur Descendant 3 7 Silk / Padding Descendant 2 8 Leather Descendant 4 9 Foam Plastic Descendant 3 8 Hard Plastic Descendant 7 11 (J) Advanced Polymer Descendant 3 14 Chainmail Descendant 9 13 (K) Thin Wood Descendant 4 7 Thick Wood Descendant 3 11 (J) Laminated Wood Descendant 3 12 Turtle Shell Armour 7 11 (J) Stone Armour 9 12 (Q) Bronze plate Descendant 8 12 (Q) Steel plate Descendant 6 14 (A) Orichalcum plate Descendant 5 15 (Joker) Vibro-field Descendant 4 10 Power field Descendant 12 (Q) 15 (Joker) Force-field Descendant 8 15 (Joker) Toon/Femite Descendant 6 16 (suited Ace) Nullite Descendant 4 16 (suited Ace) Magickal/Alchemical Enhancement -2 compared to normal +2 compared to normal - If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
- If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
- If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6♥ if you play a 2♦ then both cards are Soaked and 2 × 2♦ pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
- Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6♦ 10♦ and J♠ is soaked by a 7♥ then you will see the Soak Layer take the J♠, 10♦, Stalls the 6♥ and the 4♣ on the Soak-Layer, which Discards the 7♥, then two copies of the 7♥ also pass on into the next layer of Soak.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
- The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
- If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
- The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Characterβ Ordeal Pool before you move to the next Soak-Layer.
βMode: β
Name: Physical
Text: The simplest forms of wounding are nothing but bashing and cutting physical wounds. Physical attacks are usually performed with weapons (Prop Descendants) or Martial Arts Annexes, which means they can be blocked, parried and so on by another weapon or Martial Art.
Active-Defences:
βMode: β
Type: Active
Name: Parry
Text: Deflecting the incoming blade with your own, also works with spears, hammers, maces, vibro-halberd, or magic spells and counter-magics, whatever really, except energy, you can’t Parry lasers or electricity with a sword (blaster bolts on the other hand).
Rule:
- The Descendant or Annex draws Cards as normal, then plays One (1) card from their Pool.
- If they can match any attack card in Suit (or Clubs ♣ as Defence Trump) and Pips (including Additional Style and Penetration Pips, or additional Wound / Success Levels, or +2 Pips for Trumps) then the attack has been Parried (Wildcards automatically Parry).
- What happens next depends upon the suit of the Defending card (see the Suit Parry details)
π£Mode: π£
Type: Active
Name: Dodge
Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.
Rule:
- All Physical and Energy Attacks that do not Splash can be dodged fully.
- Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
- To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
- If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3♠,J♦ has 5 Pips of Penetration, an A♣ cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3♠ with +5 Pips of Penetration
π‘Mode: π‘
Type: Active
Name: Blocking
Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.
Rule:
- The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
- Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7♣ and 4♦.
- If any Block Card exactly matches in Pips and Suit (or is a Club ♣) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7♣ matches the 7♠ (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
- If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7♣ as damage however.
- If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4♦ is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4♦ now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
- The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.
Passive-Defences:
π²Mode: π²
Type: Passive
Name: Prepared Defence
Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.
Rule: Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through.
- The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
πMode: π
Type: Passive
Name: Passive Dodge
Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.
Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.
βMode: β
Type: Passive
Name: Soak
Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.
Rule:
- The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annexβs normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
- Compare the Soak cards to the Attack cards.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
Type Minimum Soak Maximum Soak Facet / “Saving Throw” 5 10 Skill 5 11 Talent 5 13 (K) Power 5 15 Super-Annex 2 16+ (any) Mud / Clay / Foam 8 10 Cloth/Wool/Fur Descendant 3 7 Silk / Padding Descendant 2 8 Leather Descendant 4 9 Foam Plastic Descendant 3 8 Hard Plastic Descendant 7 11 (J) Advanced Polymer Descendant 3 14 Chainmail Descendant 9 13 (K) Thin Wood Descendant 4 7 Thick Wood Descendant 3 11 (J) Laminated Wood Descendant 3 12 Turtle Shell Armour 7 11 (J) Stone Armour 9 12 (Q) Bronze plate Descendant 8 12 (Q) Steel plate Descendant 6 14 (A) Orichalcum plate Descendant 5 15 (Joker) Vibro-field Descendant 4 10 Power field Descendant 12 (Q) 15 (Joker) Force-field Descendant 8 15 (Joker) Toon/Femite Descendant 6 16 (suited Ace) Nullite Descendant 4 16 (suited Ace) Magickal/Alchemical Enhancement -2 compared to normal +2 compared to normal - If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
- If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
- If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6♥ if you play a 2♦ then both cards are Soaked and 2 × 2♦ pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
- Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6♦ 10♦ and J♠ is soaked by a 7♥ then you will see the Soak Layer take the J♠, 10♦, Stalls the 6♥ and the 4♣ on the Soak-Layer, which Discards the 7♥, then two copies of the 7♥ also pass on into the next layer of Soak.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
- The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
- If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
- The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Characterβ Ordeal Pool before you move to the next Soak-Layer.
βMode: β
Name: Magic
Text: Magic may just be technology we don’t understand, or it can be a mysterious force unknowable and frightening to the common man. Magic can parry magic, and so sometimes can silver or cold iron, it depends on the magic. Magic attacks are rarely dodgeable (and the few that are are usually actually spells that perform energy attacks), and usually ignore Range, but instead must pierce the target’s Liberty or Wyrd Score (-4 Pips as standard).
Active-Defences:
βMode: β
Type: Active
Name: Parry
Text: Deflecting the incoming blade with your own, also works with spears, hammers, maces, vibro-halberd, or magic spells and counter-magics, whatever really, except energy, you can’t Parry lasers or electricity with a sword (blaster bolts on the other hand).
Rule:
- The Descendant or Annex draws Cards as normal, then plays One (1) card from their Pool.
- If they can match any attack card in Suit (or Clubs ♣ as Defence Trump) and Pips (including Additional Style and Penetration Pips, or additional Wound / Success Levels, or +2 Pips for Trumps) then the attack has been Parried (Wildcards automatically Parry).
- What happens next depends upon the suit of the Defending card (see the Suit Parry details)
π‘Mode: π‘
Type: Active
Name: Blocking
Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.
Rule:
- The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
- Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7♣ and 4♦.
- If any Block Card exactly matches in Pips and Suit (or is a Club ♣) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7♣ matches the 7♠ (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
- If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7♣ as damage however.
- If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4♦ is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4♦ now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
- The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.
Passive-Defences:
π²Mode: π²
Type: Passive
Name: Prepared Defence
Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.
Rule: Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through.
- The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
πMode: π
Type: Passive
Name: Passive Dodge
Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.
Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.
βMode: β
Type: Passive
Name: Soak
Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.
Rule:
- The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annexβs normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
- Compare the Soak cards to the Attack cards.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
Type Minimum Soak Maximum Soak Facet / “Saving Throw” 5 10 Skill 5 11 Talent 5 13 (K) Power 5 15 Super-Annex 2 16+ (any) Mud / Clay / Foam 8 10 Cloth/Wool/Fur Descendant 3 7 Silk / Padding Descendant 2 8 Leather Descendant 4 9 Foam Plastic Descendant 3 8 Hard Plastic Descendant 7 11 (J) Advanced Polymer Descendant 3 14 Chainmail Descendant 9 13 (K) Thin Wood Descendant 4 7 Thick Wood Descendant 3 11 (J) Laminated Wood Descendant 3 12 Turtle Shell Armour 7 11 (J) Stone Armour 9 12 (Q) Bronze plate Descendant 8 12 (Q) Steel plate Descendant 6 14 (A) Orichalcum plate Descendant 5 15 (Joker) Vibro-field Descendant 4 10 Power field Descendant 12 (Q) 15 (Joker) Force-field Descendant 8 15 (Joker) Toon/Femite Descendant 6 16 (suited Ace) Nullite Descendant 4 16 (suited Ace) Magickal/Alchemical Enhancement -2 compared to normal +2 compared to normal - If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
- If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
- If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6♥ if you play a 2♦ then both cards are Soaked and 2 × 2♦ pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
- Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6♦ 10♦ and J♠ is soaked by a 7♥ then you will see the Soak Layer take the J♠, 10♦, Stalls the 6♥ and the 4♣ on the Soak-Layer, which Discards the 7♥, then two copies of the 7♥ also pass on into the next layer of Soak.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
- The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
- If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
- The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Characterβ Ordeal Pool before you move to the next Soak-Layer.
π₯) β Burn attacks are the attack type used when things are hit by fire (like a fireball spell), or massive electrical bursts (like lightning), plasma weapons are another good source of Burn attacks, but burns can also be friction or chemical based, or describe the sensation of immune responses like allergies that blister the skin. Burns can also be psychological in nature, such as an insult, or agreeing with anotherβs insult by asking if theyβd like some ointment for that burn. Burn attacks usually leave behind βBurnsβ rather than other βScarsβ, and can alter a targetβs Incarna to Phoenix as they create βBurningβ rather than βDyingβ Hitches. Burn attacks are particularly Destructive to flammable things.Mode: π₯
Name: Destructive
Text: Destructive Attacks have some thing they are just better at affecting, this reflects how hacks can really mess up computers and data, crashes can really destroy vehicles as well as computers and delicate things generally, and nothing flammable likes burning.
Rules: All attacks against a suitable target (Referee decides) increase each cards Wound Limit Level +1. The new Wound Limit may require additional Pips to actually raise the Wound to that higher Limit in the current Stakes.
Quiet ♦ Suit: Diamonds ♦
Ordeal Trump: Preparation (Research / Work / Patience) / Movement (Sneaking / Sprinting) / Listening
Description: Diamonds represent the finer things of life, they are bright and sparkling. Representing the creative even spiritual aspects of materialism such as beauty and art, that transcend base materialism like wealth. Despite this the Diamonds are recognised as being the Coins suit of the Tarot, with a strong tie to Elemental Earth.
Tarot Meaning: Travel, Money, Business, Contracts, Deals, Voyages.
Ordeal Text: Ordeal Types: Travel (e.g. Chase, Race) / Creativity (e.g. Smithing, Painting). Diamonds act as Trump for the following Action Types: Art, Building, Charming, Crafting, Driving, Emoting, Forgiving, Keeping Your Cool, Listening, Meditation, Motion, Prayer, Preparation, Research, Sprinting and Working in general. Any type of action can be prepared with a Diamond.
Parry:Seize the initiativeThe cards of the original attack (less the matched card) are immediately added to the Defenderβs Ordeal Pool. They may then play as many cards as their Descendant/Annex normally plays including the Parry card (1-4) usually into one of their Style Reserve, and then immediately discard any cards over Pool Limit.
Soak: ReadyThe matched Attack card is immediately Prepared by the Defender (as they wish). The Soak card is discarded.
Erode( π€Mode: π€
Name: Psych
Text: Psych (pronounced ‘Sigh-k’) attacks target the Target’s mind and emotions β which means they are only useful on Characters (even if those Characters may be Intelligent Descendants or Extras). All Wounds are targeted on the Personality Annex (or Master Annex for an Intelligent Descendant / Extra). Psych Attacks typically have an emotional or Psychosocial outcome.
Active-Defences:
πMode: π
Type: Active Psych
Name: Focus
Text: Focus is a Psych Parry. The defender focuses on one aspect of the attack, and thereby turns it around on the attacker. They might retort to the attack, with a biting insult, or just refute one point so well that the attack is ruined, then again they might just react so badly to the attack that they effect the attacker back. The problem with Focus as a defence is that it requires specific cards to work at all.
Rule:
- Draw a number of cards equal to the number of Hitches Reduced, and add the cards to your Ordeal Pool. Then Play One Card.
- The card must match exactly one Attack card’s Pips and Suit β Jokers may be Wild. Clubs will Trump with +2 Pips, which means an 8♥ can be matched by a 6♣,7♣, or 8♣).
- If they can match an Attack card, then the Attack has been stopped. Discard the matched Attack card and all Attack cards Higher than the Focus card.
- Attack cards lower than the Focus card are immediately added to the Defender’s Ordeal Pool as “Fight-or-Flight” cards that may be immediately played or prepared without RT or GRT penalties.
- If no match can be made then Focus has failed. The Defender takes the full effect of the Attack as Focus has been used the Personality Annex cannot now Soak.
π¦Mode: π¦
Type: Active Psych
Name: Ignore
Text: Ignoring a Psych attack is a great choice, if you can. However ignoring is an all or nothing defence, fail to ignore the whole attack and you will have ignored nothing at all.
Rule:
- Draw a number of cards equal to the total number of Hitches Reduced and add them to the Defender’s Ordeal Pool.
- Play Hitches Reduced number of cards to try and Ignore the Psych Attack.
- Ignore cards must beat the total Pips of the Attack. Beat the Pips and the Attack is Discarded. Otherwise the Defender takes all the Psych Damage and since they used their Personality Annex to Ignore, they cannot use it to Psych Soak.
Passive-Defences:
π²Mode: π²
Type: Passive
Name: Prepared Defence
Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.
Rule: Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through.
- The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
πMode: π
Type: Passive Psych
Name: Passive Psych Soak
Text: When someone yells an insult at you, it might sting, or it might not. If you see someone killed in front of you, it might scare you, or may not. You can decide which with a Passive Psych Soak.
Rule:
- Personality Annex Plays a number of Soak cards equal to number of Hitches Reduced (½ to 4 Cards) from their Ordeal Pool.
- If any Soak Card exactly matches in Pips and Suit (or Clubs ♣ with +2 Trump bonus) any Attack Card then the Attack Card is discarded and the Defender may Pull and Play a ‘Fight-or-Flight’ Ordeal card. If a Soak card exactly matches the Highest Card of the Attack then the whole Attack is Discarded.
- If any Psych Soak card is higher in Pips than an Attack card, then those Attack cards are Blocked and Discarded immediately. The Soak card is then kept, but is turned sideways, Stalled. It will be added to the next Psych Attack automatically unless moved by a Defence Glow to a Prepared Defence. A card in this state is considered Stalled.
- If any Psych Soak card has less Pips than an Attack card (or a Stalled card) then the Attack card is Soaked and immediately Discarded. The Defender takes a copy of the Soak card for each card Blocked. The Attacker may add some of the Penetration Pips to increase the Attack cards Pips at this point.
- Psych Attacks that begin with more than 3 cards (such as most Tricks) always cause Extreme Emotional responses, rather than Normal emotional responses. All Psych Attacks must affect the Target’s Active Personality Annex (or its Profs). Psych Wounds automatically stack together whenever they can (2 Psych Distracts Wounds automatically become a Psych Flesh Wound).
- Once the incoming attacks have been dealt with (or not) the Character may now Draw as many cards as they Played earlier to their Ordeal Pool.
β‘Mode: β‘
Name: Energy
Text: Energy attacks are blasts of radiation that are not entirely physical in nature. They might still have a physical impact, but the damage is usually radiation, or electrical burns and sensory overloads.
Active-Defences:
π£Mode: π£
Type: Active
Name: Dodge
Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.
Rule:
- All Physical and Energy Attacks that do not Splash can be dodged fully.
- Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
- To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
- If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3♠,J♦ has 5 Pips of Penetration, an A♣ cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3♠ with +5 Pips of Penetration
π‘Mode: π‘
Type: Active
Name: Blocking
Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.
Rule:
- The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
- Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7♣ and 4♦.
- If any Block Card exactly matches in Pips and Suit (or is a Club ♣) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7♣ matches the 7♠ (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
- If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7♣ as damage however.
- If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4♦ is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4♦ now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
- The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.
Passive-Defences:
π²Mode: π²
Type: Passive
Name: Prepared Defence
Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.
Rule: Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through.
- The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
πMode: π
Type: Passive
Name: Passive Dodge
Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.
Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.
βMode: β
Type: Passive
Name: Soak
Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.
Rule:
- The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annexβs normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
- Compare the Soak cards to the Attack cards.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
Type Minimum Soak Maximum Soak Facet / “Saving Throw” 5 10 Skill 5 11 Talent 5 13 (K) Power 5 15 Super-Annex 2 16+ (any) Mud / Clay / Foam 8 10 Cloth/Wool/Fur Descendant 3 7 Silk / Padding Descendant 2 8 Leather Descendant 4 9 Foam Plastic Descendant 3 8 Hard Plastic Descendant 7 11 (J) Advanced Polymer Descendant 3 14 Chainmail Descendant 9 13 (K) Thin Wood Descendant 4 7 Thick Wood Descendant 3 11 (J) Laminated Wood Descendant 3 12 Turtle Shell Armour 7 11 (J) Stone Armour 9 12 (Q) Bronze plate Descendant 8 12 (Q) Steel plate Descendant 6 14 (A) Orichalcum plate Descendant 5 15 (Joker) Vibro-field Descendant 4 10 Power field Descendant 12 (Q) 15 (Joker) Force-field Descendant 8 15 (Joker) Toon/Femite Descendant 6 16 (suited Ace) Nullite Descendant 4 16 (suited Ace) Magickal/Alchemical Enhancement -2 compared to normal +2 compared to normal - If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
- If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
- If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6♥ if you play a 2♦ then both cards are Soaked and 2 × 2♦ pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
- Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6♦ 10♦ and J♠ is soaked by a 7♥ then you will see the Soak Layer take the J♠, 10♦, Stalls the 6♥ and the 4♣ on the Soak-Layer, which Discards the 7♥, then two copies of the 7♥ also pass on into the next layer of Soak.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
- The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
- If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
- The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Characterβ Ordeal Pool before you move to the next Soak-Layer.
βMode: β
Name: Physical
Text: The simplest forms of wounding are nothing but bashing and cutting physical wounds. Physical attacks are usually performed with weapons (Prop Descendants) or Martial Arts Annexes, which means they can be blocked, parried and so on by another weapon or Martial Art.
Active-Defences:
βMode: β
Type: Active
Name: Parry
Text: Deflecting the incoming blade with your own, also works with spears, hammers, maces, vibro-halberd, or magic spells and counter-magics, whatever really, except energy, you can’t Parry lasers or electricity with a sword (blaster bolts on the other hand).
Rule:
- The Descendant or Annex draws Cards as normal, then plays One (1) card from their Pool.
- If they can match any attack card in Suit (or Clubs ♣ as Defence Trump) and Pips (including Additional Style and Penetration Pips, or additional Wound / Success Levels, or +2 Pips for Trumps) then the attack has been Parried (Wildcards automatically Parry).
- What happens next depends upon the suit of the Defending card (see the Suit Parry details)
π£Mode: π£
Type: Active
Name: Dodge
Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.
Rule:
- All Physical and Energy Attacks that do not Splash can be dodged fully.
- Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
- To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
- If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3♠,J♦ has 5 Pips of Penetration, an A♣ cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3♠ with +5 Pips of Penetration
π‘Mode: π‘
Type: Active
Name: Blocking
Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.
Rule:
- The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
- Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7♣ and 4♦.
- If any Block Card exactly matches in Pips and Suit (or is a Club ♣) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7♣ matches the 7♠ (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
- If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7♣ as damage however.
- If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4♦ is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4♦ now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
- The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.
Passive-Defences:
π²Mode: π²
Type: Passive
Name: Prepared Defence
Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.
Rule: Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through.
- The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
πMode: π
Type: Passive
Name: Passive Dodge
Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.
Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.
βMode: β
Type: Passive
Name: Soak
Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.
Rule:
- The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annexβs normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
- Compare the Soak cards to the Attack cards.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
Type Minimum Soak Maximum Soak Facet / “Saving Throw” 5 10 Skill 5 11 Talent 5 13 (K) Power 5 15 Super-Annex 2 16+ (any) Mud / Clay / Foam 8 10 Cloth/Wool/Fur Descendant 3 7 Silk / Padding Descendant 2 8 Leather Descendant 4 9 Foam Plastic Descendant 3 8 Hard Plastic Descendant 7 11 (J) Advanced Polymer Descendant 3 14 Chainmail Descendant 9 13 (K) Thin Wood Descendant 4 7 Thick Wood Descendant 3 11 (J) Laminated Wood Descendant 3 12 Turtle Shell Armour 7 11 (J) Stone Armour 9 12 (Q) Bronze plate Descendant 8 12 (Q) Steel plate Descendant 6 14 (A) Orichalcum plate Descendant 5 15 (Joker) Vibro-field Descendant 4 10 Power field Descendant 12 (Q) 15 (Joker) Force-field Descendant 8 15 (Joker) Toon/Femite Descendant 6 16 (suited Ace) Nullite Descendant 4 16 (suited Ace) Magickal/Alchemical Enhancement -2 compared to normal +2 compared to normal - If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
- If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
- If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6♥ if you play a 2♦ then both cards are Soaked and 2 × 2♦ pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
- Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6♦ 10♦ and J♠ is soaked by a 7♥ then you will see the Soak Layer take the J♠, 10♦, Stalls the 6♥ and the 4♣ on the Soak-Layer, which Discards the 7♥, then two copies of the 7♥ also pass on into the next layer of Soak.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
- The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
- If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
- The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Characterβ Ordeal Pool before you move to the next Soak-Layer.
βMode: β
Name: Magic
Text: Magic may just be technology we don’t understand, or it can be a mysterious force unknowable and frightening to the common man. Magic can parry magic, and so sometimes can silver or cold iron, it depends on the magic. Magic attacks are rarely dodgeable (and the few that are are usually actually spells that perform energy attacks), and usually ignore Range, but instead must pierce the target’s Liberty or Wyrd Score (-4 Pips as standard).
Active-Defences:
βMode: β
Type: Active
Name: Parry
Text: Deflecting the incoming blade with your own, also works with spears, hammers, maces, vibro-halberd, or magic spells and counter-magics, whatever really, except energy, you can’t Parry lasers or electricity with a sword (blaster bolts on the other hand).
Rule:
- The Descendant or Annex draws Cards as normal, then plays One (1) card from their Pool.
- If they can match any attack card in Suit (or Clubs ♣ as Defence Trump) and Pips (including Additional Style and Penetration Pips, or additional Wound / Success Levels, or +2 Pips for Trumps) then the attack has been Parried (Wildcards automatically Parry).
- What happens next depends upon the suit of the Defending card (see the Suit Parry details)
π‘Mode: π‘
Type: Active
Name: Blocking
Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.
Rule:
- The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
- Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7♣ and 4♦.
- If any Block Card exactly matches in Pips and Suit (or is a Club ♣) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7♣ matches the 7♠ (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
- If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7♣ as damage however.
- If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4♦ is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4♦ now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
- The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.
Passive-Defences:
π²Mode: π²
Type: Passive
Name: Prepared Defence
Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.
Rule: Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through.
- The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
πMode: π
Type: Passive
Name: Passive Dodge
Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.
Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.
βMode: β
Type: Passive
Name: Soak
Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.
Rule:
- The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annexβs normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
- Compare the Soak cards to the Attack cards.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
Type Minimum Soak Maximum Soak Facet / “Saving Throw” 5 10 Skill 5 11 Talent 5 13 (K) Power 5 15 Super-Annex 2 16+ (any) Mud / Clay / Foam 8 10 Cloth/Wool/Fur Descendant 3 7 Silk / Padding Descendant 2 8 Leather Descendant 4 9 Foam Plastic Descendant 3 8 Hard Plastic Descendant 7 11 (J) Advanced Polymer Descendant 3 14 Chainmail Descendant 9 13 (K) Thin Wood Descendant 4 7 Thick Wood Descendant 3 11 (J) Laminated Wood Descendant 3 12 Turtle Shell Armour 7 11 (J) Stone Armour 9 12 (Q) Bronze plate Descendant 8 12 (Q) Steel plate Descendant 6 14 (A) Orichalcum plate Descendant 5 15 (Joker) Vibro-field Descendant 4 10 Power field Descendant 12 (Q) 15 (Joker) Force-field Descendant 8 15 (Joker) Toon/Femite Descendant 6 16 (suited Ace) Nullite Descendant 4 16 (suited Ace) Magickal/Alchemical Enhancement -2 compared to normal +2 compared to normal - If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
- If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
- If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6♥ if you play a 2♦ then both cards are Soaked and 2 × 2♦ pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
- Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6♦ 10♦ and J♠ is soaked by a 7♥ then you will see the Soak Layer take the J♠, 10♦, Stalls the 6♥ and the 4♣ on the Soak-Layer, which Discards the 7♥, then two copies of the 7♥ also pass on into the next layer of Soak.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
- The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
- If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
- The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Characterβ Ordeal Pool before you move to the next Soak-Layer.
π°Mode: π°
Name: Resource
Text: Damage is intended to be paid by a specific Facet Sway. The damage may be soaked or dodged by appropriate defences, but are rare for Characters not focused on the Resource. Wounds are usually taken in a specific targeted Facet Sway (often Wealth, Health, or Support) or Yarn as Pips, with any excess taken as Yarn, so a 23 Pip Economic attack will cost the Target 23 Wealth or Yarn if they had no Wealth, if they had 13 Wealth, it would cost them that and 10 Yarn. It should be noted that Yarn is taken as Chi from the total that a Character has (e.g. a Character with 66 Chi losing 10 Yarn would have only 8 Chi left, but a Character with 45 Chi would lose everything). Resource Attacks may also Maim, Cripple or “Destroy” suitable Descendants and can create Hitches, (such as Lacking, Binding, etc.) if the target does not have enough of the targeted Facet Sway / Chi.
Active-Defences:
π£Mode: π£
Type: Active
Name: Dodge
Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.
Rule:
- All Physical and Energy Attacks that do not Splash can be dodged fully.
- Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
- To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
- If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3♠,J♦ has 5 Pips of Penetration, an A♣ cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3♠ with +5 Pips of Penetration
π‘Mode: π‘
Type: Active
Name: Blocking
Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.
Rule:
- The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
- Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7♣ and 4♦.
- If any Block Card exactly matches in Pips and Suit (or is a Club ♣) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7♣ matches the 7♠ (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
- If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7♣ as damage however.
- If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4♦ is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4♦ now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
- The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.
Passive-Defences:
π²Mode: π²
Type: Passive
Name: Prepared Defence
Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.
Rule: Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through.
- The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
πMode: π
Type: Passive
Name: Passive Dodge
Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.
Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.
βMode: β
Type: Passive
Name: Soak
Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.
Rule:
- The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annexβs normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
- Compare the Soak cards to the Attack cards.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
Type Minimum Soak Maximum Soak Facet / “Saving Throw” 5 10 Skill 5 11 Talent 5 13 (K) Power 5 15 Super-Annex 2 16+ (any) Mud / Clay / Foam 8 10 Cloth/Wool/Fur Descendant 3 7 Silk / Padding Descendant 2 8 Leather Descendant 4 9 Foam Plastic Descendant 3 8 Hard Plastic Descendant 7 11 (J) Advanced Polymer Descendant 3 14 Chainmail Descendant 9 13 (K) Thin Wood Descendant 4 7 Thick Wood Descendant 3 11 (J) Laminated Wood Descendant 3 12 Turtle Shell Armour 7 11 (J) Stone Armour 9 12 (Q) Bronze plate Descendant 8 12 (Q) Steel plate Descendant 6 14 (A) Orichalcum plate Descendant 5 15 (Joker) Vibro-field Descendant 4 10 Power field Descendant 12 (Q) 15 (Joker) Force-field Descendant 8 15 (Joker) Toon/Femite Descendant 6 16 (suited Ace) Nullite Descendant 4 16 (suited Ace) Magickal/Alchemical Enhancement -2 compared to normal +2 compared to normal - If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
- If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
- If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6♥ if you play a 2♦ then both cards are Soaked and 2 × 2♦ pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
- Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6♦ 10♦ and J♠ is soaked by a 7♥ then you will see the Soak Layer take the J♠, 10♦, Stalls the 6♥ and the 4♣ on the Soak-Layer, which Discards the 7♥, then two copies of the 7♥ also pass on into the next layer of Soak.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
- The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
- If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
- The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Characterβ Ordeal Pool before you move to the next Soak-Layer.
π‘) β Erode attacks can take millions of years to affect a mountain or rock, but a sandstorm can have the same effect on a person or vehicle in a few minutes. Accelerated time, like a Never-Time, Paradox or Chronoclysm Bomb can also have Erode effects. As a Psych attack an Erode wears down the Target with a cycle of abuse or corrosive language. Erode attacks Penetrate.Mode: π‘
Name: Penetrates
Text: Some attacks cut deeper than others. They penetrate, making the attack harder to block, soak and be stopped by armour.
Rules: Penetration adds the Cards Pips Reduced as Penetration Pips.
- Penetration Pips add directly to card Pips of the card whenever the Attacker wants during the Soak process, but are each usable only once.
- Against Prepared Defences π² Penetration Pips can be used to bypass the Pip wall, by add.
- Against Parry βπ defences the Pips may be added to stop cards matching (The Defending weapon may also have Penetration Pips, and Refs may allow them to spend theirs too).
- Dodges π£π¦π that have to beat the Pips also have to beat the points of Penetration.
- When Soaked βπ or Blocked π‘, Penetration allows Pips to leak from the original Attack Card to the Wound inside the Soak-Layer, whenever the Attacker wants to use them.
Rook ♣ Suit: Clubs ♣
Ordeal Trump: Defence / Trade / Control / Magic (Negative)
Description: Clubs represent the power of politics and a stoic, blind materialism. Clubs can be seen as a dark corrupting force on the world, crass materialism, sin, magic and anger, but the club is also symbolic of protection, law and justice. In the Tarot the Clubs are called Staves or Wands, in some traditions they represent Intellectual Air, but in most they are Fire.
Tarot Meaning: Power, Fame, Politics, Ability, Money.
Ordeal Text: Ordeal Types: Wealth, Politics, Power. Clubs act as Trump for following Actions: Bartering, Controlling, Corrupting, Emotional-intensity, Guarding, Magic, Displaying might, Politics, Self-Defence, Socializing, and Trade Negotiations. Clubs can be used to defend any type of attack.
Parry:DisarmAll the cards of the attack are immediately discarded, along with the Parry Card. The remaining cards of the Defender’s Parry can now each be used to cause the Attacker to drop a Descendant (starting with the attacking weapon usually), can also cut armour straps, belts etc, or steal hats. This basically adds RT equal to the card Pips to the Annex that was used to attack. Every 5 Pips also creates a point of GRT for the Character (representing how much time the Character must spend picking up, or readying the weapon again. Court cards additionally may damage the Descendant that was disarmed, as standard for the Stakes.
Soak: WardThe matched Attack card, and one other randomly selected Attack card are discarded.
Quash( π€Mode: π€
Name: Psych
Text: Psych (pronounced ‘Sigh-k’) attacks target the Target’s mind and emotions β which means they are only useful on Characters (even if those Characters may be Intelligent Descendants or Extras). All Wounds are targeted on the Personality Annex (or Master Annex for an Intelligent Descendant / Extra). Psych Attacks typically have an emotional or Psychosocial outcome.
Active-Defences:
πMode: π
Type: Active Psych
Name: Focus
Text: Focus is a Psych Parry. The defender focuses on one aspect of the attack, and thereby turns it around on the attacker. They might retort to the attack, with a biting insult, or just refute one point so well that the attack is ruined, then again they might just react so badly to the attack that they effect the attacker back. The problem with Focus as a defence is that it requires specific cards to work at all.
Rule:
- Draw a number of cards equal to the number of Hitches Reduced, and add the cards to your Ordeal Pool. Then Play One Card.
- The card must match exactly one Attack card’s Pips and Suit β Jokers may be Wild. Clubs will Trump with +2 Pips, which means an 8♥ can be matched by a 6♣,7♣, or 8♣).
- If they can match an Attack card, then the Attack has been stopped. Discard the matched Attack card and all Attack cards Higher than the Focus card.
- Attack cards lower than the Focus card are immediately added to the Defender’s Ordeal Pool as “Fight-or-Flight” cards that may be immediately played or prepared without RT or GRT penalties.
- If no match can be made then Focus has failed. The Defender takes the full effect of the Attack as Focus has been used the Personality Annex cannot now Soak.
π¦Mode: π¦
Type: Active Psych
Name: Ignore
Text: Ignoring a Psych attack is a great choice, if you can. However ignoring is an all or nothing defence, fail to ignore the whole attack and you will have ignored nothing at all.
Rule:
- Draw a number of cards equal to the total number of Hitches Reduced and add them to the Defender’s Ordeal Pool.
- Play Hitches Reduced number of cards to try and Ignore the Psych Attack.
- Ignore cards must beat the total Pips of the Attack. Beat the Pips and the Attack is Discarded. Otherwise the Defender takes all the Psych Damage and since they used their Personality Annex to Ignore, they cannot use it to Psych Soak.
Passive-Defences:
π²Mode: π²
Type: Passive
Name: Prepared Defence
Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.
Rule: Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through.
- The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
πMode: π
Type: Passive Psych
Name: Passive Psych Soak
Text: When someone yells an insult at you, it might sting, or it might not. If you see someone killed in front of you, it might scare you, or may not. You can decide which with a Passive Psych Soak.
Rule:
- Personality Annex Plays a number of Soak cards equal to number of Hitches Reduced (½ to 4 Cards) from their Ordeal Pool.
- If any Soak Card exactly matches in Pips and Suit (or Clubs ♣ with +2 Trump bonus) any Attack Card then the Attack Card is discarded and the Defender may Pull and Play a ‘Fight-or-Flight’ Ordeal card. If a Soak card exactly matches the Highest Card of the Attack then the whole Attack is Discarded.
- If any Psych Soak card is higher in Pips than an Attack card, then those Attack cards are Blocked and Discarded immediately. The Soak card is then kept, but is turned sideways, Stalled. It will be added to the next Psych Attack automatically unless moved by a Defence Glow to a Prepared Defence. A card in this state is considered Stalled.
- If any Psych Soak card has less Pips than an Attack card (or a Stalled card) then the Attack card is Soaked and immediately Discarded. The Defender takes a copy of the Soak card for each card Blocked. The Attacker may add some of the Penetration Pips to increase the Attack cards Pips at this point.
- Psych Attacks that begin with more than 3 cards (such as most Tricks) always cause Extreme Emotional responses, rather than Normal emotional responses. All Psych Attacks must affect the Target’s Active Personality Annex (or its Profs). Psych Wounds automatically stack together whenever they can (2 Psych Distracts Wounds automatically become a Psych Flesh Wound).
- Once the incoming attacks have been dealt with (or not) the Character may now Draw as many cards as they Played earlier to their Ordeal Pool.
βMode: β
Name: Physical
Text: The simplest forms of wounding are nothing but bashing and cutting physical wounds. Physical attacks are usually performed with weapons (Prop Descendants) or Martial Arts Annexes, which means they can be blocked, parried and so on by another weapon or Martial Art.
Active-Defences:
βMode: β
Type: Active
Name: Parry
Text: Deflecting the incoming blade with your own, also works with spears, hammers, maces, vibro-halberd, or magic spells and counter-magics, whatever really, except energy, you can’t Parry lasers or electricity with a sword (blaster bolts on the other hand).
Rule:
- The Descendant or Annex draws Cards as normal, then plays One (1) card from their Pool.
- If they can match any attack card in Suit (or Clubs ♣ as Defence Trump) and Pips (including Additional Style and Penetration Pips, or additional Wound / Success Levels, or +2 Pips for Trumps) then the attack has been Parried (Wildcards automatically Parry).
- What happens next depends upon the suit of the Defending card (see the Suit Parry details)
π£Mode: π£
Type: Active
Name: Dodge
Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.
Rule:
- All Physical and Energy Attacks that do not Splash can be dodged fully.
- Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
- To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
- If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3♠,J♦ has 5 Pips of Penetration, an A♣ cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3♠ with +5 Pips of Penetration
π‘Mode: π‘
Type: Active
Name: Blocking
Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.
Rule:
- The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
- Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7♣ and 4♦.
- If any Block Card exactly matches in Pips and Suit (or is a Club ♣) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7♣ matches the 7♠ (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
- If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7♣ as damage however.
- If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4♦ is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4♦ now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
- The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.
Passive-Defences:
π²Mode: π²
Type: Passive
Name: Prepared Defence
Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.
Rule: Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through.
- The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
πMode: π
Type: Passive
Name: Passive Dodge
Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.
Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.
βMode: β
Type: Passive
Name: Soak
Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.
Rule:
- The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annexβs normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
- Compare the Soak cards to the Attack cards.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
Type Minimum Soak Maximum Soak Facet / “Saving Throw” 5 10 Skill 5 11 Talent 5 13 (K) Power 5 15 Super-Annex 2 16+ (any) Mud / Clay / Foam 8 10 Cloth/Wool/Fur Descendant 3 7 Silk / Padding Descendant 2 8 Leather Descendant 4 9 Foam Plastic Descendant 3 8 Hard Plastic Descendant 7 11 (J) Advanced Polymer Descendant 3 14 Chainmail Descendant 9 13 (K) Thin Wood Descendant 4 7 Thick Wood Descendant 3 11 (J) Laminated Wood Descendant 3 12 Turtle Shell Armour 7 11 (J) Stone Armour 9 12 (Q) Bronze plate Descendant 8 12 (Q) Steel plate Descendant 6 14 (A) Orichalcum plate Descendant 5 15 (Joker) Vibro-field Descendant 4 10 Power field Descendant 12 (Q) 15 (Joker) Force-field Descendant 8 15 (Joker) Toon/Femite Descendant 6 16 (suited Ace) Nullite Descendant 4 16 (suited Ace) Magickal/Alchemical Enhancement -2 compared to normal +2 compared to normal - If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
- If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
- If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6♥ if you play a 2♦ then both cards are Soaked and 2 × 2♦ pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
- Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6♦ 10♦ and J♠ is soaked by a 7♥ then you will see the Soak Layer take the J♠, 10♦, Stalls the 6♥ and the 4♣ on the Soak-Layer, which Discards the 7♥, then two copies of the 7♥ also pass on into the next layer of Soak.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
- The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
- If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
- The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Characterβ Ordeal Pool before you move to the next Soak-Layer.
βMode: β
Name: Magic
Text: Magic may just be technology we don’t understand, or it can be a mysterious force unknowable and frightening to the common man. Magic can parry magic, and so sometimes can silver or cold iron, it depends on the magic. Magic attacks are rarely dodgeable (and the few that are are usually actually spells that perform energy attacks), and usually ignore Range, but instead must pierce the target’s Liberty or Wyrd Score (-4 Pips as standard).
Active-Defences:
βMode: β
Type: Active
Name: Parry
Text: Deflecting the incoming blade with your own, also works with spears, hammers, maces, vibro-halberd, or magic spells and counter-magics, whatever really, except energy, you can’t Parry lasers or electricity with a sword (blaster bolts on the other hand).
Rule:
- The Descendant or Annex draws Cards as normal, then plays One (1) card from their Pool.
- If they can match any attack card in Suit (or Clubs ♣ as Defence Trump) and Pips (including Additional Style and Penetration Pips, or additional Wound / Success Levels, or +2 Pips for Trumps) then the attack has been Parried (Wildcards automatically Parry).
- What happens next depends upon the suit of the Defending card (see the Suit Parry details)
π‘Mode: π‘
Type: Active
Name: Blocking
Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.
Rule:
- The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
- Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7♣ and 4♦.
- If any Block Card exactly matches in Pips and Suit (or is a Club ♣) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7♣ matches the 7♠ (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
- If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7♣ as damage however.
- If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4♦ is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4♦ now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
- The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.
Passive-Defences:
π²Mode: π²
Type: Passive
Name: Prepared Defence
Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.
Rule: Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through.
- The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
πMode: π
Type: Passive
Name: Passive Dodge
Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.
Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.
βMode: β
Type: Passive
Name: Soak
Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.
Rule:
- The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annexβs normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
- Compare the Soak cards to the Attack cards.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
Type Minimum Soak Maximum Soak Facet / “Saving Throw” 5 10 Skill 5 11 Talent 5 13 (K) Power 5 15 Super-Annex 2 16+ (any) Mud / Clay / Foam 8 10 Cloth/Wool/Fur Descendant 3 7 Silk / Padding Descendant 2 8 Leather Descendant 4 9 Foam Plastic Descendant 3 8 Hard Plastic Descendant 7 11 (J) Advanced Polymer Descendant 3 14 Chainmail Descendant 9 13 (K) Thin Wood Descendant 4 7 Thick Wood Descendant 3 11 (J) Laminated Wood Descendant 3 12 Turtle Shell Armour 7 11 (J) Stone Armour 9 12 (Q) Bronze plate Descendant 8 12 (Q) Steel plate Descendant 6 14 (A) Orichalcum plate Descendant 5 15 (Joker) Vibro-field Descendant 4 10 Power field Descendant 12 (Q) 15 (Joker) Force-field Descendant 8 15 (Joker) Toon/Femite Descendant 6 16 (suited Ace) Nullite Descendant 4 16 (suited Ace) Magickal/Alchemical Enhancement -2 compared to normal +2 compared to normal - If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
- If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
- If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6♥ if you play a 2♦ then both cards are Soaked and 2 × 2♦ pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
- Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6♦ 10♦ and J♠ is soaked by a 7♥ then you will see the Soak Layer take the J♠, 10♦, Stalls the 6♥ and the 4♣ on the Soak-Layer, which Discards the 7♥, then two copies of the 7♥ also pass on into the next layer of Soak.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
- The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
- If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
- The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Characterβ Ordeal Pool before you move to the next Soak-Layer.
π°Mode: π°
Name: Resource
Text: Damage is intended to be paid by a specific Facet Sway. The damage may be soaked or dodged by appropriate defences, but are rare for Characters not focused on the Resource. Wounds are usually taken in a specific targeted Facet Sway (often Wealth, Health, or Support) or Yarn as Pips, with any excess taken as Yarn, so a 23 Pip Economic attack will cost the Target 23 Wealth or Yarn if they had no Wealth, if they had 13 Wealth, it would cost them that and 10 Yarn. It should be noted that Yarn is taken as Chi from the total that a Character has (e.g. a Character with 66 Chi losing 10 Yarn would have only 8 Chi left, but a Character with 45 Chi would lose everything). Resource Attacks may also Maim, Cripple or “Destroy” suitable Descendants and can create Hitches, (such as Lacking, Binding, etc.) if the target does not have enough of the targeted Facet Sway / Chi.
Active-Defences:
π£Mode: π£
Type: Active
Name: Dodge
Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.
Rule:
- All Physical and Energy Attacks that do not Splash can be dodged fully.
- Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
- To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
- If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3♠,J♦ has 5 Pips of Penetration, an A♣ cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3♠ with +5 Pips of Penetration
π‘Mode: π‘
Type: Active
Name: Blocking
Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.
Rule:
- The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
- Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7♣ and 4♦.
- If any Block Card exactly matches in Pips and Suit (or is a Club ♣) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7♣ matches the 7♠ (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
- If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7♣ as damage however.
- If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4♦ is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4♦ now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
- The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.
Passive-Defences:
π²Mode: π²
Type: Passive
Name: Prepared Defence
Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.
Rule: Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through.
- The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
πMode: π
Type: Passive
Name: Passive Dodge
Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.
Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.
βMode: β
Type: Passive
Name: Soak
Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.
Rule:
- The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annexβs normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
- Compare the Soak cards to the Attack cards.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
Type Minimum Soak Maximum Soak Facet / “Saving Throw” 5 10 Skill 5 11 Talent 5 13 (K) Power 5 15 Super-Annex 2 16+ (any) Mud / Clay / Foam 8 10 Cloth/Wool/Fur Descendant 3 7 Silk / Padding Descendant 2 8 Leather Descendant 4 9 Foam Plastic Descendant 3 8 Hard Plastic Descendant 7 11 (J) Advanced Polymer Descendant 3 14 Chainmail Descendant 9 13 (K) Thin Wood Descendant 4 7 Thick Wood Descendant 3 11 (J) Laminated Wood Descendant 3 12 Turtle Shell Armour 7 11 (J) Stone Armour 9 12 (Q) Bronze plate Descendant 8 12 (Q) Steel plate Descendant 6 14 (A) Orichalcum plate Descendant 5 15 (Joker) Vibro-field Descendant 4 10 Power field Descendant 12 (Q) 15 (Joker) Force-field Descendant 8 15 (Joker) Toon/Femite Descendant 6 16 (suited Ace) Nullite Descendant 4 16 (suited Ace) Magickal/Alchemical Enhancement -2 compared to normal +2 compared to normal - If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
- If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
- If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6♥ if you play a 2♦ then both cards are Soaked and 2 × 2♦ pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
- Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6♦ 10♦ and J♠ is soaked by a 7♥ then you will see the Soak Layer take the J♠, 10♦, Stalls the 6♥ and the 4♣ on the Soak-Layer, which Discards the 7♥, then two copies of the 7♥ also pass on into the next layer of Soak.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
- The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
- If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
- The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Characterβ Ordeal Pool before you move to the next Soak-Layer.
π₯) β Quash attacks are designed to destroy Descendants (especially weapons and defences), rendering a victim open to other forms of attack. They have a tendency to destroy weapons, shields and armour props before affecting the Characterβs own abilities. Quash attacks can be any type, but are especially Destructive to Descendants.Mode: π₯
Name: Destructive
Text: Destructive Attacks have some thing they are just better at affecting, this reflects how hacks can really mess up computers and data, crashes can really destroy vehicles as well as computers and delicate things generally, and nothing flammable likes burning.
Rules: All attacks against a suitable target (Referee decides) increase each cards Wound Limit Level +1. The new Wound Limit may require additional Pips to actually raise the Wound to that higher Limit in the current Stakes.
Sin ⚊ ♣ Suit: Clubs ♣
Ordeal Trump: Defence / Trade / Control / Magic (Negative)
Description: Clubs represent the power of politics and a stoic, blind materialism. Clubs can be seen as a dark corrupting force on the world, crass materialism, sin, magic and anger, but the club is also symbolic of protection, law and justice. In the Tarot the Clubs are called Staves or Wands, in some traditions they represent Intellectual Air, but in most they are Fire.
Tarot Meaning: Power, Fame, Politics, Ability, Money.
Ordeal Text: Ordeal Types: Wealth, Politics, Power. Clubs act as Trump for following Actions: Bartering, Controlling, Corrupting, Emotional-intensity, Guarding, Magic, Displaying might, Politics, Self-Defence, Socializing, and Trade Negotiations. Clubs can be used to defend any type of attack.
Parry:DisarmAll the cards of the attack are immediately discarded, along with the Parry Card. The remaining cards of the Defender’s Parry can now each be used to cause the Attacker to drop a Descendant (starting with the attacking weapon usually), can also cut armour straps, belts etc, or steal hats. This basically adds RT equal to the card Pips to the Annex that was used to attack. Every 5 Pips also creates a point of GRT for the Character (representing how much time the Character must spend picking up, or readying the weapon again. Court cards additionally may damage the Descendant that was disarmed, as standard for the Stakes.
Soak: WardThe matched Attack card, and one other randomly selected Attack card are discarded.
Curse( π€Mode: π€
Name: Psych
Text: Psych (pronounced ‘Sigh-k’) attacks target the Target’s mind and emotions β which means they are only useful on Characters (even if those Characters may be Intelligent Descendants or Extras). All Wounds are targeted on the Personality Annex (or Master Annex for an Intelligent Descendant / Extra). Psych Attacks typically have an emotional or Psychosocial outcome.
Active-Defences:
πMode: π
Type: Active Psych
Name: Focus
Text: Focus is a Psych Parry. The defender focuses on one aspect of the attack, and thereby turns it around on the attacker. They might retort to the attack, with a biting insult, or just refute one point so well that the attack is ruined, then again they might just react so badly to the attack that they effect the attacker back. The problem with Focus as a defence is that it requires specific cards to work at all.
Rule:
- Draw a number of cards equal to the number of Hitches Reduced, and add the cards to your Ordeal Pool. Then Play One Card.
- The card must match exactly one Attack card’s Pips and Suit β Jokers may be Wild. Clubs will Trump with +2 Pips, which means an 8♥ can be matched by a 6♣,7♣, or 8♣).
- If they can match an Attack card, then the Attack has been stopped. Discard the matched Attack card and all Attack cards Higher than the Focus card.
- Attack cards lower than the Focus card are immediately added to the Defender’s Ordeal Pool as “Fight-or-Flight” cards that may be immediately played or prepared without RT or GRT penalties.
- If no match can be made then Focus has failed. The Defender takes the full effect of the Attack as Focus has been used the Personality Annex cannot now Soak.
π¦Mode: π¦
Type: Active Psych
Name: Ignore
Text: Ignoring a Psych attack is a great choice, if you can. However ignoring is an all or nothing defence, fail to ignore the whole attack and you will have ignored nothing at all.
Rule:
- Draw a number of cards equal to the total number of Hitches Reduced and add them to the Defender’s Ordeal Pool.
- Play Hitches Reduced number of cards to try and Ignore the Psych Attack.
- Ignore cards must beat the total Pips of the Attack. Beat the Pips and the Attack is Discarded. Otherwise the Defender takes all the Psych Damage and since they used their Personality Annex to Ignore, they cannot use it to Psych Soak.
Passive-Defences:
π²Mode: π²
Type: Passive
Name: Prepared Defence
Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.
Rule: Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through.
- The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
πMode: π
Type: Passive Psych
Name: Passive Psych Soak
Text: When someone yells an insult at you, it might sting, or it might not. If you see someone killed in front of you, it might scare you, or may not. You can decide which with a Passive Psych Soak.
Rule:
- Personality Annex Plays a number of Soak cards equal to number of Hitches Reduced (½ to 4 Cards) from their Ordeal Pool.
- If any Soak Card exactly matches in Pips and Suit (or Clubs ♣ with +2 Trump bonus) any Attack Card then the Attack Card is discarded and the Defender may Pull and Play a ‘Fight-or-Flight’ Ordeal card. If a Soak card exactly matches the Highest Card of the Attack then the whole Attack is Discarded.
- If any Psych Soak card is higher in Pips than an Attack card, then those Attack cards are Blocked and Discarded immediately. The Soak card is then kept, but is turned sideways, Stalled. It will be added to the next Psych Attack automatically unless moved by a Defence Glow to a Prepared Defence. A card in this state is considered Stalled.
- If any Psych Soak card has less Pips than an Attack card (or a Stalled card) then the Attack card is Soaked and immediately Discarded. The Defender takes a copy of the Soak card for each card Blocked. The Attacker may add some of the Penetration Pips to increase the Attack cards Pips at this point.
- Psych Attacks that begin with more than 3 cards (such as most Tricks) always cause Extreme Emotional responses, rather than Normal emotional responses. All Psych Attacks must affect the Target’s Active Personality Annex (or its Profs). Psych Wounds automatically stack together whenever they can (2 Psych Distracts Wounds automatically become a Psych Flesh Wound).
- Once the incoming attacks have been dealt with (or not) the Character may now Draw as many cards as they Played earlier to their Ordeal Pool.
βMode: β
Name: Magic
Text: Magic may just be technology we don’t understand, or it can be a mysterious force unknowable and frightening to the common man. Magic can parry magic, and so sometimes can silver or cold iron, it depends on the magic. Magic attacks are rarely dodgeable (and the few that are are usually actually spells that perform energy attacks), and usually ignore Range, but instead must pierce the target’s Liberty or Wyrd Score (-4 Pips as standard).
Active-Defences:
βMode: β
Type: Active
Name: Parry
Text: Deflecting the incoming blade with your own, also works with spears, hammers, maces, vibro-halberd, or magic spells and counter-magics, whatever really, except energy, you can’t Parry lasers or electricity with a sword (blaster bolts on the other hand).
Rule:
- The Descendant or Annex draws Cards as normal, then plays One (1) card from their Pool.
- If they can match any attack card in Suit (or Clubs ♣ as Defence Trump) and Pips (including Additional Style and Penetration Pips, or additional Wound / Success Levels, or +2 Pips for Trumps) then the attack has been Parried (Wildcards automatically Parry).
- What happens next depends upon the suit of the Defending card (see the Suit Parry details)
π‘Mode: π‘
Type: Active
Name: Blocking
Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.
Rule:
- The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
- Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7♣ and 4♦.
- If any Block Card exactly matches in Pips and Suit (or is a Club ♣) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7♣ matches the 7♠ (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
- If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7♣ as damage however.
- If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4♦ is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4♦ now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
- The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.
Passive-Defences:
π²Mode: π²
Type: Passive
Name: Prepared Defence
Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.
Rule: Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through.
- The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
πMode: π
Type: Passive
Name: Passive Dodge
Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.
Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.
βMode: β
Type: Passive
Name: Soak
Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.
Rule:
- The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annexβs normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
- Compare the Soak cards to the Attack cards.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
Type Minimum Soak Maximum Soak Facet / “Saving Throw” 5 10 Skill 5 11 Talent 5 13 (K) Power 5 15 Super-Annex 2 16+ (any) Mud / Clay / Foam 8 10 Cloth/Wool/Fur Descendant 3 7 Silk / Padding Descendant 2 8 Leather Descendant 4 9 Foam Plastic Descendant 3 8 Hard Plastic Descendant 7 11 (J) Advanced Polymer Descendant 3 14 Chainmail Descendant 9 13 (K) Thin Wood Descendant 4 7 Thick Wood Descendant 3 11 (J) Laminated Wood Descendant 3 12 Turtle Shell Armour 7 11 (J) Stone Armour 9 12 (Q) Bronze plate Descendant 8 12 (Q) Steel plate Descendant 6 14 (A) Orichalcum plate Descendant 5 15 (Joker) Vibro-field Descendant 4 10 Power field Descendant 12 (Q) 15 (Joker) Force-field Descendant 8 15 (Joker) Toon/Femite Descendant 6 16 (suited Ace) Nullite Descendant 4 16 (suited Ace) Magickal/Alchemical Enhancement -2 compared to normal +2 compared to normal - If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
- If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
- If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6♥ if you play a 2♦ then both cards are Soaked and 2 × 2♦ pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
- Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6♦ 10♦ and J♠ is soaked by a 7♥ then you will see the Soak Layer take the J♠, 10♦, Stalls the 6♥ and the 4♣ on the Soak-Layer, which Discards the 7♥, then two copies of the 7♥ also pass on into the next layer of Soak.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
- The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
- If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
- The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Characterβ Ordeal Pool before you move to the next Soak-Layer.
βMode: β
Name: Festering
Text: Some Wounds are more difficult to heal and regenerate than others. Maybe it’s a poison, or venom on the attack, magic, or a practically guaranteed infection from bacteria, sometimes its just that insult that gets under your skin…
Rules: All Wounds Fester Automatically (restricting how the Wound can be treated and healed).
π‘) β Sin attacks range from Distracting offensive language to turning someone into a demonic lawn chair with Carnage level magic, and may have a variety of final effects. It is not uncommon for the Curse attack to create Binding, Confined, Corrupted, Doomed, Lack-Of-Sense or Odd Hitches, that might turn the target into a frog, kill, blind and even change a Characterβs Persona or Core too). Curses Penetrate and Fester.Mode: π‘
Name: Penetrates
Text: Some attacks cut deeper than others. They penetrate, making the attack harder to block, soak and be stopped by armour.
Rules: Penetration adds the Cards Pips Reduced as Penetration Pips.
- Penetration Pips add directly to card Pips of the card whenever the Attacker wants during the Soak process, but are each usable only once.
- Against Prepared Defences π² Penetration Pips can be used to bypass the Pip wall, by add.
- Against Parry βπ defences the Pips may be added to stop cards matching (The Defending weapon may also have Penetration Pips, and Refs may allow them to spend theirs too).
- Dodges π£π¦π that have to beat the Pips also have to beat the points of Penetration.
- When Soaked βπ or Blocked π‘, Penetration allows Pips to leak from the original Attack Card to the Wound inside the Soak-Layer, whenever the Attacker wants to use them.
Trial ⚊ ♠ Suit: Spades ♠
Ordeal Trump: Attack / Perception / Penetration (Opening / Navigation / Logic)
Description: The Spades Suit is the suit of suffering, said to be good for the soul, but miserable for a Monday. Competition, perception, endurance and curiosity are positive aspects associated with the suit, but spades also represent destruction, betrayal, distance, might and death. In the tarot, the Suit is replaced with Swords, which (depending on the tradition) may represent either damaging Fire, or more commonly the cutting intellect of Air.
Tarot Meaning: Misfortune, Suffering, Loss, Mourning, Treachery, Betrayal, War, Lawsuit, Conflict.
Ordeal Text: Ordeal Types: Confrontation (e.g. Warfare, Lawsuit), Competition (Sports, Quizzes etc), Perception (Spot Hidden). Spades act as Trumps for the Following Action Types: Attacking, Balance, Climbing, Contagion, Desecration, Destruction, Feats of Strength, Lock-picking, Navigation, Perception (Search/Spot), Staying power, and Stoicism. Spades can be used for any type of attack.
Parry:Redirect-AttackThe damage from the original attack (less the Parried Card) is redirected by the Defender to the Attacker, their Descendants or their Allies.
Soak: Counter-AttackThe matched Attack card is reflected back at the Attacker, or their Descendant, as Narratively appropriate.
Hack( β‘Mode: β‘
Name: Energy
Text: Energy attacks are blasts of radiation that are not entirely physical in nature. They might still have a physical impact, but the damage is usually radiation, or electrical burns and sensory overloads.
Active-Defences:
π£Mode: π£
Type: Active
Name: Dodge
Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.
Rule:
- All Physical and Energy Attacks that do not Splash can be dodged fully.
- Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
- To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
- If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3♠,J♦ has 5 Pips of Penetration, an A♣ cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3♠ with +5 Pips of Penetration
π‘Mode: π‘
Type: Active
Name: Blocking
Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.
Rule:
- The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
- Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7♣ and 4♦.
- If any Block Card exactly matches in Pips and Suit (or is a Club ♣) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7♣ matches the 7♠ (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
- If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7♣ as damage however.
- If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4♦ is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4♦ now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
- The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.
Passive-Defences:
π²Mode: π²
Type: Passive
Name: Prepared Defence
Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.
Rule: Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through.
- The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
πMode: π
Type: Passive
Name: Passive Dodge
Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.
Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.
βMode: β
Type: Passive
Name: Soak
Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.
Rule:
- The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annexβs normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
- Compare the Soak cards to the Attack cards.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
Type Minimum Soak Maximum Soak Facet / “Saving Throw” 5 10 Skill 5 11 Talent 5 13 (K) Power 5 15 Super-Annex 2 16+ (any) Mud / Clay / Foam 8 10 Cloth/Wool/Fur Descendant 3 7 Silk / Padding Descendant 2 8 Leather Descendant 4 9 Foam Plastic Descendant 3 8 Hard Plastic Descendant 7 11 (J) Advanced Polymer Descendant 3 14 Chainmail Descendant 9 13 (K) Thin Wood Descendant 4 7 Thick Wood Descendant 3 11 (J) Laminated Wood Descendant 3 12 Turtle Shell Armour 7 11 (J) Stone Armour 9 12 (Q) Bronze plate Descendant 8 12 (Q) Steel plate Descendant 6 14 (A) Orichalcum plate Descendant 5 15 (Joker) Vibro-field Descendant 4 10 Power field Descendant 12 (Q) 15 (Joker) Force-field Descendant 8 15 (Joker) Toon/Femite Descendant 6 16 (suited Ace) Nullite Descendant 4 16 (suited Ace) Magickal/Alchemical Enhancement -2 compared to normal +2 compared to normal - If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
- If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
- If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6♥ if you play a 2♦ then both cards are Soaked and 2 × 2♦ pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
- Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6♦ 10♦ and J♠ is soaked by a 7♥ then you will see the Soak Layer take the J♠, 10♦, Stalls the 6♥ and the 4♣ on the Soak-Layer, which Discards the 7♥, then two copies of the 7♥ also pass on into the next layer of Soak.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
- The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
- If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
- The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Characterβ Ordeal Pool before you move to the next Soak-Layer.
βMode: β
Name: Physical
Text: The simplest forms of wounding are nothing but bashing and cutting physical wounds. Physical attacks are usually performed with weapons (Prop Descendants) or Martial Arts Annexes, which means they can be blocked, parried and so on by another weapon or Martial Art.
Active-Defences:
βMode: β
Type: Active
Name: Parry
Text: Deflecting the incoming blade with your own, also works with spears, hammers, maces, vibro-halberd, or magic spells and counter-magics, whatever really, except energy, you can’t Parry lasers or electricity with a sword (blaster bolts on the other hand).
Rule:
- The Descendant or Annex draws Cards as normal, then plays One (1) card from their Pool.
- If they can match any attack card in Suit (or Clubs ♣ as Defence Trump) and Pips (including Additional Style and Penetration Pips, or additional Wound / Success Levels, or +2 Pips for Trumps) then the attack has been Parried (Wildcards automatically Parry).
- What happens next depends upon the suit of the Defending card (see the Suit Parry details)
π£Mode: π£
Type: Active
Name: Dodge
Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.
Rule:
- All Physical and Energy Attacks that do not Splash can be dodged fully.
- Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
- To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
- If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3♠,J♦ has 5 Pips of Penetration, an A♣ cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3♠ with +5 Pips of Penetration
π‘Mode: π‘
Type: Active
Name: Blocking
Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.
Rule:
- The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
- Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7♣ and 4♦.
- If any Block Card exactly matches in Pips and Suit (or is a Club ♣) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7♣ matches the 7♠ (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
- If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7♣ as damage however.
- If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4♦ is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4♦ now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
- The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.
Passive-Defences:
π²Mode: π²
Type: Passive
Name: Prepared Defence
Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.
Rule: Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through.
- The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
πMode: π
Type: Passive
Name: Passive Dodge
Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.
Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.
βMode: β
Type: Passive
Name: Soak
Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.
Rule:
- The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annexβs normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
- Compare the Soak cards to the Attack cards.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
Type Minimum Soak Maximum Soak Facet / “Saving Throw” 5 10 Skill 5 11 Talent 5 13 (K) Power 5 15 Super-Annex 2 16+ (any) Mud / Clay / Foam 8 10 Cloth/Wool/Fur Descendant 3 7 Silk / Padding Descendant 2 8 Leather Descendant 4 9 Foam Plastic Descendant 3 8 Hard Plastic Descendant 7 11 (J) Advanced Polymer Descendant 3 14 Chainmail Descendant 9 13 (K) Thin Wood Descendant 4 7 Thick Wood Descendant 3 11 (J) Laminated Wood Descendant 3 12 Turtle Shell Armour 7 11 (J) Stone Armour 9 12 (Q) Bronze plate Descendant 8 12 (Q) Steel plate Descendant 6 14 (A) Orichalcum plate Descendant 5 15 (Joker) Vibro-field Descendant 4 10 Power field Descendant 12 (Q) 15 (Joker) Force-field Descendant 8 15 (Joker) Toon/Femite Descendant 6 16 (suited Ace) Nullite Descendant 4 16 (suited Ace) Magickal/Alchemical Enhancement -2 compared to normal +2 compared to normal - If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
- If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
- If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6♥ if you play a 2♦ then both cards are Soaked and 2 × 2♦ pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
- Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6♦ 10♦ and J♠ is soaked by a 7♥ then you will see the Soak Layer take the J♠, 10♦, Stalls the 6♥ and the 4♣ on the Soak-Layer, which Discards the 7♥, then two copies of the 7♥ also pass on into the next layer of Soak.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
- The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
- If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
- The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Characterβ Ordeal Pool before you move to the next Soak-Layer.
βMode: β
Name: Magic
Text: Magic may just be technology we don’t understand, or it can be a mysterious force unknowable and frightening to the common man. Magic can parry magic, and so sometimes can silver or cold iron, it depends on the magic. Magic attacks are rarely dodgeable (and the few that are are usually actually spells that perform energy attacks), and usually ignore Range, but instead must pierce the target’s Liberty or Wyrd Score (-4 Pips as standard).
Active-Defences:
βMode: β
Type: Active
Name: Parry
Text: Deflecting the incoming blade with your own, also works with spears, hammers, maces, vibro-halberd, or magic spells and counter-magics, whatever really, except energy, you can’t Parry lasers or electricity with a sword (blaster bolts on the other hand).
Rule:
- The Descendant or Annex draws Cards as normal, then plays One (1) card from their Pool.
- If they can match any attack card in Suit (or Clubs ♣ as Defence Trump) and Pips (including Additional Style and Penetration Pips, or additional Wound / Success Levels, or +2 Pips for Trumps) then the attack has been Parried (Wildcards automatically Parry).
- What happens next depends upon the suit of the Defending card (see the Suit Parry details)
π‘Mode: π‘
Type: Active
Name: Blocking
Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.
Rule:
- The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
- Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7♣ and 4♦.
- If any Block Card exactly matches in Pips and Suit (or is a Club ♣) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7♣ matches the 7♠ (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
- If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7♣ as damage however.
- If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4♦ is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4♦ now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
- The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.
Passive-Defences:
π²Mode: π²
Type: Passive
Name: Prepared Defence
Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.
Rule: Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through.
- The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
πMode: π
Type: Passive
Name: Passive Dodge
Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.
Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.
βMode: β
Type: Passive
Name: Soak
Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.
Rule:
- The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annexβs normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
- Compare the Soak cards to the Attack cards.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
Type Minimum Soak Maximum Soak Facet / “Saving Throw” 5 10 Skill 5 11 Talent 5 13 (K) Power 5 15 Super-Annex 2 16+ (any) Mud / Clay / Foam 8 10 Cloth/Wool/Fur Descendant 3 7 Silk / Padding Descendant 2 8 Leather Descendant 4 9 Foam Plastic Descendant 3 8 Hard Plastic Descendant 7 11 (J) Advanced Polymer Descendant 3 14 Chainmail Descendant 9 13 (K) Thin Wood Descendant 4 7 Thick Wood Descendant 3 11 (J) Laminated Wood Descendant 3 12 Turtle Shell Armour 7 11 (J) Stone Armour 9 12 (Q) Bronze plate Descendant 8 12 (Q) Steel plate Descendant 6 14 (A) Orichalcum plate Descendant 5 15 (Joker) Vibro-field Descendant 4 10 Power field Descendant 12 (Q) 15 (Joker) Force-field Descendant 8 15 (Joker) Toon/Femite Descendant 6 16 (suited Ace) Nullite Descendant 4 16 (suited Ace) Magickal/Alchemical Enhancement -2 compared to normal +2 compared to normal - If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
- If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
- If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6♥ if you play a 2♦ then both cards are Soaked and 2 × 2♦ pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
- Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6♦ 10♦ and J♠ is soaked by a 7♥ then you will see the Soak Layer take the J♠, 10♦, Stalls the 6♥ and the 4♣ on the Soak-Layer, which Discards the 7♥, then two copies of the 7♥ also pass on into the next layer of Soak.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
- The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
- If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
- The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Characterβ Ordeal Pool before you move to the next Soak-Layer.
π°Mode: π°
Name: Resource
Text: Damage is intended to be paid by a specific Facet Sway. The damage may be soaked or dodged by appropriate defences, but are rare for Characters not focused on the Resource. Wounds are usually taken in a specific targeted Facet Sway (often Wealth, Health, or Support) or Yarn as Pips, with any excess taken as Yarn, so a 23 Pip Economic attack will cost the Target 23 Wealth or Yarn if they had no Wealth, if they had 13 Wealth, it would cost them that and 10 Yarn. It should be noted that Yarn is taken as Chi from the total that a Character has (e.g. a Character with 66 Chi losing 10 Yarn would have only 8 Chi left, but a Character with 45 Chi would lose everything). Resource Attacks may also Maim, Cripple or “Destroy” suitable Descendants and can create Hitches, (such as Lacking, Binding, etc.) if the target does not have enough of the targeted Facet Sway / Chi.
Active-Defences:
π£Mode: π£
Type: Active
Name: Dodge
Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.
Rule:
- All Physical and Energy Attacks that do not Splash can be dodged fully.
- Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
- To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
- If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3♠,J♦ has 5 Pips of Penetration, an A♣ cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3♠ with +5 Pips of Penetration
π‘Mode: π‘
Type: Active
Name: Blocking
Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.
Rule:
- The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
- Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7♣ and 4♦.
- If any Block Card exactly matches in Pips and Suit (or is a Club ♣) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7♣ matches the 7♠ (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
- If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7♣ as damage however.
- If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4♦ is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4♦ now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
- The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.
Passive-Defences:
π²Mode: π²
Type: Passive
Name: Prepared Defence
Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.
Rule: Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through.
- The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
πMode: π
Type: Passive
Name: Passive Dodge
Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.
Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.
βMode: β
Type: Passive
Name: Soak
Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.
Rule:
- The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annexβs normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
- Compare the Soak cards to the Attack cards.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
Type Minimum Soak Maximum Soak Facet / “Saving Throw” 5 10 Skill 5 11 Talent 5 13 (K) Power 5 15 Super-Annex 2 16+ (any) Mud / Clay / Foam 8 10 Cloth/Wool/Fur Descendant 3 7 Silk / Padding Descendant 2 8 Leather Descendant 4 9 Foam Plastic Descendant 3 8 Hard Plastic Descendant 7 11 (J) Advanced Polymer Descendant 3 14 Chainmail Descendant 9 13 (K) Thin Wood Descendant 4 7 Thick Wood Descendant 3 11 (J) Laminated Wood Descendant 3 12 Turtle Shell Armour 7 11 (J) Stone Armour 9 12 (Q) Bronze plate Descendant 8 12 (Q) Steel plate Descendant 6 14 (A) Orichalcum plate Descendant 5 15 (Joker) Vibro-field Descendant 4 10 Power field Descendant 12 (Q) 15 (Joker) Force-field Descendant 8 15 (Joker) Toon/Femite Descendant 6 16 (suited Ace) Nullite Descendant 4 16 (suited Ace) Magickal/Alchemical Enhancement -2 compared to normal +2 compared to normal - If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
- If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
- If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6♥ if you play a 2♦ then both cards are Soaked and 2 × 2♦ pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
- Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6♦ 10♦ and J♠ is soaked by a 7♥ then you will see the Soak Layer take the J♠, 10♦, Stalls the 6♥ and the 4♣ on the Soak-Layer, which Discards the 7♥, then two copies of the 7♥ also pass on into the next layer of Soak.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
- The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
- If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
- The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Characterβ Ordeal Pool before you move to the next Soak-Layer.
π₯) β Hacks are an attempt to cut sections of the target off or, in the case of Computer systems, Hack wounds can allow the hacker to control the system. Assuming the wounds created produced a βHackedβ Hitch. Hack scars can include malformed Hitches for the loss of limbs etc that can occur. Hacks are particularly Destructive attacks to Computers, wood, and Limbs.Mode: π₯
Name: Destructive
Text: Destructive Attacks have some thing they are just better at affecting, this reflects how hacks can really mess up computers and data, crashes can really destroy vehicles as well as computers and delicate things generally, and nothing flammable likes burning.
Rules: All attacks against a suitable target (Referee decides) increase each cards Wound Limit Level +1. The new Wound Limit may require additional Pips to actually raise the Wound to that higher Limit in the current Stakes.
Virtue ♦ Suit: Diamonds ♦
Ordeal Trump: Preparation (Research / Work / Patience) / Movement (Sneaking / Sprinting) / Listening
Description: Diamonds represent the finer things of life, they are bright and sparkling. Representing the creative even spiritual aspects of materialism such as beauty and art, that transcend base materialism like wealth. Despite this the Diamonds are recognised as being the Coins suit of the Tarot, with a strong tie to Elemental Earth.
Tarot Meaning: Travel, Money, Business, Contracts, Deals, Voyages.
Ordeal Text: Ordeal Types: Travel (e.g. Chase, Race) / Creativity (e.g. Smithing, Painting). Diamonds act as Trump for the following Action Types: Art, Building, Charming, Crafting, Driving, Emoting, Forgiving, Keeping Your Cool, Listening, Meditation, Motion, Prayer, Preparation, Research, Sprinting and Working in general. Any type of action can be prepared with a Diamond.
Parry:Seize the initiativeThe cards of the original attack (less the matched card) are immediately added to the Defenderβs Ordeal Pool. They may then play as many cards as their Descendant/Annex normally plays including the Parry card (1-4) usually into one of their Style Reserve, and then immediately discard any cards over Pool Limit.
Soak: ReadyThe matched Attack card is immediately Prepared by the Defender (as they wish). The Soak card is discarded.
Convert( π€Mode: π€
Name: Psych
Text: Psych (pronounced ‘Sigh-k’) attacks target the Target’s mind and emotions β which means they are only useful on Characters (even if those Characters may be Intelligent Descendants or Extras). All Wounds are targeted on the Personality Annex (or Master Annex for an Intelligent Descendant / Extra). Psych Attacks typically have an emotional or Psychosocial outcome.
Active-Defences:
πMode: π
Type: Active Psych
Name: Focus
Text: Focus is a Psych Parry. The defender focuses on one aspect of the attack, and thereby turns it around on the attacker. They might retort to the attack, with a biting insult, or just refute one point so well that the attack is ruined, then again they might just react so badly to the attack that they effect the attacker back. The problem with Focus as a defence is that it requires specific cards to work at all.
Rule:
- Draw a number of cards equal to the number of Hitches Reduced, and add the cards to your Ordeal Pool. Then Play One Card.
- The card must match exactly one Attack card’s Pips and Suit β Jokers may be Wild. Clubs will Trump with +2 Pips, which means an 8♥ can be matched by a 6♣,7♣, or 8♣).
- If they can match an Attack card, then the Attack has been stopped. Discard the matched Attack card and all Attack cards Higher than the Focus card.
- Attack cards lower than the Focus card are immediately added to the Defender’s Ordeal Pool as “Fight-or-Flight” cards that may be immediately played or prepared without RT or GRT penalties.
- If no match can be made then Focus has failed. The Defender takes the full effect of the Attack as Focus has been used the Personality Annex cannot now Soak.
π¦Mode: π¦
Type: Active Psych
Name: Ignore
Text: Ignoring a Psych attack is a great choice, if you can. However ignoring is an all or nothing defence, fail to ignore the whole attack and you will have ignored nothing at all.
Rule:
- Draw a number of cards equal to the total number of Hitches Reduced and add them to the Defender’s Ordeal Pool.
- Play Hitches Reduced number of cards to try and Ignore the Psych Attack.
- Ignore cards must beat the total Pips of the Attack. Beat the Pips and the Attack is Discarded. Otherwise the Defender takes all the Psych Damage and since they used their Personality Annex to Ignore, they cannot use it to Psych Soak.
Passive-Defences:
π²Mode: π²
Type: Passive
Name: Prepared Defence
Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.
Rule: Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through.
- The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
πMode: π
Type: Passive Psych
Name: Passive Psych Soak
Text: When someone yells an insult at you, it might sting, or it might not. If you see someone killed in front of you, it might scare you, or may not. You can decide which with a Passive Psych Soak.
Rule:
- Personality Annex Plays a number of Soak cards equal to number of Hitches Reduced (½ to 4 Cards) from their Ordeal Pool.
- If any Soak Card exactly matches in Pips and Suit (or Clubs ♣ with +2 Trump bonus) any Attack Card then the Attack Card is discarded and the Defender may Pull and Play a ‘Fight-or-Flight’ Ordeal card. If a Soak card exactly matches the Highest Card of the Attack then the whole Attack is Discarded.
- If any Psych Soak card is higher in Pips than an Attack card, then those Attack cards are Blocked and Discarded immediately. The Soak card is then kept, but is turned sideways, Stalled. It will be added to the next Psych Attack automatically unless moved by a Defence Glow to a Prepared Defence. A card in this state is considered Stalled.
- If any Psych Soak card has less Pips than an Attack card (or a Stalled card) then the Attack card is Soaked and immediately Discarded. The Defender takes a copy of the Soak card for each card Blocked. The Attacker may add some of the Penetration Pips to increase the Attack cards Pips at this point.
- Psych Attacks that begin with more than 3 cards (such as most Tricks) always cause Extreme Emotional responses, rather than Normal emotional responses. All Psych Attacks must affect the Target’s Active Personality Annex (or its Profs). Psych Wounds automatically stack together whenever they can (2 Psych Distracts Wounds automatically become a Psych Flesh Wound).
- Once the incoming attacks have been dealt with (or not) the Character may now Draw as many cards as they Played earlier to their Ordeal Pool.
β‘Mode: β‘
Name: Energy
Text: Energy attacks are blasts of radiation that are not entirely physical in nature. They might still have a physical impact, but the damage is usually radiation, or electrical burns and sensory overloads.
Active-Defences:
π£Mode: π£
Type: Active
Name: Dodge
Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.
Rule:
- All Physical and Energy Attacks that do not Splash can be dodged fully.
- Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
- To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
- If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3♠,J♦ has 5 Pips of Penetration, an A♣ cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3♠ with +5 Pips of Penetration
π‘Mode: π‘
Type: Active
Name: Blocking
Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.
Rule:
- The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
- Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7♣ and 4♦.
- If any Block Card exactly matches in Pips and Suit (or is a Club ♣) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7♣ matches the 7♠ (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
- If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7♣ as damage however.
- If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4♦ is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4♦ now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
- The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.
Passive-Defences:
π²Mode: π²
Type: Passive
Name: Prepared Defence
Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.
Rule: Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through.
- The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
πMode: π
Type: Passive
Name: Passive Dodge
Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.
Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.
βMode: β
Type: Passive
Name: Soak
Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.
Rule:
- The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annexβs normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
- Compare the Soak cards to the Attack cards.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
Type Minimum Soak Maximum Soak Facet / “Saving Throw” 5 10 Skill 5 11 Talent 5 13 (K) Power 5 15 Super-Annex 2 16+ (any) Mud / Clay / Foam 8 10 Cloth/Wool/Fur Descendant 3 7 Silk / Padding Descendant 2 8 Leather Descendant 4 9 Foam Plastic Descendant 3 8 Hard Plastic Descendant 7 11 (J) Advanced Polymer Descendant 3 14 Chainmail Descendant 9 13 (K) Thin Wood Descendant 4 7 Thick Wood Descendant 3 11 (J) Laminated Wood Descendant 3 12 Turtle Shell Armour 7 11 (J) Stone Armour 9 12 (Q) Bronze plate Descendant 8 12 (Q) Steel plate Descendant 6 14 (A) Orichalcum plate Descendant 5 15 (Joker) Vibro-field Descendant 4 10 Power field Descendant 12 (Q) 15 (Joker) Force-field Descendant 8 15 (Joker) Toon/Femite Descendant 6 16 (suited Ace) Nullite Descendant 4 16 (suited Ace) Magickal/Alchemical Enhancement -2 compared to normal +2 compared to normal - If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
- If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
- If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6♥ if you play a 2♦ then both cards are Soaked and 2 × 2♦ pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
- Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6♦ 10♦ and J♠ is soaked by a 7♥ then you will see the Soak Layer take the J♠, 10♦, Stalls the 6♥ and the 4♣ on the Soak-Layer, which Discards the 7♥, then two copies of the 7♥ also pass on into the next layer of Soak.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
- The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
- If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
- The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Characterβ Ordeal Pool before you move to the next Soak-Layer.
βMode: β
Name: Magic
Text: Magic may just be technology we don’t understand, or it can be a mysterious force unknowable and frightening to the common man. Magic can parry magic, and so sometimes can silver or cold iron, it depends on the magic. Magic attacks are rarely dodgeable (and the few that are are usually actually spells that perform energy attacks), and usually ignore Range, but instead must pierce the target’s Liberty or Wyrd Score (-4 Pips as standard).
Active-Defences:
βMode: β
Type: Active
Name: Parry
Text: Deflecting the incoming blade with your own, also works with spears, hammers, maces, vibro-halberd, or magic spells and counter-magics, whatever really, except energy, you can’t Parry lasers or electricity with a sword (blaster bolts on the other hand).
Rule:
- The Descendant or Annex draws Cards as normal, then plays One (1) card from their Pool.
- If they can match any attack card in Suit (or Clubs ♣ as Defence Trump) and Pips (including Additional Style and Penetration Pips, or additional Wound / Success Levels, or +2 Pips for Trumps) then the attack has been Parried (Wildcards automatically Parry).
- What happens next depends upon the suit of the Defending card (see the Suit Parry details)
π‘Mode: π‘
Type: Active
Name: Blocking
Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.
Rule:
- The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
- Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7♣ and 4♦.
- If any Block Card exactly matches in Pips and Suit (or is a Club ♣) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7♣ matches the 7♠ (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
- If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7♣ as damage however.
- If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4♦ is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4♦ now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
- The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.
Passive-Defences:
π²Mode: π²
Type: Passive
Name: Prepared Defence
Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.
Rule: Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through.
- The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
πMode: π
Type: Passive
Name: Passive Dodge
Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.
Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.
βMode: β
Type: Passive
Name: Soak
Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.
Rule:
- The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annexβs normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
- Compare the Soak cards to the Attack cards.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
Type Minimum Soak Maximum Soak Facet / “Saving Throw” 5 10 Skill 5 11 Talent 5 13 (K) Power 5 15 Super-Annex 2 16+ (any) Mud / Clay / Foam 8 10 Cloth/Wool/Fur Descendant 3 7 Silk / Padding Descendant 2 8 Leather Descendant 4 9 Foam Plastic Descendant 3 8 Hard Plastic Descendant 7 11 (J) Advanced Polymer Descendant 3 14 Chainmail Descendant 9 13 (K) Thin Wood Descendant 4 7 Thick Wood Descendant 3 11 (J) Laminated Wood Descendant 3 12 Turtle Shell Armour 7 11 (J) Stone Armour 9 12 (Q) Bronze plate Descendant 8 12 (Q) Steel plate Descendant 6 14 (A) Orichalcum plate Descendant 5 15 (Joker) Vibro-field Descendant 4 10 Power field Descendant 12 (Q) 15 (Joker) Force-field Descendant 8 15 (Joker) Toon/Femite Descendant 6 16 (suited Ace) Nullite Descendant 4 16 (suited Ace) Magickal/Alchemical Enhancement -2 compared to normal +2 compared to normal - If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
- If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
- If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6♥ if you play a 2♦ then both cards are Soaked and 2 × 2♦ pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
- Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6♦ 10♦ and J♠ is soaked by a 7♥ then you will see the Soak Layer take the J♠, 10♦, Stalls the 6♥ and the 4♣ on the Soak-Layer, which Discards the 7♥, then two copies of the 7♥ also pass on into the next layer of Soak.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
- The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
- If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
- The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Characterβ Ordeal Pool before you move to the next Soak-Layer.
π°Mode: π°
Name: Resource
Text: Damage is intended to be paid by a specific Facet Sway. The damage may be soaked or dodged by appropriate defences, but are rare for Characters not focused on the Resource. Wounds are usually taken in a specific targeted Facet Sway (often Wealth, Health, or Support) or Yarn as Pips, with any excess taken as Yarn, so a 23 Pip Economic attack will cost the Target 23 Wealth or Yarn if they had no Wealth, if they had 13 Wealth, it would cost them that and 10 Yarn. It should be noted that Yarn is taken as Chi from the total that a Character has (e.g. a Character with 66 Chi losing 10 Yarn would have only 8 Chi left, but a Character with 45 Chi would lose everything). Resource Attacks may also Maim, Cripple or “Destroy” suitable Descendants and can create Hitches, (such as Lacking, Binding, etc.) if the target does not have enough of the targeted Facet Sway / Chi.
Active-Defences:
π£Mode: π£
Type: Active
Name: Dodge
Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.
Rule:
- All Physical and Energy Attacks that do not Splash can be dodged fully.
- Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
- To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
- If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3♠,J♦ has 5 Pips of Penetration, an A♣ cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3♠ with +5 Pips of Penetration
π‘Mode: π‘
Type: Active
Name: Blocking
Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.
Rule:
- The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
- Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7♣ and 4♦.
- If any Block Card exactly matches in Pips and Suit (or is a Club ♣) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7♣ matches the 7♠ (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
- If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7♣ as damage however.
- If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4♦ is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4♦ now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
- The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.
Passive-Defences:
π²Mode: π²
Type: Passive
Name: Prepared Defence
Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.
Rule: Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through.
- The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
πMode: π
Type: Passive
Name: Passive Dodge
Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.
Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.
βMode: β
Type: Passive
Name: Soak
Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.
Rule:
- The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annexβs normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
- Compare the Soak cards to the Attack cards.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
Type Minimum Soak Maximum Soak Facet / “Saving Throw” 5 10 Skill 5 11 Talent 5 13 (K) Power 5 15 Super-Annex 2 16+ (any) Mud / Clay / Foam 8 10 Cloth/Wool/Fur Descendant 3 7 Silk / Padding Descendant 2 8 Leather Descendant 4 9 Foam Plastic Descendant 3 8 Hard Plastic Descendant 7 11 (J) Advanced Polymer Descendant 3 14 Chainmail Descendant 9 13 (K) Thin Wood Descendant 4 7 Thick Wood Descendant 3 11 (J) Laminated Wood Descendant 3 12 Turtle Shell Armour 7 11 (J) Stone Armour 9 12 (Q) Bronze plate Descendant 8 12 (Q) Steel plate Descendant 6 14 (A) Orichalcum plate Descendant 5 15 (Joker) Vibro-field Descendant 4 10 Power field Descendant 12 (Q) 15 (Joker) Force-field Descendant 8 15 (Joker) Toon/Femite Descendant 6 16 (suited Ace) Nullite Descendant 4 16 (suited Ace) Magickal/Alchemical Enhancement -2 compared to normal +2 compared to normal - If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
- If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
- If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6♥ if you play a 2♦ then both cards are Soaked and 2 × 2♦ pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
- Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6♦ 10♦ and J♠ is soaked by a 7♥ then you will see the Soak Layer take the J♠, 10♦, Stalls the 6♥ and the 4♣ on the Soak-Layer, which Discards the 7♥, then two copies of the 7♥ also pass on into the next layer of Soak.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
- The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
- If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
- The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Characterβ Ordeal Pool before you move to the next Soak-Layer.
π«) β Convert attacks are Non-Physical Normal Damage attacks. Conversion wounds often create new Hitches in the targets, these can be religious Duty Hitches or similar, or the Wounds may alter Core, Persona or Incarna for the active Personality Annex.Mode: π«
Name: Normal
Text: The Standard against which other Attacks are measured. Everything is standard, no weird rules.
Rules: No Special Rules. Normal Attacks obey the normal rules for Reach and Range additional Targets cost +3 Pips per Target.
Wyrd ♣ Suit: Clubs ♣
Ordeal Trump: Defence / Trade / Control / Magic (Negative)
Description: Clubs represent the power of politics and a stoic, blind materialism. Clubs can be seen as a dark corrupting force on the world, crass materialism, sin, magic and anger, but the club is also symbolic of protection, law and justice. In the Tarot the Clubs are called Staves or Wands, in some traditions they represent Intellectual Air, but in most they are Fire.
Tarot Meaning: Power, Fame, Politics, Ability, Money.
Ordeal Text: Ordeal Types: Wealth, Politics, Power. Clubs act as Trump for following Actions: Bartering, Controlling, Corrupting, Emotional-intensity, Guarding, Magic, Displaying might, Politics, Self-Defence, Socializing, and Trade Negotiations. Clubs can be used to defend any type of attack.
Parry:DisarmAll the cards of the attack are immediately discarded, along with the Parry Card. The remaining cards of the Defender’s Parry can now each be used to cause the Attacker to drop a Descendant (starting with the attacking weapon usually), can also cut armour straps, belts etc, or steal hats. This basically adds RT equal to the card Pips to the Annex that was used to attack. Every 5 Pips also creates a point of GRT for the Character (representing how much time the Character must spend picking up, or readying the weapon again. Court cards additionally may damage the Descendant that was disarmed, as standard for the Stakes.
Soak: WardThe matched Attack card, and one other randomly selected Attack card are discarded.
Snare( π€Mode: π€
Name: Psych
Text: Psych (pronounced ‘Sigh-k’) attacks target the Target’s mind and emotions β which means they are only useful on Characters (even if those Characters may be Intelligent Descendants or Extras). All Wounds are targeted on the Personality Annex (or Master Annex for an Intelligent Descendant / Extra). Psych Attacks typically have an emotional or Psychosocial outcome.
Active-Defences:
πMode: π
Type: Active Psych
Name: Focus
Text: Focus is a Psych Parry. The defender focuses on one aspect of the attack, and thereby turns it around on the attacker. They might retort to the attack, with a biting insult, or just refute one point so well that the attack is ruined, then again they might just react so badly to the attack that they effect the attacker back. The problem with Focus as a defence is that it requires specific cards to work at all.
Rule:
- Draw a number of cards equal to the number of Hitches Reduced, and add the cards to your Ordeal Pool. Then Play One Card.
- The card must match exactly one Attack card’s Pips and Suit β Jokers may be Wild. Clubs will Trump with +2 Pips, which means an 8♥ can be matched by a 6♣,7♣, or 8♣).
- If they can match an Attack card, then the Attack has been stopped. Discard the matched Attack card and all Attack cards Higher than the Focus card.
- Attack cards lower than the Focus card are immediately added to the Defender’s Ordeal Pool as “Fight-or-Flight” cards that may be immediately played or prepared without RT or GRT penalties.
- If no match can be made then Focus has failed. The Defender takes the full effect of the Attack as Focus has been used the Personality Annex cannot now Soak.
π¦Mode: π¦
Type: Active Psych
Name: Ignore
Text: Ignoring a Psych attack is a great choice, if you can. However ignoring is an all or nothing defence, fail to ignore the whole attack and you will have ignored nothing at all.
Rule:
- Draw a number of cards equal to the total number of Hitches Reduced and add them to the Defender’s Ordeal Pool.
- Play Hitches Reduced number of cards to try and Ignore the Psych Attack.
- Ignore cards must beat the total Pips of the Attack. Beat the Pips and the Attack is Discarded. Otherwise the Defender takes all the Psych Damage and since they used their Personality Annex to Ignore, they cannot use it to Psych Soak.
Passive-Defences:
π²Mode: π²
Type: Passive
Name: Prepared Defence
Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.
Rule: Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through.
- The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
πMode: π
Type: Passive Psych
Name: Passive Psych Soak
Text: When someone yells an insult at you, it might sting, or it might not. If you see someone killed in front of you, it might scare you, or may not. You can decide which with a Passive Psych Soak.
Rule:
- Personality Annex Plays a number of Soak cards equal to number of Hitches Reduced (½ to 4 Cards) from their Ordeal Pool.
- If any Soak Card exactly matches in Pips and Suit (or Clubs ♣ with +2 Trump bonus) any Attack Card then the Attack Card is discarded and the Defender may Pull and Play a ‘Fight-or-Flight’ Ordeal card. If a Soak card exactly matches the Highest Card of the Attack then the whole Attack is Discarded.
- If any Psych Soak card is higher in Pips than an Attack card, then those Attack cards are Blocked and Discarded immediately. The Soak card is then kept, but is turned sideways, Stalled. It will be added to the next Psych Attack automatically unless moved by a Defence Glow to a Prepared Defence. A card in this state is considered Stalled.
- If any Psych Soak card has less Pips than an Attack card (or a Stalled card) then the Attack card is Soaked and immediately Discarded. The Defender takes a copy of the Soak card for each card Blocked. The Attacker may add some of the Penetration Pips to increase the Attack cards Pips at this point.
- Psych Attacks that begin with more than 3 cards (such as most Tricks) always cause Extreme Emotional responses, rather than Normal emotional responses. All Psych Attacks must affect the Target’s Active Personality Annex (or its Profs). Psych Wounds automatically stack together whenever they can (2 Psych Distracts Wounds automatically become a Psych Flesh Wound).
- Once the incoming attacks have been dealt with (or not) the Character may now Draw as many cards as they Played earlier to their Ordeal Pool.
β‘Mode: β‘
Name: Energy
Text: Energy attacks are blasts of radiation that are not entirely physical in nature. They might still have a physical impact, but the damage is usually radiation, or electrical burns and sensory overloads.
Active-Defences:
π£Mode: π£
Type: Active
Name: Dodge
Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.
Rule:
- All Physical and Energy Attacks that do not Splash can be dodged fully.
- Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
- To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
- If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3♠,J♦ has 5 Pips of Penetration, an A♣ cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3♠ with +5 Pips of Penetration
π‘Mode: π‘
Type: Active
Name: Blocking
Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.
Rule:
- The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
- Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7♣ and 4♦.
- If any Block Card exactly matches in Pips and Suit (or is a Club ♣) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7♣ matches the 7♠ (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
- If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7♣ as damage however.
- If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4♦ is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4♦ now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
- The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.
Passive-Defences:
π²Mode: π²
Type: Passive
Name: Prepared Defence
Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.
Rule: Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through.
- The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
πMode: π
Type: Passive
Name: Passive Dodge
Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.
Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.
βMode: β
Type: Passive
Name: Soak
Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.
Rule:
- The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annexβs normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
- Compare the Soak cards to the Attack cards.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
Type Minimum Soak Maximum Soak Facet / “Saving Throw” 5 10 Skill 5 11 Talent 5 13 (K) Power 5 15 Super-Annex 2 16+ (any) Mud / Clay / Foam 8 10 Cloth/Wool/Fur Descendant 3 7 Silk / Padding Descendant 2 8 Leather Descendant 4 9 Foam Plastic Descendant 3 8 Hard Plastic Descendant 7 11 (J) Advanced Polymer Descendant 3 14 Chainmail Descendant 9 13 (K) Thin Wood Descendant 4 7 Thick Wood Descendant 3 11 (J) Laminated Wood Descendant 3 12 Turtle Shell Armour 7 11 (J) Stone Armour 9 12 (Q) Bronze plate Descendant 8 12 (Q) Steel plate Descendant 6 14 (A) Orichalcum plate Descendant 5 15 (Joker) Vibro-field Descendant 4 10 Power field Descendant 12 (Q) 15 (Joker) Force-field Descendant 8 15 (Joker) Toon/Femite Descendant 6 16 (suited Ace) Nullite Descendant 4 16 (suited Ace) Magickal/Alchemical Enhancement -2 compared to normal +2 compared to normal - If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
- If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
- If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6♥ if you play a 2♦ then both cards are Soaked and 2 × 2♦ pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
- Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6♦ 10♦ and J♠ is soaked by a 7♥ then you will see the Soak Layer take the J♠, 10♦, Stalls the 6♥ and the 4♣ on the Soak-Layer, which Discards the 7♥, then two copies of the 7♥ also pass on into the next layer of Soak.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
- The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
- If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
- The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Characterβ Ordeal Pool before you move to the next Soak-Layer.
βMode: β
Name: Physical
Text: The simplest forms of wounding are nothing but bashing and cutting physical wounds. Physical attacks are usually performed with weapons (Prop Descendants) or Martial Arts Annexes, which means they can be blocked, parried and so on by another weapon or Martial Art.
Active-Defences:
βMode: β
Type: Active
Name: Parry
Text: Deflecting the incoming blade with your own, also works with spears, hammers, maces, vibro-halberd, or magic spells and counter-magics, whatever really, except energy, you can’t Parry lasers or electricity with a sword (blaster bolts on the other hand).
Rule:
- The Descendant or Annex draws Cards as normal, then plays One (1) card from their Pool.
- If they can match any attack card in Suit (or Clubs ♣ as Defence Trump) and Pips (including Additional Style and Penetration Pips, or additional Wound / Success Levels, or +2 Pips for Trumps) then the attack has been Parried (Wildcards automatically Parry).
- What happens next depends upon the suit of the Defending card (see the Suit Parry details)
π£Mode: π£
Type: Active
Name: Dodge
Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.
Rule:
- All Physical and Energy Attacks that do not Splash can be dodged fully.
- Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
- To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
- If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3♠,J♦ has 5 Pips of Penetration, an A♣ cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3♠ with +5 Pips of Penetration
π‘Mode: π‘
Type: Active
Name: Blocking
Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.
Rule:
- The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
- Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7♣ and 4♦.
- If any Block Card exactly matches in Pips and Suit (or is a Club ♣) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7♣ matches the 7♠ (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
- If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7♣ as damage however.
- If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4♦ is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4♦ now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
- The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.
Passive-Defences:
π²Mode: π²
Type: Passive
Name: Prepared Defence
Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.
Rule: Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through.
- The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
πMode: π
Type: Passive
Name: Passive Dodge
Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.
Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.
βMode: β
Type: Passive
Name: Soak
Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.
Rule:
- The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annexβs normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
- Compare the Soak cards to the Attack cards.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
Type Minimum Soak Maximum Soak Facet / “Saving Throw” 5 10 Skill 5 11 Talent 5 13 (K) Power 5 15 Super-Annex 2 16+ (any) Mud / Clay / Foam 8 10 Cloth/Wool/Fur Descendant 3 7 Silk / Padding Descendant 2 8 Leather Descendant 4 9 Foam Plastic Descendant 3 8 Hard Plastic Descendant 7 11 (J) Advanced Polymer Descendant 3 14 Chainmail Descendant 9 13 (K) Thin Wood Descendant 4 7 Thick Wood Descendant 3 11 (J) Laminated Wood Descendant 3 12 Turtle Shell Armour 7 11 (J) Stone Armour 9 12 (Q) Bronze plate Descendant 8 12 (Q) Steel plate Descendant 6 14 (A) Orichalcum plate Descendant 5 15 (Joker) Vibro-field Descendant 4 10 Power field Descendant 12 (Q) 15 (Joker) Force-field Descendant 8 15 (Joker) Toon/Femite Descendant 6 16 (suited Ace) Nullite Descendant 4 16 (suited Ace) Magickal/Alchemical Enhancement -2 compared to normal +2 compared to normal - If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
- If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
- If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6♥ if you play a 2♦ then both cards are Soaked and 2 × 2♦ pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
- Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6♦ 10♦ and J♠ is soaked by a 7♥ then you will see the Soak Layer take the J♠, 10♦, Stalls the 6♥ and the 4♣ on the Soak-Layer, which Discards the 7♥, then two copies of the 7♥ also pass on into the next layer of Soak.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
- The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
- If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
- The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Characterβ Ordeal Pool before you move to the next Soak-Layer.
βMode: β
Name: Magic
Text: Magic may just be technology we don’t understand, or it can be a mysterious force unknowable and frightening to the common man. Magic can parry magic, and so sometimes can silver or cold iron, it depends on the magic. Magic attacks are rarely dodgeable (and the few that are are usually actually spells that perform energy attacks), and usually ignore Range, but instead must pierce the target’s Liberty or Wyrd Score (-4 Pips as standard).
Active-Defences:
βMode: β
Type: Active
Name: Parry
Text: Deflecting the incoming blade with your own, also works with spears, hammers, maces, vibro-halberd, or magic spells and counter-magics, whatever really, except energy, you can’t Parry lasers or electricity with a sword (blaster bolts on the other hand).
Rule:
- The Descendant or Annex draws Cards as normal, then plays One (1) card from their Pool.
- If they can match any attack card in Suit (or Clubs ♣ as Defence Trump) and Pips (including Additional Style and Penetration Pips, or additional Wound / Success Levels, or +2 Pips for Trumps) then the attack has been Parried (Wildcards automatically Parry).
- What happens next depends upon the suit of the Defending card (see the Suit Parry details)
π‘Mode: π‘
Type: Active
Name: Blocking
Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.
Rule:
- The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
- Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7♣ and 4♦.
- If any Block Card exactly matches in Pips and Suit (or is a Club ♣) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7♣ matches the 7♠ (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
- If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7♣ as damage however.
- If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4♦ is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4♦ now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
- The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.
Passive-Defences:
π²Mode: π²
Type: Passive
Name: Prepared Defence
Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.
Rule: Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through.
- The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
πMode: π
Type: Passive
Name: Passive Dodge
Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.
Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.
βMode: β
Type: Passive
Name: Soak
Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.
Rule:
- The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annexβs normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
- Compare the Soak cards to the Attack cards.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
Type Minimum Soak Maximum Soak Facet / “Saving Throw” 5 10 Skill 5 11 Talent 5 13 (K) Power 5 15 Super-Annex 2 16+ (any) Mud / Clay / Foam 8 10 Cloth/Wool/Fur Descendant 3 7 Silk / Padding Descendant 2 8 Leather Descendant 4 9 Foam Plastic Descendant 3 8 Hard Plastic Descendant 7 11 (J) Advanced Polymer Descendant 3 14 Chainmail Descendant 9 13 (K) Thin Wood Descendant 4 7 Thick Wood Descendant 3 11 (J) Laminated Wood Descendant 3 12 Turtle Shell Armour 7 11 (J) Stone Armour 9 12 (Q) Bronze plate Descendant 8 12 (Q) Steel plate Descendant 6 14 (A) Orichalcum plate Descendant 5 15 (Joker) Vibro-field Descendant 4 10 Power field Descendant 12 (Q) 15 (Joker) Force-field Descendant 8 15 (Joker) Toon/Femite Descendant 6 16 (suited Ace) Nullite Descendant 4 16 (suited Ace) Magickal/Alchemical Enhancement -2 compared to normal +2 compared to normal - If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
- If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
- If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6♥ if you play a 2♦ then both cards are Soaked and 2 × 2♦ pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
- Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6♦ 10♦ and J♠ is soaked by a 7♥ then you will see the Soak Layer take the J♠, 10♦, Stalls the 6♥ and the 4♣ on the Soak-Layer, which Discards the 7♥, then two copies of the 7♥ also pass on into the next layer of Soak.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
- The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
- If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
- The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Characterβ Ordeal Pool before you move to the next Soak-Layer.
π°Mode: π°
Name: Resource
Text: Damage is intended to be paid by a specific Facet Sway. The damage may be soaked or dodged by appropriate defences, but are rare for Characters not focused on the Resource. Wounds are usually taken in a specific targeted Facet Sway (often Wealth, Health, or Support) or Yarn as Pips, with any excess taken as Yarn, so a 23 Pip Economic attack will cost the Target 23 Wealth or Yarn if they had no Wealth, if they had 13 Wealth, it would cost them that and 10 Yarn. It should be noted that Yarn is taken as Chi from the total that a Character has (e.g. a Character with 66 Chi losing 10 Yarn would have only 8 Chi left, but a Character with 45 Chi would lose everything). Resource Attacks may also Maim, Cripple or “Destroy” suitable Descendants and can create Hitches, (such as Lacking, Binding, etc.) if the target does not have enough of the targeted Facet Sway / Chi.
Active-Defences:
π£Mode: π£
Type: Active
Name: Dodge
Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.
Rule:
- All Physical and Energy Attacks that do not Splash can be dodged fully.
- Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
- To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
- If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3♠,J♦ has 5 Pips of Penetration, an A♣ cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3♠ with +5 Pips of Penetration
π‘Mode: π‘
Type: Active
Name: Blocking
Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.
Rule:
- The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
- Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7♣ and 4♦.
- If any Block Card exactly matches in Pips and Suit (or is a Club ♣) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7♣ matches the 7♠ (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
- If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7♣ as damage however.
- If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4♦ is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4♦ now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
- The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.
Passive-Defences:
π²Mode: π²
Type: Passive
Name: Prepared Defence
Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.
Rule: Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through.
- The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
πMode: π
Type: Passive
Name: Passive Dodge
Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.
Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.
βMode: β
Type: Passive
Name: Soak
Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.
Rule:
- The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annexβs normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
- Compare the Soak cards to the Attack cards.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
Type Minimum Soak Maximum Soak Facet / “Saving Throw” 5 10 Skill 5 11 Talent 5 13 (K) Power 5 15 Super-Annex 2 16+ (any) Mud / Clay / Foam 8 10 Cloth/Wool/Fur Descendant 3 7 Silk / Padding Descendant 2 8 Leather Descendant 4 9 Foam Plastic Descendant 3 8 Hard Plastic Descendant 7 11 (J) Advanced Polymer Descendant 3 14 Chainmail Descendant 9 13 (K) Thin Wood Descendant 4 7 Thick Wood Descendant 3 11 (J) Laminated Wood Descendant 3 12 Turtle Shell Armour 7 11 (J) Stone Armour 9 12 (Q) Bronze plate Descendant 8 12 (Q) Steel plate Descendant 6 14 (A) Orichalcum plate Descendant 5 15 (Joker) Vibro-field Descendant 4 10 Power field Descendant 12 (Q) 15 (Joker) Force-field Descendant 8 15 (Joker) Toon/Femite Descendant 6 16 (suited Ace) Nullite Descendant 4 16 (suited Ace) Magickal/Alchemical Enhancement -2 compared to normal +2 compared to normal - If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
- If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
- If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6♥ if you play a 2♦ then both cards are Soaked and 2 × 2♦ pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
- Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6♦ 10♦ and J♠ is soaked by a 7♥ then you will see the Soak Layer take the J♠, 10♦, Stalls the 6♥ and the 4♣ on the Soak-Layer, which Discards the 7♥, then two copies of the 7♥ also pass on into the next layer of Soak.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
- The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
- If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
- The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Characterβ Ordeal Pool before you move to the next Soak-Layer.
π) β Wyrd attacks can be of any Type or Mode, and modify the Stage creating a Trap Obstacle.Mode: π
Name: Stage
Text: Affects the Stage, Location, or the Target’s position in it.
Rules: The Rules depend on the attack being used. A Snare Attack creates a Trap in the the Stage of the Ordeal, or in the Location of the Scene. The Trap may be avoided, by playing a higher card, but it remains as an Obstacle in the Stage. The Snare may be disabled (by beating Twice the Pips + any additional modifiers the Snare may have), or it may injure everyone that enters the Stage. Throw and Leap Attacks move the Target or Attacker in the Stage, or Location, by differing amounts depending upon the game.
Yonder ♠ Suit: Spades ♠
Ordeal Trump: Attack / Perception / Penetration (Opening / Navigation / Logic)
Description: The Spades Suit is the suit of suffering, said to be good for the soul, but miserable for a Monday. Competition, perception, endurance and curiosity are positive aspects associated with the suit, but spades also represent destruction, betrayal, distance, might and death. In the tarot, the Suit is replaced with Swords, which (depending on the tradition) may represent either damaging Fire, or more commonly the cutting intellect of Air.
Tarot Meaning: Misfortune, Suffering, Loss, Mourning, Treachery, Betrayal, War, Lawsuit, Conflict.
Ordeal Text: Ordeal Types: Confrontation (e.g. Warfare, Lawsuit), Competition (Sports, Quizzes etc), Perception (Spot Hidden). Spades act as Trumps for the Following Action Types: Attacking, Balance, Climbing, Contagion, Desecration, Destruction, Feats of Strength, Lock-picking, Navigation, Perception (Search/Spot), Staying power, and Stoicism. Spades can be used for any type of attack.
Parry:Redirect-AttackThe damage from the original attack (less the Parried Card) is redirected by the Defender to the Attacker, their Descendants or their Allies.
Soak: Counter-AttackThe matched Attack card is reflected back at the Attacker, or their Descendant, as Narratively appropriate.
Throw( β‘Mode: β‘
Name: Energy
Text: Energy attacks are blasts of radiation that are not entirely physical in nature. They might still have a physical impact, but the damage is usually radiation, or electrical burns and sensory overloads.
Active-Defences:
π£Mode: π£
Type: Active
Name: Dodge
Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.
Rule:
- All Physical and Energy Attacks that do not Splash can be dodged fully.
- Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
- To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
- If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3♠,J♦ has 5 Pips of Penetration, an A♣ cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3♠ with +5 Pips of Penetration
π‘Mode: π‘
Type: Active
Name: Blocking
Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.
Rule:
- The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
- Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7♣ and 4♦.
- If any Block Card exactly matches in Pips and Suit (or is a Club ♣) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7♣ matches the 7♠ (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
- If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7♣ as damage however.
- If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4♦ is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4♦ now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
- The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.
Passive-Defences:
π²Mode: π²
Type: Passive
Name: Prepared Defence
Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.
Rule: Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through.
- The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
πMode: π
Type: Passive
Name: Passive Dodge
Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.
Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.
βMode: β
Type: Passive
Name: Soak
Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.
Rule:
- The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annexβs normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
- Compare the Soak cards to the Attack cards.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
Type Minimum Soak Maximum Soak Facet / “Saving Throw” 5 10 Skill 5 11 Talent 5 13 (K) Power 5 15 Super-Annex 2 16+ (any) Mud / Clay / Foam 8 10 Cloth/Wool/Fur Descendant 3 7 Silk / Padding Descendant 2 8 Leather Descendant 4 9 Foam Plastic Descendant 3 8 Hard Plastic Descendant 7 11 (J) Advanced Polymer Descendant 3 14 Chainmail Descendant 9 13 (K) Thin Wood Descendant 4 7 Thick Wood Descendant 3 11 (J) Laminated Wood Descendant 3 12 Turtle Shell Armour 7 11 (J) Stone Armour 9 12 (Q) Bronze plate Descendant 8 12 (Q) Steel plate Descendant 6 14 (A) Orichalcum plate Descendant 5 15 (Joker) Vibro-field Descendant 4 10 Power field Descendant 12 (Q) 15 (Joker) Force-field Descendant 8 15 (Joker) Toon/Femite Descendant 6 16 (suited Ace) Nullite Descendant 4 16 (suited Ace) Magickal/Alchemical Enhancement -2 compared to normal +2 compared to normal - If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
- If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
- If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6♥ if you play a 2♦ then both cards are Soaked and 2 × 2♦ pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
- Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6♦ 10♦ and J♠ is soaked by a 7♥ then you will see the Soak Layer take the J♠, 10♦, Stalls the 6♥ and the 4♣ on the Soak-Layer, which Discards the 7♥, then two copies of the 7♥ also pass on into the next layer of Soak.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
- The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
- If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
- The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Characterβ Ordeal Pool before you move to the next Soak-Layer.
π€Mode: π€
Name: Psych
Text: Psych (pronounced ‘Sigh-k’) attacks target the Target’s mind and emotions β which means they are only useful on Characters (even if those Characters may be Intelligent Descendants or Extras). All Wounds are targeted on the Personality Annex (or Master Annex for an Intelligent Descendant / Extra). Psych Attacks typically have an emotional or Psychosocial outcome.
Active-Defences:
πMode: π
Type: Active Psych
Name: Focus
Text: Focus is a Psych Parry. The defender focuses on one aspect of the attack, and thereby turns it around on the attacker. They might retort to the attack, with a biting insult, or just refute one point so well that the attack is ruined, then again they might just react so badly to the attack that they effect the attacker back. The problem with Focus as a defence is that it requires specific cards to work at all.
Rule:
- Draw a number of cards equal to the number of Hitches Reduced, and add the cards to your Ordeal Pool. Then Play One Card.
- The card must match exactly one Attack card’s Pips and Suit β Jokers may be Wild. Clubs will Trump with +2 Pips, which means an 8♥ can be matched by a 6♣,7♣, or 8♣).
- If they can match an Attack card, then the Attack has been stopped. Discard the matched Attack card and all Attack cards Higher than the Focus card.
- Attack cards lower than the Focus card are immediately added to the Defender’s Ordeal Pool as “Fight-or-Flight” cards that may be immediately played or prepared without RT or GRT penalties.
- If no match can be made then Focus has failed. The Defender takes the full effect of the Attack as Focus has been used the Personality Annex cannot now Soak.
π¦Mode: π¦
Type: Active Psych
Name: Ignore
Text: Ignoring a Psych attack is a great choice, if you can. However ignoring is an all or nothing defence, fail to ignore the whole attack and you will have ignored nothing at all.
Rule:
- Draw a number of cards equal to the total number of Hitches Reduced and add them to the Defender’s Ordeal Pool.
- Play Hitches Reduced number of cards to try and Ignore the Psych Attack.
- Ignore cards must beat the total Pips of the Attack. Beat the Pips and the Attack is Discarded. Otherwise the Defender takes all the Psych Damage and since they used their Personality Annex to Ignore, they cannot use it to Psych Soak.
Passive-Defences:
π²Mode: π²
Type: Passive
Name: Prepared Defence
Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.
Rule: Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through.
- The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
πMode: π
Type: Passive Psych
Name: Passive Psych Soak
Text: When someone yells an insult at you, it might sting, or it might not. If you see someone killed in front of you, it might scare you, or may not. You can decide which with a Passive Psych Soak.
Rule:
- Personality Annex Plays a number of Soak cards equal to number of Hitches Reduced (½ to 4 Cards) from their Ordeal Pool.
- If any Soak Card exactly matches in Pips and Suit (or Clubs ♣ with +2 Trump bonus) any Attack Card then the Attack Card is discarded and the Defender may Pull and Play a ‘Fight-or-Flight’ Ordeal card. If a Soak card exactly matches the Highest Card of the Attack then the whole Attack is Discarded.
- If any Psych Soak card is higher in Pips than an Attack card, then those Attack cards are Blocked and Discarded immediately. The Soak card is then kept, but is turned sideways, Stalled. It will be added to the next Psych Attack automatically unless moved by a Defence Glow to a Prepared Defence. A card in this state is considered Stalled.
- If any Psych Soak card has less Pips than an Attack card (or a Stalled card) then the Attack card is Soaked and immediately Discarded. The Defender takes a copy of the Soak card for each card Blocked. The Attacker may add some of the Penetration Pips to increase the Attack cards Pips at this point.
- Psych Attacks that begin with more than 3 cards (such as most Tricks) always cause Extreme Emotional responses, rather than Normal emotional responses. All Psych Attacks must affect the Target’s Active Personality Annex (or its Profs). Psych Wounds automatically stack together whenever they can (2 Psych Distracts Wounds automatically become a Psych Flesh Wound).
- Once the incoming attacks have been dealt with (or not) the Character may now Draw as many cards as they Played earlier to their Ordeal Pool.
βMode: β
Name: Physical
Text: The simplest forms of wounding are nothing but bashing and cutting physical wounds. Physical attacks are usually performed with weapons (Prop Descendants) or Martial Arts Annexes, which means they can be blocked, parried and so on by another weapon or Martial Art.
Active-Defences:
βMode: β
Type: Active
Name: Parry
Text: Deflecting the incoming blade with your own, also works with spears, hammers, maces, vibro-halberd, or magic spells and counter-magics, whatever really, except energy, you can’t Parry lasers or electricity with a sword (blaster bolts on the other hand).
Rule:
- The Descendant or Annex draws Cards as normal, then plays One (1) card from their Pool.
- If they can match any attack card in Suit (or Clubs ♣ as Defence Trump) and Pips (including Additional Style and Penetration Pips, or additional Wound / Success Levels, or +2 Pips for Trumps) then the attack has been Parried (Wildcards automatically Parry).
- What happens next depends upon the suit of the Defending card (see the Suit Parry details)
π£Mode: π£
Type: Active
Name: Dodge
Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.
Rule:
- All Physical and Energy Attacks that do not Splash can be dodged fully.
- Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
- To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
- If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3♠,J♦ has 5 Pips of Penetration, an A♣ cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3♠ with +5 Pips of Penetration
π‘Mode: π‘
Type: Active
Name: Blocking
Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.
Rule:
- The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
- Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7♣ and 4♦.
- If any Block Card exactly matches in Pips and Suit (or is a Club ♣) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7♣ matches the 7♠ (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
- If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7♣ as damage however.
- If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4♦ is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4♦ now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
- The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.
Passive-Defences:
π²Mode: π²
Type: Passive
Name: Prepared Defence
Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.
Rule: Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through.
- The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
πMode: π
Type: Passive
Name: Passive Dodge
Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.
Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.
βMode: β
Type: Passive
Name: Soak
Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.
Rule:
- The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annexβs normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
- Compare the Soak cards to the Attack cards.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
Type Minimum Soak Maximum Soak Facet / “Saving Throw” 5 10 Skill 5 11 Talent 5 13 (K) Power 5 15 Super-Annex 2 16+ (any) Mud / Clay / Foam 8 10 Cloth/Wool/Fur Descendant 3 7 Silk / Padding Descendant 2 8 Leather Descendant 4 9 Foam Plastic Descendant 3 8 Hard Plastic Descendant 7 11 (J) Advanced Polymer Descendant 3 14 Chainmail Descendant 9 13 (K) Thin Wood Descendant 4 7 Thick Wood Descendant 3 11 (J) Laminated Wood Descendant 3 12 Turtle Shell Armour 7 11 (J) Stone Armour 9 12 (Q) Bronze plate Descendant 8 12 (Q) Steel plate Descendant 6 14 (A) Orichalcum plate Descendant 5 15 (Joker) Vibro-field Descendant 4 10 Power field Descendant 12 (Q) 15 (Joker) Force-field Descendant 8 15 (Joker) Toon/Femite Descendant 6 16 (suited Ace) Nullite Descendant 4 16 (suited Ace) Magickal/Alchemical Enhancement -2 compared to normal +2 compared to normal - If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
- If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
- If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6♥ if you play a 2♦ then both cards are Soaked and 2 × 2♦ pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
- Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6♦ 10♦ and J♠ is soaked by a 7♥ then you will see the Soak Layer take the J♠, 10♦, Stalls the 6♥ and the 4♣ on the Soak-Layer, which Discards the 7♥, then two copies of the 7♥ also pass on into the next layer of Soak.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
- The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
- If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
- The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Characterβ Ordeal Pool before you move to the next Soak-Layer.
βMode: β
Name: Magic
Text: Magic may just be technology we don’t understand, or it can be a mysterious force unknowable and frightening to the common man. Magic can parry magic, and so sometimes can silver or cold iron, it depends on the magic. Magic attacks are rarely dodgeable (and the few that are are usually actually spells that perform energy attacks), and usually ignore Range, but instead must pierce the target’s Liberty or Wyrd Score (-4 Pips as standard).
Active-Defences:
βMode: β
Type: Active
Name: Parry
Text: Deflecting the incoming blade with your own, also works with spears, hammers, maces, vibro-halberd, or magic spells and counter-magics, whatever really, except energy, you can’t Parry lasers or electricity with a sword (blaster bolts on the other hand).
Rule:
- The Descendant or Annex draws Cards as normal, then plays One (1) card from their Pool.
- If they can match any attack card in Suit (or Clubs ♣ as Defence Trump) and Pips (including Additional Style and Penetration Pips, or additional Wound / Success Levels, or +2 Pips for Trumps) then the attack has been Parried (Wildcards automatically Parry).
- What happens next depends upon the suit of the Defending card (see the Suit Parry details)
π‘Mode: π‘
Type: Active
Name: Blocking
Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.
Rule:
- The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
- Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7♣ and 4♦.
- If any Block Card exactly matches in Pips and Suit (or is a Club ♣) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7♣ matches the 7♠ (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
- If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7♣ as damage however.
- If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4♦ is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4♦ now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
- The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.
Passive-Defences:
π²Mode: π²
Type: Passive
Name: Prepared Defence
Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.
Rule: Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through.
- The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
πMode: π
Type: Passive
Name: Passive Dodge
Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.
Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.
βMode: β
Type: Passive
Name: Soak
Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.
Rule:
- The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annexβs normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
- Compare the Soak cards to the Attack cards.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
Type Minimum Soak Maximum Soak Facet / “Saving Throw” 5 10 Skill 5 11 Talent 5 13 (K) Power 5 15 Super-Annex 2 16+ (any) Mud / Clay / Foam 8 10 Cloth/Wool/Fur Descendant 3 7 Silk / Padding Descendant 2 8 Leather Descendant 4 9 Foam Plastic Descendant 3 8 Hard Plastic Descendant 7 11 (J) Advanced Polymer Descendant 3 14 Chainmail Descendant 9 13 (K) Thin Wood Descendant 4 7 Thick Wood Descendant 3 11 (J) Laminated Wood Descendant 3 12 Turtle Shell Armour 7 11 (J) Stone Armour 9 12 (Q) Bronze plate Descendant 8 12 (Q) Steel plate Descendant 6 14 (A) Orichalcum plate Descendant 5 15 (Joker) Vibro-field Descendant 4 10 Power field Descendant 12 (Q) 15 (Joker) Force-field Descendant 8 15 (Joker) Toon/Femite Descendant 6 16 (suited Ace) Nullite Descendant 4 16 (suited Ace) Magickal/Alchemical Enhancement -2 compared to normal +2 compared to normal - If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
- If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
- If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6♥ if you play a 2♦ then both cards are Soaked and 2 × 2♦ pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
- Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6♦ 10♦ and J♠ is soaked by a 7♥ then you will see the Soak Layer take the J♠, 10♦, Stalls the 6♥ and the 4♣ on the Soak-Layer, which Discards the 7♥, then two copies of the 7♥ also pass on into the next layer of Soak.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
- The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
- If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
- The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Characterβ Ordeal Pool before you move to the next Soak-Layer.
π) β Yonder attacks can be energy, psychological, physical or magic. They usually affect the Targetβs position in the Stage. Motion is determined by Pips of the attack being spent on motion. In a Bold game this will be as flight and all Pips are used, in an Intrepid game this would be as marching and only the Pips of the Highest card are used, in a Banal game only Crawling and the Pips of the Highest card are used.Mode: π
Name: Stage
Text: Affects the Stage, Location, or the Target’s position in it.
Rules: The Rules depend on the attack being used. A Snare Attack creates a Trap in the the Stage of the Ordeal, or in the Location of the Scene. The Trap may be avoided, by playing a higher card, but it remains as an Obstacle in the Stage. The Snare may be disabled (by beating Twice the Pips + any additional modifiers the Snare may have), or it may injure everyone that enters the Stage. Throw and Leap Attacks move the Target or Attacker in the Stage, or Location, by differing amounts depending upon the game.
Zeal ⚊ ♦ Suit: Diamonds ♦
Ordeal Trump: Preparation (Research / Work / Patience) / Movement (Sneaking / Sprinting) / Listening
Description: Diamonds represent the finer things of life, they are bright and sparkling. Representing the creative even spiritual aspects of materialism such as beauty and art, that transcend base materialism like wealth. Despite this the Diamonds are recognised as being the Coins suit of the Tarot, with a strong tie to Elemental Earth.
Tarot Meaning: Travel, Money, Business, Contracts, Deals, Voyages.
Ordeal Text: Ordeal Types: Travel (e.g. Chase, Race) / Creativity (e.g. Smithing, Painting). Diamonds act as Trump for the following Action Types: Art, Building, Charming, Crafting, Driving, Emoting, Forgiving, Keeping Your Cool, Listening, Meditation, Motion, Prayer, Preparation, Research, Sprinting and Working in general. Any type of action can be prepared with a Diamond.
Parry:Seize the initiativeThe cards of the original attack (less the matched card) are immediately added to the Defenderβs Ordeal Pool. They may then play as many cards as their Descendant/Annex normally plays including the Parry card (1-4) usually into one of their Style Reserve, and then immediately discard any cards over Pool Limit.
Soak: ReadyThe matched Attack card is immediately Prepared by the Defender (as they wish). The Soak card is discarded.
Leap( π€Mode: π€
Name: Psych
Text: Psych (pronounced ‘Sigh-k’) attacks target the Target’s mind and emotions β which means they are only useful on Characters (even if those Characters may be Intelligent Descendants or Extras). All Wounds are targeted on the Personality Annex (or Master Annex for an Intelligent Descendant / Extra). Psych Attacks typically have an emotional or Psychosocial outcome.
Active-Defences:
πMode: π
Type: Active Psych
Name: Focus
Text: Focus is a Psych Parry. The defender focuses on one aspect of the attack, and thereby turns it around on the attacker. They might retort to the attack, with a biting insult, or just refute one point so well that the attack is ruined, then again they might just react so badly to the attack that they effect the attacker back. The problem with Focus as a defence is that it requires specific cards to work at all.
Rule:
- Draw a number of cards equal to the number of Hitches Reduced, and add the cards to your Ordeal Pool. Then Play One Card.
- The card must match exactly one Attack card’s Pips and Suit β Jokers may be Wild. Clubs will Trump with +2 Pips, which means an 8♥ can be matched by a 6♣,7♣, or 8♣).
- If they can match an Attack card, then the Attack has been stopped. Discard the matched Attack card and all Attack cards Higher than the Focus card.
- Attack cards lower than the Focus card are immediately added to the Defender’s Ordeal Pool as “Fight-or-Flight” cards that may be immediately played or prepared without RT or GRT penalties.
- If no match can be made then Focus has failed. The Defender takes the full effect of the Attack as Focus has been used the Personality Annex cannot now Soak.
π¦Mode: π¦
Type: Active Psych
Name: Ignore
Text: Ignoring a Psych attack is a great choice, if you can. However ignoring is an all or nothing defence, fail to ignore the whole attack and you will have ignored nothing at all.
Rule:
- Draw a number of cards equal to the total number of Hitches Reduced and add them to the Defender’s Ordeal Pool.
- Play Hitches Reduced number of cards to try and Ignore the Psych Attack.
- Ignore cards must beat the total Pips of the Attack. Beat the Pips and the Attack is Discarded. Otherwise the Defender takes all the Psych Damage and since they used their Personality Annex to Ignore, they cannot use it to Psych Soak.
Passive-Defences:
π²Mode: π²
Type: Passive
Name: Prepared Defence
Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.
Rule: Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through.
- The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
πMode: π
Type: Passive Psych
Name: Passive Psych Soak
Text: When someone yells an insult at you, it might sting, or it might not. If you see someone killed in front of you, it might scare you, or may not. You can decide which with a Passive Psych Soak.
Rule:
- Personality Annex Plays a number of Soak cards equal to number of Hitches Reduced (½ to 4 Cards) from their Ordeal Pool.
- If any Soak Card exactly matches in Pips and Suit (or Clubs ♣ with +2 Trump bonus) any Attack Card then the Attack Card is discarded and the Defender may Pull and Play a ‘Fight-or-Flight’ Ordeal card. If a Soak card exactly matches the Highest Card of the Attack then the whole Attack is Discarded.
- If any Psych Soak card is higher in Pips than an Attack card, then those Attack cards are Blocked and Discarded immediately. The Soak card is then kept, but is turned sideways, Stalled. It will be added to the next Psych Attack automatically unless moved by a Defence Glow to a Prepared Defence. A card in this state is considered Stalled.
- If any Psych Soak card has less Pips than an Attack card (or a Stalled card) then the Attack card is Soaked and immediately Discarded. The Defender takes a copy of the Soak card for each card Blocked. The Attacker may add some of the Penetration Pips to increase the Attack cards Pips at this point.
- Psych Attacks that begin with more than 3 cards (such as most Tricks) always cause Extreme Emotional responses, rather than Normal emotional responses. All Psych Attacks must affect the Target’s Active Personality Annex (or its Profs). Psych Wounds automatically stack together whenever they can (2 Psych Distracts Wounds automatically become a Psych Flesh Wound).
- Once the incoming attacks have been dealt with (or not) the Character may now Draw as many cards as they Played earlier to their Ordeal Pool.
β‘Mode: β‘
Name: Energy
Text: Energy attacks are blasts of radiation that are not entirely physical in nature. They might still have a physical impact, but the damage is usually radiation, or electrical burns and sensory overloads.
Active-Defences:
π£Mode: π£
Type: Active
Name: Dodge
Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.
Rule:
- All Physical and Energy Attacks that do not Splash can be dodged fully.
- Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
- To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
- If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3♠,J♦ has 5 Pips of Penetration, an A♣ cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3♠ with +5 Pips of Penetration
π‘Mode: π‘
Type: Active
Name: Blocking
Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.
Rule:
- The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
- Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7♣ and 4♦.
- If any Block Card exactly matches in Pips and Suit (or is a Club ♣) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7♣ matches the 7♠ (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
- If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7♣ as damage however.
- If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4♦ is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4♦ now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
- The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.
Passive-Defences:
π²Mode: π²
Type: Passive
Name: Prepared Defence
Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.
Rule: Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through.
- The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
πMode: π
Type: Passive
Name: Passive Dodge
Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.
Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.
βMode: β
Type: Passive
Name: Soak
Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.
Rule:
- The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annexβs normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
- Compare the Soak cards to the Attack cards.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
Type Minimum Soak Maximum Soak Facet / “Saving Throw” 5 10 Skill 5 11 Talent 5 13 (K) Power 5 15 Super-Annex 2 16+ (any) Mud / Clay / Foam 8 10 Cloth/Wool/Fur Descendant 3 7 Silk / Padding Descendant 2 8 Leather Descendant 4 9 Foam Plastic Descendant 3 8 Hard Plastic Descendant 7 11 (J) Advanced Polymer Descendant 3 14 Chainmail Descendant 9 13 (K) Thin Wood Descendant 4 7 Thick Wood Descendant 3 11 (J) Laminated Wood Descendant 3 12 Turtle Shell Armour 7 11 (J) Stone Armour 9 12 (Q) Bronze plate Descendant 8 12 (Q) Steel plate Descendant 6 14 (A) Orichalcum plate Descendant 5 15 (Joker) Vibro-field Descendant 4 10 Power field Descendant 12 (Q) 15 (Joker) Force-field Descendant 8 15 (Joker) Toon/Femite Descendant 6 16 (suited Ace) Nullite Descendant 4 16 (suited Ace) Magickal/Alchemical Enhancement -2 compared to normal +2 compared to normal - If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
- If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
- If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6♥ if you play a 2♦ then both cards are Soaked and 2 × 2♦ pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
- Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6♦ 10♦ and J♠ is soaked by a 7♥ then you will see the Soak Layer take the J♠, 10♦, Stalls the 6♥ and the 4♣ on the Soak-Layer, which Discards the 7♥, then two copies of the 7♥ also pass on into the next layer of Soak.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
- The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
- If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
- The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Characterβ Ordeal Pool before you move to the next Soak-Layer.
βMode: β
Name: Physical
Text: The simplest forms of wounding are nothing but bashing and cutting physical wounds. Physical attacks are usually performed with weapons (Prop Descendants) or Martial Arts Annexes, which means they can be blocked, parried and so on by another weapon or Martial Art.
Active-Defences:
βMode: β
Type: Active
Name: Parry
Text: Deflecting the incoming blade with your own, also works with spears, hammers, maces, vibro-halberd, or magic spells and counter-magics, whatever really, except energy, you can’t Parry lasers or electricity with a sword (blaster bolts on the other hand).
Rule:
- The Descendant or Annex draws Cards as normal, then plays One (1) card from their Pool.
- If they can match any attack card in Suit (or Clubs ♣ as Defence Trump) and Pips (including Additional Style and Penetration Pips, or additional Wound / Success Levels, or +2 Pips for Trumps) then the attack has been Parried (Wildcards automatically Parry).
- What happens next depends upon the suit of the Defending card (see the Suit Parry details)
π£Mode: π£
Type: Active
Name: Dodge
Text: Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter.
Rule:
- All Physical and Energy Attacks that do not Splash can be dodged fully.
- Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
- To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
- If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3♠,J♦ has 5 Pips of Penetration, an A♣ cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3♠ with +5 Pips of Penetration
π‘Mode: π‘
Type: Active
Name: Blocking
Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.
Rule:
- The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
- Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7♣ and 4♦.
- If any Block Card exactly matches in Pips and Suit (or is a Club ♣) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7♣ matches the 7♠ (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
- If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7♣ as damage however.
- If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4♦ is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4♦ now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
- The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.
Passive-Defences:
π²Mode: π²
Type: Passive
Name: Prepared Defence
Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.
Rule: Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through.
- The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
πMode: π
Type: Passive
Name: Passive Dodge
Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.
Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.
βMode: β
Type: Passive
Name: Soak
Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.
Rule:
- The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annexβs normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
- Compare the Soak cards to the Attack cards.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
Type Minimum Soak Maximum Soak Facet / “Saving Throw” 5 10 Skill 5 11 Talent 5 13 (K) Power 5 15 Super-Annex 2 16+ (any) Mud / Clay / Foam 8 10 Cloth/Wool/Fur Descendant 3 7 Silk / Padding Descendant 2 8 Leather Descendant 4 9 Foam Plastic Descendant 3 8 Hard Plastic Descendant 7 11 (J) Advanced Polymer Descendant 3 14 Chainmail Descendant 9 13 (K) Thin Wood Descendant 4 7 Thick Wood Descendant 3 11 (J) Laminated Wood Descendant 3 12 Turtle Shell Armour 7 11 (J) Stone Armour 9 12 (Q) Bronze plate Descendant 8 12 (Q) Steel plate Descendant 6 14 (A) Orichalcum plate Descendant 5 15 (Joker) Vibro-field Descendant 4 10 Power field Descendant 12 (Q) 15 (Joker) Force-field Descendant 8 15 (Joker) Toon/Femite Descendant 6 16 (suited Ace) Nullite Descendant 4 16 (suited Ace) Magickal/Alchemical Enhancement -2 compared to normal +2 compared to normal - If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
- If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
- If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6♥ if you play a 2♦ then both cards are Soaked and 2 × 2♦ pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
- Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6♦ 10♦ and J♠ is soaked by a 7♥ then you will see the Soak Layer take the J♠, 10♦, Stalls the 6♥ and the 4♣ on the Soak-Layer, which Discards the 7♥, then two copies of the 7♥ also pass on into the next layer of Soak.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
- The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
- If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
- The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Characterβ Ordeal Pool before you move to the next Soak-Layer.
βMode: β
Name: Magic
Text: Magic may just be technology we don’t understand, or it can be a mysterious force unknowable and frightening to the common man. Magic can parry magic, and so sometimes can silver or cold iron, it depends on the magic. Magic attacks are rarely dodgeable (and the few that are are usually actually spells that perform energy attacks), and usually ignore Range, but instead must pierce the target’s Liberty or Wyrd Score (-4 Pips as standard).
Active-Defences:
βMode: β
Type: Active
Name: Parry
Text: Deflecting the incoming blade with your own, also works with spears, hammers, maces, vibro-halberd, or magic spells and counter-magics, whatever really, except energy, you can’t Parry lasers or electricity with a sword (blaster bolts on the other hand).
Rule:
- The Descendant or Annex draws Cards as normal, then plays One (1) card from their Pool.
- If they can match any attack card in Suit (or Clubs ♣ as Defence Trump) and Pips (including Additional Style and Penetration Pips, or additional Wound / Success Levels, or +2 Pips for Trumps) then the attack has been Parried (Wildcards automatically Parry).
- What happens next depends upon the suit of the Defending card (see the Suit Parry details)
π‘Mode: π‘
Type: Active
Name: Blocking
Text: Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow.
Rule:
- The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
- Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7♣ and 4♦.
- If any Block Card exactly matches in Pips and Suit (or is a Club ♣) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7♣ matches the 7♠ (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
- If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7♣ as damage however.
- If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4♦ is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4♦ now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
- The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.
Passive-Defences:
π²Mode: π²
Type: Passive
Name: Prepared Defence
Text: When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness.
Rule: Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through.
- The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
πMode: π
Type: Passive
Name: Passive Dodge
Text: T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode.
Rule: Handle mostly as the Active version, only Draw cards at the end not the beginning.
βMode: β
Type: Passive
Name: Soak
Text: Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips.
Rule:
- The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annexβs normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
- Compare the Soak cards to the Attack cards.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
Type Minimum Soak Maximum Soak Facet / “Saving Throw” 5 10 Skill 5 11 Talent 5 13 (K) Power 5 15 Super-Annex 2 16+ (any) Mud / Clay / Foam 8 10 Cloth/Wool/Fur Descendant 3 7 Silk / Padding Descendant 2 8 Leather Descendant 4 9 Foam Plastic Descendant 3 8 Hard Plastic Descendant 7 11 (J) Advanced Polymer Descendant 3 14 Chainmail Descendant 9 13 (K) Thin Wood Descendant 4 7 Thick Wood Descendant 3 11 (J) Laminated Wood Descendant 3 12 Turtle Shell Armour 7 11 (J) Stone Armour 9 12 (Q) Bronze plate Descendant 8 12 (Q) Steel plate Descendant 6 14 (A) Orichalcum plate Descendant 5 15 (Joker) Vibro-field Descendant 4 10 Power field Descendant 12 (Q) 15 (Joker) Force-field Descendant 8 15 (Joker) Toon/Femite Descendant 6 16 (suited Ace) Nullite Descendant 4 16 (suited Ace) Magickal/Alchemical Enhancement -2 compared to normal +2 compared to normal - If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
- If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
- If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6♥ if you play a 2♦ then both cards are Soaked and 2 × 2♦ pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
- Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6♦ 10♦ and J♠ is soaked by a 7♥ then you will see the Soak Layer take the J♠, 10♦, Stalls the 6♥ and the 4♣ on the Soak-Layer, which Discards the 7♥, then two copies of the 7♥ also pass on into the next layer of Soak.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
- The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
- If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
- The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Characterβ Ordeal Pool before you move to the next Soak-Layer.
π) β Leap attacks can be any Type but Resource. Regardless of type they have the same effect. Leap attacks move the attacker at the same time as they make an attack. The Pips of the attack are also used to move the attacker. In a Banal game they move as though Walking. In an Intrepid game they move as though Marching and in a Bold Game they move as though flying.Mode: π
Name: Stage
Text: Affects the Stage, Location, or the Target’s position in it.
Rules: The Rules depend on the attack being used. A Snare Attack creates a Trap in the the Stage of the Ordeal, or in the Location of the Scene. The Trap may be avoided, by playing a higher card, but it remains as an Obstacle in the Stage. The Snare may be disabled (by beating Twice the Pips + any additional modifiers the Snare may have), or it may injure everyone that enters the Stage. Throw and Leap Attacks move the Target or Attacker in the Stage, or Location, by differing amounts depending upon the game.
Facet Attack - The Spades Trump can make every sort of Attack and all Spades have a +2 Pip modifier when attacking.
- You can read about how Wounds are Summoned, created and applied in the Wounds Rulepage.
- Resource Attacks are covered on the Alternate Ordeals Rulepage.
- Each Facet has its own preferred attack, and the Attacks of the Suits reflect that.
- Defence β You can also play cards to defend yourself from attack. Card defences also vary by card Suit as you can see on the table in the Trumps section. The types of defences and how they work are shown here.
Mode Type Name Text Rule π£ Active Dodge Dodging is bending, running, or leaping out of the way of the attack, maybe you just dodge the blow, maybe you dive behind cover, it doesn’t really matter. - All Physical and Energy Attacks that do not Splash can be dodged fully.
- Dodging Splash Damage is possible with suitable cover, but Dodging Splash Damage only reduces it to a Distract at best.
- To Dodge the attack beat the total Pips (including all cards, Range, Penetration, etc) dodged non-splash attacks are immediately discarded.
- If you cannot dodge the whole attack, you may beat Dodge and Discard individual cards from the attack if you can beat them. E.g. An Attack of 3♠,J♦ has 5 Pips of Penetration, an A♣ cannot quite dodge the whole attack, but it can (just) Discard the Jack leaving a 3♠ with +5 Pips of Penetration
β Active Parry Deflecting the incoming blade with your own, also works with spears, hammers, maces, vibro-halberd, or magic spells and counter-magics, whatever really, except energy, you can’t Parry lasers or electricity with a sword (blaster bolts on the other hand). - The Descendant or Annex draws Cards as normal, then plays One (1) card from their Pool.
- If they can match any attack card in Suit (or Clubs ♣ as Defence Trump) and Pips (including Additional Style and Penetration Pips, or additional Wound / Success Levels, or +2 Pips for Trumps) then the attack has been Parried (Wildcards automatically Parry).
- What happens next depends upon the suit of the Defending card (see the Suit Parry details)
π‘ Active Blocking Blocking is turning to put your best armour under an attack, or getting your shield in the way of a blow. - The Annex / Descendant draws as normal then Play the Defence’s normal number of cards to attempt to block the Attack. E.g. When defending with a 3d6 Talent Armour Descendant the Character may Draw 3 and Play 2.
- Compare the Block cards to the Attack cards. E.g. When attacked by 5,6,7 and 8 of Spades… Compare to Block cards of 7♣ and 4♦.
- If any Block Card exactly matches in Pips and Suit (or is a Club ♣) any Attack card then a special Block takes place, based on the Suit of the Blocking card (see card suits Block details). If you can exactly match the Highest card in the Attack (including any extra Pips of Penetration, Style Reserve, etc) then the entire Attack may be Discarded. Wildcards automatically discard the whole attack, but draw another card as an attack. E.g. The 7♣ matches the 7♠ (because it is a Club and the Trumps cancel). This causes a special Block based on a Club. This causes the 7 and one other random card to be discarded (by chance the 6).
- If any Block card is higher in Pips than an Attack card then the Attack card is Blocked and Discarded. However, the blocking Descendant immediately takes the Block card as damage. E.g. The 7 clubs; is higher in Pips than the 5 (and the 6 if it was still there) and so they are Blocked and Discarded. The Armour will take the 7♣ as damage however.
- If any Block card is lower in Pips than any remaining Attack card then the Attack card is Blocked and taken by the Armour Descendant (or whatever). In the case of a Blocking Annex or Rook Facet Block the Attack card is Discarded. The lower Block cards however now become Attack cards as the Attack passes through. E.g. The 4♦ is lower in Pips than all the cards in the attack. Therefore, everything that was left (the 8♠) is Blocked and taken by the Armour. The 4♦ now moves in a Soak-Layer as a potentially Soakable attack card. This results in the armour taking a 7 and an 8, and a 4 moving into the next layer of soak.
- The Attacker may add some (or all) of the Penetration Pips (if they have any) to increase the remaining Attack cards Pips at this point.
β Passive Soak Soaking is when you rely on layers of armour or natural toughness (Annex or Rook Facet) to cope with incoming Wounds. Characters can have varying numbers of Soak-Layers based on the Stakes (and their Descendants of course), and different Soak-Layers may have different Min Soak and Max Soak Pips. - The Character may Play a number of Soak cards from their Ordeal Pool equal to the normal Passive Play number of the Annex (normally 1 less than the Annexβs normal Play, but Passive Nimbeds can increase that value) to attempt to Soak an incoming Attack.
- Compare the Soak cards to the Attack cards.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
Type Minimum Soak Maximum Soak Facet / “Saving Throw” 5 10 Skill 5 11 Talent 5 13 (K) Power 5 15 Super-Annex 2 16+ (any) Mud / Clay / Foam 8 10 Cloth/Wool/Fur Descendant 3 7 Silk / Padding Descendant 2 8 Leather Descendant 4 9 Foam Plastic Descendant 3 8 Hard Plastic Descendant 7 11 (J) Advanced Polymer Descendant 3 14 Chainmail Descendant 9 13 (K) Thin Wood Descendant 4 7 Thick Wood Descendant 3 11 (J) Laminated Wood Descendant 3 12 Turtle Shell Armour 7 11 (J) Stone Armour 9 12 (Q) Bronze plate Descendant 8 12 (Q) Steel plate Descendant 6 14 (A) Orichalcum plate Descendant 5 15 (Joker) Vibro-field Descendant 4 10 Power field Descendant 12 (Q) 15 (Joker) Force-field Descendant 8 15 (Joker) Toon/Femite Descendant 6 16 (suited Ace) Nullite Descendant 4 16 (suited Ace) Magickal/Alchemical Enhancement -2 compared to normal +2 compared to normal - If any Soak Card exactly matches in Pips and Suit any attacking card (including any Stalled cards on that Soak-Layer) then a special Soak takes place, based on the Suit of the Soaked cards. Special Soaks do not always automatically discard the whole attack.
- If any Soak card is higher in Pips than an Attack card (+2 Pips for Clubs), then the Attack cards are Stalled (turned sideways and automatically prepared as part of the next attack to that Soak-Layer unless a Defence Glow moves those Stalled cards to a Prepared Defence). The Soak card however, is Discarded.
- If any Soak card has less Pips than an Attack card then that Attack card is Soaked, and the Attack card is taken by the Descendant. A copy of the Soak card passes through the Soak-Layer, becoming an Attack card for the next Soak-Layer. So when attacked by a J♠ and a 6♥ if you play a 2♦ then both cards are Soaked and 2 × 2♦ pass through to the next Layer. A Character Annex, or Rook Facet used to Soak will instead Discard all cards, and take one Distract Wound for each Soaked Attack card.
- Note it is possible for a card to both pass in and be Discarded. If an attack of 4♣ 6♦ 10♦ and J♠ is soaked by a 7♥ then you will see the Soak Layer take the J♠, 10♦, Stalls the 6♥ and the 4♣ on the Soak-Layer, which Discards the 7♥, then two copies of the 7♥ also pass on into the next layer of Soak.
- Soak-Layers can only Soak cards that are between their Minimum and Maximum Soak Pips (ignoring Penetration and Range modifiers, but not Trumps). If a card cannot be Soaked, it automatically passes through unaltered. This table governs standard Min and Max Soaks, although you can create them during item creation Ordeals, by assigning two Cards from your Ordeal Pool to set the Min and Max Soak.
- The Attacker may add some (or all) of the Penetration Pips to increase the Attack cards Pips at this point as they move to the Next Layer.
- If a Soak-Layer is Crippled or Destroyed then all Stalled cards immediately move to attacking the next Soak-Layer in.
- The Annex/Descendant that formed that Passive Soak-Layer now typically Draws as many cards as it Played (or its own normal Draw, which ever is lower) and adds them to the Characterβ Ordeal Pool before you move to the next Soak-Layer.
π² Passive Prepared Defence When you play cards to Prepare a Defence you might be strapping on your armour, diving for cover, building a sandbag wall, raising a force-field, or just adjusting your already worn armour for maximum effectiveness. Prepared defences must be prepared with Diamonds (♦) or Clubs (♣) as a Suitable Style Reserve and create a Pip Wall that must be worked through. - The Pip Wall has a Score and a minimum and a maximum wound created by the largest and smallest cards used in the preparation e.g. Prepare an Ace of Diamonds (A♦) with 16 Pips (+2 Preparation Trump) and a Ten of Clubs (♣) with 12 Pips (+2 Defence Trump) and you are good against Crippling, Mortal and Carnage wounds for 28 Pips of Attacks.
- The defence stops all Cards within this range, as long as there are still any Pips left.
- Each attacking Card removes those Pips from the remaining Pip Score β e.g. If the defence prepared with a A♦ amd 10♠ is attacked with a J♥ that will remove 11 Pips from the Defence (leaving it with 17 Pips). If that attack was doubled somehow then there would only be 6 Pips left in the Defence.
- Once all Pips are spent, the Prepared Defence fails. A third attacking Jack would destroy the Defence.
- You can shore up defences that are not empty by Preparing more cards of Defence. These new cards add to the Pip total of the Prepared Defence, and may also expand the Maximum and Minimum Limits. E.g. Adding a 5♦ (+7), 7♣(+9) and K♦ (+15) to the defence before it collapses creates a Defence good against Flesh to Carnage+ with 37 Pips of defence (it was on 6 remember).
π Passive Passive Dodge T13 is an odd game and odd characters exist who bend the laws of physics for all sorts of reasons. The passive dodge (or it can be a Parry) is an example. Sometimes the Ref may even allow a character to build an active defence that triggers in Passive mode. Handle mostly as the Active version, only Draw cards at the end not the beginning. π Passive Psych Passive Psych Soak When someone yells an insult at you, it might sting, or it might not. If you see someone killed in front of you, it might scare you, or may not. You can decide which with a Passive Psych Soak. - Personality Annex Plays a number of Soak cards equal to number of Hitches Reduced (½ to 4 Cards) from their Ordeal Pool.
- If any Soak Card exactly matches in Pips and Suit (or Clubs ♣ with +2 Trump bonus) any Attack Card then the Attack Card is discarded and the Defender may Pull and Play a ‘Fight-or-Flight’ Ordeal card. If a Soak card exactly matches the Highest Card of the Attack then the whole Attack is Discarded.
- If any Psych Soak card is higher in Pips than an Attack card, then those Attack cards are Blocked and Discarded immediately. The Soak card is then kept, but is turned sideways, Stalled. It will be added to the next Psych Attack automatically unless moved by a Defence Glow to a Prepared Defence. A card in this state is considered Stalled.
- If any Psych Soak card has less Pips than an Attack card (or a Stalled card) then the Attack card is Soaked and immediately Discarded. The Defender takes a copy of the Soak card for each card Blocked. The Attacker may add some of the Penetration Pips to increase the Attack cards Pips at this point.
- Psych Attacks that begin with more than 3 cards (such as most Tricks) always cause Extreme Emotional responses, rather than Normal emotional responses. All Psych Attacks must affect the Target’s Active Personality Annex (or its Profs). Psych Wounds automatically stack together whenever they can (2 Psych Distracts Wounds automatically become a Psych Flesh Wound).
- Once the incoming attacks have been dealt with (or not) the Character may now Draw as many cards as they Played earlier to their Ordeal Pool.
π Active Psych Focus Focus is a Psych Parry. The defender focuses on one aspect of the attack, and thereby turns it around on the attacker. They might retort to the attack, with a biting insult, or just refute one point so well that the attack is ruined, then again they might just react so badly to the attack that they effect the attacker back. The problem with Focus as a defence is that it requires specific cards to work at all. - Draw a number of cards equal to the number of Hitches Reduced, and add the cards to your Ordeal Pool. Then Play One Card.
- The card must match exactly one Attack card’s Pips and Suit β Jokers may be Wild. Clubs will Trump with +2 Pips, which means an 8♥ can be matched by a 6♣,7♣, or 8♣).
- If they can match an Attack card, then the Attack has been stopped. Discard the matched Attack card and all Attack cards Higher than the Focus card.
- Attack cards lower than the Focus card are immediately added to the Defender’s Ordeal Pool as “Fight-or-Flight” cards that may be immediately played or prepared without RT or GRT penalties.
- If no match can be made then Focus has failed. The Defender takes the full effect of the Attack as Focus has been used the Personality Annex cannot now Soak.
π¦ Active Psych Ignore Ignoring a Psych attack is a great choice, if you can. However ignoring is an all or nothing defence, fail to ignore the whole attack and you will have ignored nothing at all. - Draw a number of cards equal to the total number of Hitches Reduced and add them to the Defender’s Ordeal Pool.
- Play Hitches Reduced number of cards to try and Ignore the Psych Attack.
- Ignore cards must beat the total Pips of the Attack. Beat the Pips and the Attack is Discarded. Otherwise the Defender takes all the Psych Damage and since they used their Personality Annex to Ignore, they cannot use it to Psych Soak.
Mode Type Name Text Rule - Healing β During most Ordeals you have to rely on Narrative Healing, which can be quite limited, unless you have some sort of magical healing, hyper-medicines, or accelerated regeneration. See the rules on Wounds for more details.