Archives: T13 Rule
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Narrative Tricks
During a card Test or Ordeal if a Character plays a special Trick there are specific Narrative results that may result. Narrative Tricks The type of Ordeal Tricks that a character can play on another vary with the number of cards that can be played, and can unlock types of Narrative Tricks. Narrative Trick Types…
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Ordeal Stages
T13 uses Ordeals to model complex situations and combinatory Tests, especially combat scenarios, complex social interactions and Descendant Creation Ordeals. We break Ordeals down into Stages in a number of different ways depending upon the needs of the Narrative, the type of Ordeal and the expectations of the Characters and Players. Stages and Ordeal Types…
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Ordeal Rounds
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…
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Ordeals
In T13 when we are dealing with complex large Tests, such as action sequences we break the Test down into smaller Tests and call this an Ordeal. During an Ordeal we usually use cards to resolve actions, and you can see an example card here. Click on it to see more details about the card.…
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Death and Immortality
It is a fact of life that people die. So Character Death is something that we have to consider in T13. Not every would be hero is going to save the day, sometimes they aren’t even going to be able to save themselves. Then again, T13 is an Omniversal game, and that means that anything…
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Wounds
Cards played in Attack are said to summon Wounds, and apply them to the target. These Cards as Wounds are then Soaked by Armour, Annexes and the Rook Facet, after this the cards on Descendants and Characters represent damage and injuries to the Character or Descendants. Wounds in T13 are based on the cards (and…
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Success and Failure Levels
In T13 any Test or Ordeal Result can be modified by Success and Failure Levels. These can mitigate the worst disasters, or act as unintended consequences on what would otherwise be a Complete Success. These Success and Failure Levels may come from the results of the Test itself, the Facets being used, Tone, Cards in…
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Stakes
In T13 we have a system for deciding how dangerous a situation is. This is known as The Stakes. Ordeals are particularly based heavily on the Stakes, you can’t really decide when the Ordeal ends without knowing the Stakes. Ordeals come in differing levels of risk. In a High Stakes Ordeal, like Combat, failure and…
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Test (Dice)
In T13 if you want to rapidly Test something, but want some manner or degree of measuring how successfully they have passed (or failed) the Test, then a Dice Roll is the way to go. Dice Rolls can be made for any Boon, in fact many Boons have multiple dice available to them, and you…
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Test (Card Draw)
In T13 it is possible to conduct a Test against a single Facet (potentially using an Annex) using Ordeal Cards instead of dice. The Card Draw Test is intended to be used when a Test has multiple Characters competing and can either act as a standard Test or have only one winner, but you do…