The T13 Roleplaying Game

Archives: T13 Rule

  • Test (Value)

    In T13 you can test things by comparing Values. This can be done directly with the largest Value automatically winning. Generally this is done by using the opposed Facet. So a Miasma Value is used to create a Value that a Phoenix healing Value would compare to. None direct comparisons are also possible, although usually…

  • Modelling Resources

    In T13, Resources can be modelled in a number of different ways, but all Resources are essentially Sway. The wealth of a multinational corporation, for example, is just an amount of Burden-flavoured Facet Sway, but much of that wealth would be tied up in other ways. Some of it is combined with other resources, such…

  • Character Catalysts

    T13 is a Narrative Engine, which means you can use it to create narratives, whether a short-story or a twenty-volume epic fantasy novel series (theoretically, the most I have actually used it for is single Trilogy, with some associated short-stories, so far). Narratives in this sense can be created by a single Author, who can…

  • Pact Descendants

    In T13, we consider any group of people that share a common goal, no matter how loosely they are associated, as a Pact Descendant. Pact Descendants can be used by Characters to summon allies from the Pact, get training, or in the case of companies draw a salary of Chi from the Pact. Pact Descendants…

  • Patterns (Extras & Descendants)

    In T13 every aspect of the Game is built from smaller Components, Proficiency Threads and Facet Boons are combined to create Knots like Annexes and Hitches, and Knots can be combined to create Patterns. Patterns are recurring things, that you might use once, or every time you use the system, as required. They can be…

  • Monsters

    In T13 Monsters are a special type of Character that have additional abilities. Monsters are given at least one Monster Facet and access to a Monster Pool of cards that the Monster Facets govern the use of. Monsters are often Conflict Embodiments, created by a Plot as a powerful adversary for a party of Heroes.…

  • Annexes

    Annexes in T13 are constructed by combining Proficiencies together, first two Proficiency Threads are tied together to create a Skill, then as more Proficiencies are tied in the Skill becomes a Talent, or eventually a Power. Annexes can be thought of like a musical chord, made up of individual notes (Proficiencies), but that all work…

  • Hitches

    In T13, Hitches are a Knot that places restrictions on Characters and Descendants and limits how the Character or Descendant will behave under certain conditions. Hitches are a Knot combining a Thread, a Boon (usually called a Bane), and a Hitch Type. Hitches are created in a number of ways, they may be background aspects…

  • Proficiencies

    In T13 we describe a Character’s abilities in terms of the things that they can do. Usually this is expressed most simply as a Proficiency Thread (or just a Proficiency, Thread, or Prof). A Proficiency Thread is a mimetic unit in T13, if you have a Proficiency in something then you know a lot about…

  • Conflict Spreads

    Conflict spreads can increase in complexity several times with greater and more complex conflicts being created with more cards. This page will show you a randomly created example of each size of Conflict spread. Plots always require an extra Significator card beyond the square grid that informs the Yarn-Teller how the Plot should be formed.…